what we learn about technology from people living with dementia
DESCRIPTION
This talk was given at Digibury (http://deeson-online.co.uk/digibury) at University of Kent on 9 Oct 2013.TRANSCRIPT
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What we learn about technology from people living with dementia
Jim AngPanote Siriaraya
School of Engineering and Digital ArtsUniversity of Kent
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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
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Panote Siriaraya
• 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
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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 Alzheimer’s Society
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Care homes
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Dementia
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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
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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
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Prototype 1
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Prototype 1
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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– Avatar’s 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.
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Prototype 2
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Prototype 2
http://www.youtube.com/watch?v=bflFQOPc9YI
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Prototype 3
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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
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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 ?
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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
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Tangible user interface/physical computing
• Although these prototypes worked for many residents, they didn’t work for those with a more severe condition
• Touch appeared important!• Internet of things / ubiquitous computers• Linking physical to virtual
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Let the experimentation begin!
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Linking to physical world
http://www.youtube.com/watch?v=YUGcRowBQfc
http://www.youtube.com/watch?v=PC3ht4Bbh3U
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http://www.youtube.com/watch?v=ndxOZoDEFyI
http://www.youtube.com/watch?v=P01HX6mgBfo
Linking to physical world
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Day-to-day objects as interaction devices
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Day-to-day objects as interaction devices
• NFC
http://www.youtube.com/watch?v=Q3jjFjIJJRU
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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
virtual coordinator