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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. Jim Ang. Game and virtual world enthusiast Email junky Dream about uploading my conscious to the net
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What we learn about technology from people living with dementia Jim Ang PanoteSiriaraya School of Engineering and Digital Arts University of Kent
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
PanoteSiriaraya • 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
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
3D virtual worlds • Aim: • 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
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
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.
Prototype 2 http://www.youtube.com/watch?v=bflFQOPc9YI
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
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 ?
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
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
Linking to physical world http://www.youtube.com/watch?v=YUGcRowBQfc http://www.youtube.com/watch?v=PC3ht4Bbh3U
Linking to physical world http://www.youtube.com/watch?v=ndxOZoDEFyI http://www.youtube.com/watch?v=P01HX6mgBfo
Day-to-day objects as interaction devices • NFC http://www.youtube.com/watch?v=Q3jjFjIJJRU
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