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What we learn about technology from people living with dementia
Jim Ang Panote Siriaraya School of Engineering and Digital Arts University of Kent
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Jim Ang Game and virtual world enthusiast Email junky
Dream about uploading my conscious to the net Lecturer in multimedia and digital systems Backgrounds in human computer interaction/man-machine interaction
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Panote Siriaraya Background in Human-Computer Interaction with an emphasis on designing technology to support aging Likes to build and program stuff (web app, simulators for rescue robots and recently virtual worlds) Research Associate at University of Kent
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The project Funded by EPSRC for 13 months (from Oct 2012)
In collaboration with Silverfit and Avante care homes in UK and the Netherlands AgeUK and Society Alzheimer’s Society
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Care homes
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Dementia
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3D virtual worlds Aim: Why virtual ?
How can 3D virtual worlds be designed to support older people (in the care environment) and carers Why virtual ? Access to certain objects which may be otherwise not accessible physically Able to (in principle) visit any locations Potentially cheaper and safer than physical activity
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Natural user interface
Interaction with 3D virtual worlds is complex No straightforward mapping between 2D interaction devices (keyboard and mouse) to 3D space. Gesture-based interaction Kinect Leap motion We had the idea that instead of using the normal mouse and keyboard, that we would use some kind of gesture based interaction technology instead. Basically, moving around in a 3D space is hard. What normally happens, if you play these kind of 3D games is if you want to do something like say pick up an apple, you have to press the buttons in your keyboard or mouse and move your character, turn left , turn right and go through that complex interaction to move your character to the apple and then press another button to pick it up. So we felt that it would not be so straightforward to learn to map these kind of 2D interactions to a 3D space for older people. So in the end, we decided to use gesture interaction, specifically the Microsoft Kinect which had just been released.
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Prototype 1
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Prototype 1
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Initial observations Residents were disoriented and confused when using the virtual room They were unable to associate their actions with the on screen avatar The “picking up objects” system was confusing Avatar’s hand went through the table giving them complete interactivity freedom (just do whatever you want and the avatar will reflect this) is not supported by Kinect yet.
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Prototype 2
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Prototype 2
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Prototype 3
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Lesson learnt about virtual world technology for dementia
They love technology! The experience of virtual worlds could help in the recovery of self through place-based reminiscence Safe and expressive virtual wonderland Virtual worlds could provide a “sanctuary” to maintain the continuity of self
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Muscle memory Visual, audio memory – used a lot in reminiscence therapy Research has suggested that the ways in which we think is an extension of our existence as embodied minds. The way we think is driven by our physical motions, which in turn drive the way that we think. Triggering muscle memory with gesture interaction ?
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Presence For virtual world to be effective, users should be able to suspend their disbelief and maintain the illusion that the alternative almost all residents were able to see the projected screen as a place they were situated in and perceive themselves as actually performing the activity
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Tangible user interface/physical computing
Although these prototypes worked for many residents, they didn’t work for those with a more severe condition Touch appeared important! Internet of things / ubiquitous computers Linking physical to virtual
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Let the experimentation begin!
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Linking to physical world
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Linking to physical world
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Day-to-day objects as interaction devices
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Day-to-day objects as interaction devices
NFC
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Lesson learnt about (virtual world) technology
Our interaction with technology focuses too much audio and visual – what about physical touch? Virtual world technology should not just be “virtual.” It can include a physical element Fully immersive vs mixed reality
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virtual coordinator
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