Related papers: Immersive Technologies and Elderly Users: Current …
Reminiscence, the act of revisiting past memories, is crucial for self-reflection and social interaction, significantly enhancing psychological well-being, life satisfaction, and self-identity among older adults. In HCI and CSCW, there is…
Robots hold significant promise to assist with providing care to an aging population and to help overcome increasing caregiver demands. Although a large body of research has explored robotic assistance for individuals with disabilities and…
In the recent years, the entire world has seen a tremendous increase in the elderly population. Even though countries differ in the numerical criterion for defining the old age, the UN has agreed that the cutoff of 60+ years refers to the…
Extended Reality (XR) technologies, including Augmented Reality (AR), have attracted significant attention over the past few years and have been utilized in several fields, including education, healthcare, and manufacturing. In this paper,…
Extended Reality (XR) combines dense sensing, real-time rendering, and close-range interaction, making its use in early childhood education both promising and high risk. To investigate this, we conduct a Systematization of Knowledge (SoK)…
The rapid advancement of Extended Reality (XR, encompassing AR, MR, and VR) and spatial computing technologies forms a foundational layer for the emerging Metaverse, enabling innovative applications across healthcare, education,…
"Cultural Windows" is a research initiative designed to enrich cross-cultural understanding through immersive extended reality (XR) experiences. This project proposes a workflow for deploying AR and VR platforms, allowing users to explore…
Visually impaired individuals rely heavily on accurate and timely information about obstacles and their surrounding environments to achieve independent living. In recent years, significant progress has been made in the development of…
Virtual Reality (VR) and Augmented Reality (AR) are emerging as transformative tools in education, offering new possibilities for engagement and immersion. This paper explores their potential in language learning within public education,…
As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, such as simplified input…
The use of eXtended Reality (XR) technologies in the space domain has increased significantly over the past few years as it can offer many advantages when simulating complex and challenging environments. Space agencies are currently using…
Understanding the needs of a variety of distinct user groups is vital in designing effective, desirable dialogue systems that will be adopted by the largest possible segment of the population. Despite the increasing popularity of dialogue…
Socially assistive robots (SARs) have shown great promise in supplementing and augmenting interventions to support the physical and mental well-being of older adults. However, past work has not yet explored the potential of applying SAR to…
Mixed Reality (MR) and Artificial Intelligence (AI) are increasingly becoming integral parts of our daily lives. Their applications range in fields from healthcare to education to entertainment. MR has opened a new frontier for such fields…
Extended Reality (XR) has expanded the horizons of entertainment and social life and shows great potential in the manufacturing industry. Prototyping in XR can help designers make initial proposals and iterations at low cost before…
Growth of the older adult population has led to an increasing interest in technology-supported aged care. However, the area has some challenges such as a lack of caregivers and limitations in understanding the emotional, social, physical,…
As the aging population increases and the shortage of healthcare workers increases, the need to examine other means for caring for the aging population increases. One such means is the use of humanoid robots to care for social, emotional,…
We present our ongoing research on applying a participatory design approach to using social robots for elderly care. Our approach involves four different groups of stakeholders: the elderly, (non-professional) caregivers, medical…
Selfie taking is a popular social pastime, and is an important part of socialising online. This activity is popular with young people but is also becoming more prevalent with older generations. Despite this, there are a number of…
Video conferencing has become a central part of our daily lives, thanks to the COVID-19 pandemic. Unfortunately, so have its many limitations, resulting in poor support for communicative and social behavior and ultimately, Zoom fatigue. New…