A Pilot Study Exploring Age Differences in Presence, Workload, and Cybersickness in the Experience of Immersive Virtual Reality Environments

被引:32
|
作者
Dilanchian, Andrew T. [1 ]
Andringa, Ronald [1 ]
Boot, Walter R. [1 ]
机构
[1] Florida State Univ, Dept Psychol, Tallahassee, FL 32306 USA
来源
关键词
virtual reality; technology adoption; usability; aging; human factors; SIMULATOR SICKNESS; OLDER-ADULTS; DRIVING SIMULATOR; PROFICIENCY; ENGAGEMENT;
D O I
10.3389/frvir.2021.736793
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Research is often focused on understanding barriers to the use and adoption of technology to support older adults' (65+) instrumental activities of daily living (IADLs), such as communication, banking, and transportation. Less attention is paid to technology to support enhanced activities of daily living (EADLs), activities that enrich our daily lives, even though they have the potential to improve wellbeing, promote physical and emotional health, and reduce stress. Here, we explored how older adults interacted with commercial virtual reality (VR) to investigate the feasibility of using VR as an EADL support system. Older adults navigated different VR environments, including environments that were meditation, exploration, and game-oriented. Of particular interest was whether older adults (N = 20) psychologically experienced differing degrees of presence within virtual environments compared to younger adults (N = 20), and potential barriers to use as assessed by measures of workload and system usability. Given previously observed agerelated differences in cybersickness, this was also assessed as a potential barrier. Compared to younger adults, older adults expressed a greater sense of presence in virtual environments, with nonsignificant differences in perceived workload and usability according to most measures. Contrary to expectations, older adults reported significantly less cybersickness compared to younger adults. Results suggest that VR is a promising means to support older adults' EADLs.
引用
收藏
页数:11
相关论文
共 50 条
  • [1] Anxiety Partially Mediates Cybersickness Symptoms in Immersive Virtual Reality Environments
    Pot-Kolder, Roos
    Veling, Wim
    Counotte, Jacqueline
    van der Gaag, Mark
    CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING, 2018, 21 (03) : 187 - 193
  • [2] Virtual Reality Experience: Immersion, Sense of Presence, and Cybersickness
    Servotte, Jean-Christophe
    Goosse, Manon
    Campbell, Suzanne Hetzell
    Dardenne, Nadia
    Pilote, Bruno
    Simoneau, Ivan L.
    Guillaume, Michele
    Bragard, Isabelle
    Ghuysen, Alexandre
    CLINICAL SIMULATION IN NURSING, 2020, 38 : 35 - 43
  • [3] Software Techniques to Reduce Cybersickness Among Users of Immersive Virtual Reality Environments
    Choros, Kazimierz
    Nippe, Piotr
    INTELLIGENT INFORMATION AND DATABASE SYSTEMS, ACIIDS 2019, PT I, 2019, 11431 : 638 - 648
  • [4] A Comparative Study of Sense of Presence of Traditional Virtual Reality and Immersive Environments
    North, Max M.
    North, Sarah
    AUSTRALASIAN JOURNAL OF INFORMATION SYSTEMS, 2016, 20
  • [5] Investigating Age Differences in Passive Haptic Feedback for Immersive Virtual Reality: A Pilot Study on Configuration Tasks
    Dresel, Markus
    Plaumann, Julia
    Jochems, Nicole
    EXTENDED REALITY, XR SALENTO 2023, PT I, 2023, 14218 : 210 - 222
  • [6] Narrative and gaming experience interact to affect presence and cybersickness in virtual reality
    Weech, Seamas
    Kenny, Sophie
    Lenizky, Markus
    Barnett-Cowan, Michael
    INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES, 2020, 138
  • [7] Multisensory integration and the experience of scene instability, presence and cybersickness in virtual environments
    Kim, Juno
    Luu, Wilson
    Palmisano, Stephen
    COMPUTERS IN HUMAN BEHAVIOR, 2020, 113
  • [8] Are You There? A Study on Measuring Presence in Immersive Virtual Reality
    Tamaki, Reiya
    Nakajima, Tatsuo
    VIRTUAL, AUGMENTED AND MIXED REALITY: DESIGN AND DEVELOPMENT, PT I, 2022, 13317 : 275 - 288
  • [9] Comparitive Reality: Measuring User Experience and Emotion in Immersive Virtual Environments
    Greenfeld, Adam
    Lugmayr, Artur
    Lamont, Wesley
    2018 IEEE INTERNATIONAL CONFERENCE ON ARTIFICIAL INTELLIGENCE AND VIRTUAL REALITY (AIVR), 2018, : 204 - 209
  • [10] Correlation between Game Experience and Presence in immersive virtual reality games
    Goncalves, Guilherme
    Coelho, Hugo
    Monteiro, Pedro
    Melo, Miguel
    Bessa, Maximino
    PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019), 2019, : 107 - 114