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dc.contributor.authorDesai, Shital
dc.contributor.authorFels, Deborah
dc.contributor.authorAstell, Arlene
dc.date.accessioned2021-07-17T21:12:19Z
dc.date.available2021-07-17T21:12:19Z
dc.date.issued2020-09-25
dc.identifier.citationDesai S., Fels D., Astell A. (2020) Designing for Experiences in Blended Reality Environments for People with Dementia. In: Stephanidis C., Antona M., Gao Q., Zhou J. (eds) HCI International 2020 – Late Breaking Papers: Universal Access and Inclusive Design. HCII 2020. Lecture Notes in Computer Science, vol 12426. Springer, Cham. https://doi.org/10.1007/978-3-030-60149-2_38en_US
dc.identifier.urihttps://doi.org/10.1007/978-3-030-60149-2_38en_US
dc.identifier.urihttp://hdl.handle.net/10315/38511
dc.description.abstractBlended Reality environments have the potential to provide scalable solutions that are affordable, adaptable and easily deployable to support people with dementia. Use of these technologies is associated with experience of presence which is an experience with technologically mediated perceptions that generates a feeling of being there and the illusion of non-mediation. Our study examines what constitutes an experience of presence for people with dementia when they interact with MRTs. An observational study with ten participants (MoCA = 18 to 23, Age = 63 to 88 years) played a game of Tangram on Osmo. Six of these participants also played Young Conker on HoloLens. The experiences of the participants in the digital space, the physical space, and their attention crossover between the two spaces were coded in Noldus Observer XT 14.1. The study found four main themes that have an impact on the experience of presence in PwD – correspondences, effortless access to physical and digital content, awareness of reality and emergence. Correspondences between physical and digital spaces require PwD to have constant information about the state and nature of physical and digital content. The transitions between physical and digital should be seamless. PwD demonstrated positive experiences with Osmo, an augmented Virtuality technology while their experience with HoloLens, augmented reality technology was negative. The factors impacting experience of presence were prominent in Osmo while they were mostly absent in HoloLens throughout the game play. The outcomes of this study have resulted in a set of recommendations and guidelines for designers to design correspondences for experience of presence. We are currently working on developing prototypes using these guidelines for evaluations with PwD.en_US
dc.description.sponsorshipAGE-WELLen_US
dc.language.isoenen_US
dc.publisherSpringer, Chamen_US
dc.subjectBlended reality, Mixed reality, Presence, People with dementia, Assistive technologyen_US
dc.titleDesigning for Experiences in Blended Reality Environments for People with Dementiaen_US
dc.typeArticleen_US
dc.rights.publisherhttps://link.springer.com/chapter/10.1007/978-3-030-60149-2_38#citeasen_US
dc.rights.articlehttps://link.springer.com/chapter/10.1007/978-3-030-60149-2_38#citeasen_US


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