Jim Ang: What we learn about technology from people living with dementia

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October 15, 2013

Jim Ang: What we learn about technology from people living with dementia

Jim Ang is a game and virtual world enthusiast. He's also a lecturer in the School of Engineering and Digital Arts, University of Kent. Jim will be talking about how virtual world tech can be designed to improve life engagement for care home residents - particularly for people living with dementia. Fascinating stuff.

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October 15, 2013
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Transcript

  1. What we learn about technology from people living with dementia

    Jim Ang Panote Siriaraya School of Engineering and Digital Arts University of Kent 1 Tuesday, 15 October 13
  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 Tuesday, 15 October 13
  3. Panote Siriaraya 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 Tuesday, 15 October 13
  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 Alzheimer’s Society 4 Tuesday, 15 October 13
  5. Care homes 5 Tuesday, 15 October 13

  6. Dementia 6 Tuesday, 15 October 13

  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 Tuesday, 15 October 13
  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 Tuesday, 15 October 13
  9. Prototype 1 9 Tuesday, 15 October 13

  10. Prototype 1 10 Tuesday, 15 October 13

  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 – 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. 11 Tuesday, 15 October 13
  12. Prototype 2 12 Tuesday, 15 October 13

  13. Prototype 2 13 http://www.youtube.com/watch?v=bflFQOPc9YI Tuesday, 15 October 13

  14. Prototype 3 14 Tuesday, 15 October 13

  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 Tuesday, 15 October 13
  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 Tuesday, 15 October 13
  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 Tuesday, 15 October 13
  18. 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 18 Tuesday, 15 October 13
  19. Let the experimentation begin! 19 Tuesday, 15 October 13

  20. Linking to physical world 20 http:// www.youtube.com/watch? v=YUGcRowBQfc http:// www.youtube.com/

    watch?v=PC3ht4Bbh3U Tuesday, 15 October 13
  21. 21 http://www.youtube.com/ watch?v=ndxOZoDEFyI http:// www.youtube.com/watch? v=P01HX6mgBfo Linking to physical world

    Tuesday, 15 October 13
  22. Day-to-day objects as interaction devices 22 Tuesday, 15 October 13

  23. Day-to-day objects as interaction devices • NFC 23 http://www.youtube.com/watch?v=Q3jjFjIJJRU Tuesday,

    15 October 13
  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 Tuesday, 15 October 13
  25. virtual coordinator Tuesday, 15 October 13