Older adults' experiences of virtual reality and 360° videos
Ovaskainen, Riikka (2021)
Ovaskainen, Riikka
2021
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-202102021829
https://urn.fi/URN:NBN:fi:amk-202102021829
Tiivistelmä
The purpose of this research is to examine the experiences of older adults’ in VR. The aim is to clarify older adults' user experience on VR and its interconnection to quality of life. This study aims to fulfil the lack of knowledge about VR and older adults living in nursing homes.
The study's data was gathered by interviewing three older adults about their previous life, interests, and wishes. Based on the interviews, important places were video recorded with a 360-degree camera. The participants watched individually 1-3 minute videos with a head-mounted VR-display. Afterwards participants were interviewed about the experience. The questions were based on the elements of quality of life and standardized user experience questionnaire (meCUE 2.0). The data was analyzed using inductive content analysis.
The results also showed that the participants were excited to try VR and they found it as a positive and wondering experience. One participant discontinued watching the video because of tiredness. Two out of three participants felt immersion and none suffered from cybersickness. One participant complained of pressure on corner of an eye and one found it challenging to use VR because of poor vision. Two participants experienced VR session improving their mood and one participant felt happier and more vital after watching VR. Participants liked especially nature videos. Watching VR videos generated old memories in participants' minds.
The results indicated that older adults in this study had a positive attitude towards virtual reality and VR has potential for recreation of older adults’. Furthermore, the familiar themes like childhood neighborhoods and nature brought up nice memories and improved the mood. To get most positive effect the moment of the watching session has to match to older adults' alertness. Also, the display has to be adjusted, be comfortable enough and user's vision has to be sufficient. Future studies should do with larger sample and with long-term study design to clarify the effect of VR to quality of life of older adults’.
The study's data was gathered by interviewing three older adults about their previous life, interests, and wishes. Based on the interviews, important places were video recorded with a 360-degree camera. The participants watched individually 1-3 minute videos with a head-mounted VR-display. Afterwards participants were interviewed about the experience. The questions were based on the elements of quality of life and standardized user experience questionnaire (meCUE 2.0). The data was analyzed using inductive content analysis.
The results also showed that the participants were excited to try VR and they found it as a positive and wondering experience. One participant discontinued watching the video because of tiredness. Two out of three participants felt immersion and none suffered from cybersickness. One participant complained of pressure on corner of an eye and one found it challenging to use VR because of poor vision. Two participants experienced VR session improving their mood and one participant felt happier and more vital after watching VR. Participants liked especially nature videos. Watching VR videos generated old memories in participants' minds.
The results indicated that older adults in this study had a positive attitude towards virtual reality and VR has potential for recreation of older adults’. Furthermore, the familiar themes like childhood neighborhoods and nature brought up nice memories and improved the mood. To get most positive effect the moment of the watching session has to match to older adults' alertness. Also, the display has to be adjusted, be comfortable enough and user's vision has to be sufficient. Future studies should do with larger sample and with long-term study design to clarify the effect of VR to quality of life of older adults’.