TY - GEN
T1 - The Impact of Virtual Reality Experiences on the Quality of Life and Psychological Well-Being of the Elderly
AU - Pan, Xin Ting
AU - Liu, Yu Jhen
AU - Liu, Bo
AU - Chen, Chien Hsu
AU - Lin, Yang-Cheng
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - As aging societies emerge, the holistic well-being and quality of life of the elderly have come into focus on a global scale. In recent times, the progress of technology has led to the widespread application of Virtual Reality (VR) technology across diverse sectors. This study adopted a rehabilitation interactive game as its experiential content, involving a total of 13 participants. The gaming experience was facilitated through the utilization of the Cardboard VR device. For usability assessment, the study employed the System Usability Scale (SUS) questionnaire, with an average total score of 77.8. Impressively, 11 participants scored above 70. In summation, the Cardboard VR system received affirmative evaluations in terms of user experience within the elderly demographic.In addition to positive feedback, this study utilized semi-structured interviews to understand the challenges encountered during the experience. The results of the interviews revealed that some elderly participants felt confused or uncomfortable while using the device. A minority of participants experienced dizziness in the virtual environment or had difficulty adjusting the focal length for optimal viewing. Suggestions were provided regarding interface color combinations and motion feedback mechanisms. This study employed the user-friendly Cardboard VR as the experimental device. Future research could further explore the impact of immersive VR experiences on the quality of life and mental well-being of the elderly population.
AB - As aging societies emerge, the holistic well-being and quality of life of the elderly have come into focus on a global scale. In recent times, the progress of technology has led to the widespread application of Virtual Reality (VR) technology across diverse sectors. This study adopted a rehabilitation interactive game as its experiential content, involving a total of 13 participants. The gaming experience was facilitated through the utilization of the Cardboard VR device. For usability assessment, the study employed the System Usability Scale (SUS) questionnaire, with an average total score of 77.8. Impressively, 11 participants scored above 70. In summation, the Cardboard VR system received affirmative evaluations in terms of user experience within the elderly demographic.In addition to positive feedback, this study utilized semi-structured interviews to understand the challenges encountered during the experience. The results of the interviews revealed that some elderly participants felt confused or uncomfortable while using the device. A minority of participants experienced dizziness in the virtual environment or had difficulty adjusting the focal length for optimal viewing. Suggestions were provided regarding interface color combinations and motion feedback mechanisms. This study employed the user-friendly Cardboard VR as the experimental device. Future research could further explore the impact of immersive VR experiences on the quality of life and mental well-being of the elderly population.
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U2 - 10.1109/GCCE59613.2023.10315621
DO - 10.1109/GCCE59613.2023.10315621
M3 - Conference contribution
AN - SCOPUS:85179753853
T3 - GCCE 2023 - 2023 IEEE 12th Global Conference on Consumer Electronics
SP - 763
EP - 766
BT - GCCE 2023 - 2023 IEEE 12th Global Conference on Consumer Electronics
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 12th IEEE Global Conference on Consumer Electronics, GCCE 2023
Y2 - 10 October 2023 through 13 October 2023
ER -