Affective Out-World Experience via Virtual Reality for Older Adults Living with Mild Cognitive Impairments or Mild Dementia
Abstract
:1. Introduction
2. Materials and Methods
2.1. Participants
2.2. Study Design and Procedure
2.3. Materials
- Eye-tracking data. Participants’ eye-related metrics were tracked using an eye tracker embedded in the VR headset at 10 Hz. These data allowed the analysis of the behaviour and gaze patterns of participants, thus providing the opportunity to gain a better understanding of what they were experiencing.
- Observed Emotion Rating Scale (OERS) [41]. The scale offers direct observation of the time (1 = never, 2 = less than 16 s, 3 = 16–59 s, 4 = 1–2 min, and 5 = more than 2 min) spent expressing five affect types: pleasure; anger; anxiety; sadness; and general alertness, before, during (i.e., after experiencing each of the VEs), and after the session. An HCI researcher marked for how long a participant expressed each of the five affect types during each section of a session. For example, participants could have shown anger for less than 16 s, felt sadness for 16–59 s, and had general alertness for more than 2 min. The scale was selected to evaluate how the emotions of participants changed during the intervention.
- Visual Analogue Scale (VAS) [42]. VAS was used to record the self-assessed emotional state of participants during the session. The participants were asked to point to the emoji (0 = happy and 5 = sad) that matched their emotional state before and after the session. During the session the participants were asked to refer to the emotion they were feeling, the researcher read out loud each emotion (0 = happy and 5 = sad).
- Slater-Usoh-Steed Questionnaire (SUS) [43]. The scale assesses the level of presence and immersion using seven questions on a 7-point Likert scale (e.g., 1 = being somewhere else and 7 = being in the VE) and was recorded after the session. The questionnaire can provide insights into the experience of participants during the session and the feasibility of the technology to “transfer” participants to different environments.
- System Usability Scale (SUS) [44]. The scale evaluates the system’s usability using ten questions rated on a 5-point Likert scale (1 = strongly disagree to 5 = strongly agree). The scale was administered after the use of the system to assess the overall usability of the system.
- Semi-structured interviews. Semi-structured interviews were conducted by two researchers. We examined the “technology acceptance” of VR using a combination of questions related to usability, practicality, and immersiveness of the system. For example, participants were asked whether they felt immersed in the experience, whether they forgot about the physical boundaries of the room, as well as whether the VR headset was comfortable to wear. Questions were also asked regarding the emotional effects of VR and based on observations made during the session.
2.4. Apparatus
3. Results
3.1. Presence, Immersion, and Systems’ Usability
3.2. Eye-Tracking
3.3. Affective Experiences in VR
3.3.1. Observed Emotion Rating Scale (OERS)
3.3.2. Visual Analogue Scale (VAS)
3.4. Interviews
3.4.1. Virtual Reality’s Impact on Health
“The room was decorated for Christmas. There was a fire in the fireplace. Tom and Jerry Christmas episodes were playing on the TV. I was reminded of the good old days. When I was a mother and my husband was still around. Back when our kids were young. It made me feel melancholic, but in a good way” (People with mild cognitive impairment 7).
“A lot of snow fell there. Although I tried to make a snowman, I could not touch the snow. How come? It snowed, but it wasn’t cold…” (People with mild dementia 12).
“It seemed like something was wrong with me today. I was feeling gloomy. It felt like a huge stone was sitting on my chest. As soon as you arrived, I thought to myself, “There is no way I would be a good candidate”. But then you took me to the lake, and I feel calm, and the stone has been lifted from my chest…” (People with mild cognitive impairment 19).
3.4.2. Virtual Reality and Material Properties
“The device felt comfortable on my head, like wearing some sort of bulky glasses. More like wearing some kind of bionic eyes through which you can see a whole new world. [A researcher asked whether it was claustrophobic or stressful]. No, I do not think it felt that way at all… In fact, it was the opposite. I felt relaxed rather than stressed, and instead of feeling claustrophobic, the feeling was more of a freedom.” (People with mild dementia 5).
“Oh, my dear! [Her hands snag the VR headset, and she pulls it over in agony] Oh my, I’m so sorry, but I can’t! I’m sorry, but I cannot wear this… Please understand that I cannot wear this… it’s so stressful and claustrophobic… I can’t do it, sorry, I can’t.” (People with mild cognitive impairment 6).
