What we learn about technology from people living with dementia

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This talk was given at Digibury (http://deeson-online.co.uk/digibury) at University of Kent on 9 Oct 2013.

Text of What we learn about technology from people living with dementia

  • 1. What we learn about technology from people living with dementia Jim Ang PanoteSiriaraya School of Engineering and Digital Arts University of Kent 1
  • 2. 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 2
  • 3. PanoteSiriaraya 3 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
  • 4. 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 Alzheimers Society 4
  • 5. Care homes 5
  • 6. Dementia 6
  • 7. 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 7
  • 8. 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 8
  • 9. Prototype 1 9
  • 10. Prototype 1 10
  • 11. 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 Avatars 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. 11
  • 12. Prototype 2 12
  • 13. Prototype 2 13 http://www.youtube.com/watch?v=bflFQOPc9YI
  • 14. Prototype 3 14
  • 15. 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 15
  • 16. 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 ? 16
  • 17. 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 17
  • 18. Tangible user interface/physical computing Although these prototypes worked for many residents, they didnt work for those with a more severe condition Touch appeared important! Internet of things / ubiquitous computers Linking physical to virtual 18
  • 19. Let the experimentation begin! 19
  • 20. Linking to physical world 20 http://www.youtube.com/wa tch?v=YUGcRowBQfc http://www.youtube.com/w atch?v=PC3ht4Bbh3U
  • 21. 21 http://www.youtube.com/watc h?v=ndxOZoDEFyI http://www.youtube.com/wa tch?v=P01HX6mgBfo Linking to physical world
  • 22. Day-to-day objects as interaction devices 22
  • 23. Day-to-day objects as interaction devices NFC 23http://www.youtube.com/watch?v=Q3jjFjIJJRU
  • 24. 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 24
  • 25. virtual coordinator