| Nome: | Descrição: | Tamanho: | Formato: | |
|---|---|---|---|---|
| 8.08 MB | Adobe PDF |
Orientador(es)
Resumo(s)
Background: Serious games (SGs) are used as complementary approaches to stimulate patients with dementia. However, many
of the SGs use out-of-the-shelf technologies that may not always be suitable for such populations, as they can lead to negative
behaviors, such as anxiety, fatigue, and even cybersickness.
Objective: This study aims to evaluate how patients with dementia interact and accept 5 out-of-the-shelf technologies while
completing 10 virtual reality tasks.
Methods: A total of 12 participants diagnosed with dementia (mean age 75.08 [SD 8.07] years, mean Mini-Mental State
Examination score 17.33 [SD 5.79], and mean schooling 5.55 [SD 3.30]) at a health care center in Portugal were invited to
participate in this study. A within-subject experimental design was used to allow all participants to interact with all technologies,
such as HTC VIVE, head-mounted display (HMD), tablet, mouse, augmented reality (AR), leap motion (LM), and a combination
of HMD with LM. Participants’ performance was quantified through behavioral and verbal responses, which were captured
through video recordings and written notes.
Results: The findings of this study revealed that the user experience using technology was dependent on the patient profile; the
patients had a better user experience when they use technologies with direct interaction configuration as opposed to indirect
interaction configuration in terms of assistance required (P=.01) and comprehension (P=.01); the participants did not trigger any
emotional responses when using any of the technologies; the participants’performance was task-dependent; the most cost-effective
technology was the mouse, whereas the least cost-effective was AR; and all the technologies, except for one (HMD with LM),
were not exposed to external hazards.
Conclusions: Most participants were able to perform tasks using out-of-the-shelf technologies. However, there is no perfect
technology, as they are not explicitly designed to address the needs and skills of people with dementia. Here, we propose a set
of guidelines that aim to help health professionals and engineers maximize user experience when using such technologies for the
population with dementia.
Descrição
Palavras-chave
Dementia Technology Interaction Psychomotor performance Equipment safety Costs and cost analysis User-computer interface . Faculdade de Ciências Exatas e da Engenharia
Contexto Educativo
Citação
Ferreira, L. D. A., Ferreira, H., Cavaco, S., Cameirão, M., & Bermúdez i Badia, S. (2020). User experience of interactive technologies for people with dementia: comparative observational study. JMIR serious games, 8(3), e17565.
Editora
JMIR Publications