“Well, I liked it, but it was too heavy and big for me. I had difficulty breathing because it wasn’t staying in place and fell into my face blocking my nose. […] The colors seemed to fade away as it fell into my face, so it would be great if you made it to feet so I could see all the colors clearly. Having to push it in and hold it in the right spot tired me” (People with mild dementia 3).
“It was nice to be in there. I was surrounded by many people. It was a pleasure to have them with me at the church… to see how many people are coming to the church. And then we visited Venice. I enjoyed seeing the gondolas and the gondoliers around the city and people passing shops and restaurants… It is not time for the launch yet, so the restaurants were empty…” (People with mild dementia 30).
4. Discussion
5. Limitations, Conclusions, and Future Work
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Affect | p | M | Mdn | SD | Phase | p | |
---|---|---|---|---|---|---|---|
Pleasure | 0.000 | Before | 2.92 | 3.00 | 1.32 | Before–during | 0.000 |
During | 4.12 | 4.00 | 0.99 | Before–after | 0.000 | ||
After | 4.08 | 4.50 | 1.09 | During–after | 0.869 | ||
Anger | 0.002 | Before | 1.38 | 1.00 | 0.85 | Before–during | 0.257 |
During | 1.50 | 1.00 | 0.91 | Before–after | 0.027 | ||
After | 1.16 | 1.00 | 0.44 | During–after | 0.010 | ||
Anxiety/fear | 0.000 | Before | 2.35 | 1.50 | 1.32 | Before–during | 0.000 |
During | 1.27 | 1.00 | 0.53 | Before–after | 0.000 | ||
After | 1.00 | 1.00 | 0.28 | During–after | 0.053 | ||
Sadness | 0.000 | Before | 1.88 | 1.00 | 1.31 | Before–during | 0.003 |
During | 1.12 | 1.00 | 0.33 | Before–after | 0.160 | ||
After | 2.03 | 2.00 | 0.57 | During–after | 0.000 | ||
Alertness | 0.000 | Before | 4.00 | 5.00 | 1.62 | Before–during | 0.020 |
During | 4.67 | 5.00 | 0.55 | Before–after | 0.000 | ||
After | 5.21 | 6.00 | 1.51 | During–after | 0.038 |
p | M | Mdn | SD | Phase | p | ||
---|---|---|---|---|---|---|---|
Emotional state | 0.000 | Before | 1.54 | 2.00 | 0.71 | Before–during | 0.001 |
During | 0.88 | 1.00 | 0.66 | Before–after | 0.000 | ||
After | 0.60 | 0.75 | 0.63 | During–after | 0.096 |
Virtual Reality’s Impact on Health | Virtual Reality and Material Properties |
---|---|
Memories evoke feelings | Acceptability |
Natural reactions and interactions | Practicality |
Exposure reduces anxiety | Social Presence |
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Matsangidou, M.; Solomou, T.; Frangoudes, F.; Ioannou, K.; Theofanous, P.; Papayianni, E.; Pattichis, C.S. Affective Out-World Experience via Virtual Reality for Older Adults Living with Mild Cognitive Impairments or Mild Dementia. Int. J. Environ. Res. Public Health 2023, 20, 2919. https://doi.org/10.3390/ijerph20042919
Matsangidou M, Solomou T, Frangoudes F, Ioannou K, Theofanous P, Papayianni E, Pattichis CS. Affective Out-World Experience via Virtual Reality for Older Adults Living with Mild Cognitive Impairments or Mild Dementia. International Journal of Environmental Research and Public Health. 2023; 20(4):2919. https://doi.org/10.3390/ijerph20042919
Chicago/Turabian StyleMatsangidou, Maria, Theodoros Solomou, Fotos Frangoudes, Konstantinos Ioannou, Panagiotis Theofanous, Ersi Papayianni, and Constantinos S. Pattichis. 2023. "Affective Out-World Experience via Virtual Reality for Older Adults Living with Mild Cognitive Impairments or Mild Dementia" International Journal of Environmental Research and Public Health 20, no. 4: 2919. https://doi.org/10.3390/ijerph20042919
APA StyleMatsangidou, M., Solomou, T., Frangoudes, F., Ioannou, K., Theofanous, P., Papayianni, E., & Pattichis, C. S. (2023). Affective Out-World Experience via Virtual Reality for Older Adults Living with Mild Cognitive Impairments or Mild Dementia. International Journal of Environmental Research and Public Health, 20(4), 2919. https://doi.org/10.3390/ijerph20042919