A Framework to Incentivize the Use of Augmented Reality in Daily Lives of Older Adults.

HCI (32)(2023)

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Abstract
Based on guidelines extracted from research and experiences with older adults, four individual applications incorporating Augmented Reality (AR) to improve Activities of Daily Living are presented. For the first use case, a combination of AR and Machine Learning is proposed to create a pill detector to support taking medication on their own. Thereby the neural network classifies the pills, while AR is used to precisely mark in 3D the correct pill to take. When difficulties in the accuracy of the detection arise, a video call streaming the camera feed can be initiated with a caregiver, who then can remotely mark the correct pill. Additionally, the app supports the user when shopping by providing advice when dealing with personal nutritional restrictions with an AR overlay on products. Secondly, a location-based AR game GramoGO is proposed which combines collecting music records with fitness by exploring the neighborhood. Cognitive health is trained by subsequently assembling the music pieces by listening to them on an AR music player. To support frail older adults when walking stairs at home, the app stAiRs for a glasses-like AR HMD has been developed. It utilizes fiducial markers placed on the shoes and pressure sensors inside of them to indicate the correct angle to walk up and down stairs. Additionally, the stairs have been modified with sensors that detect on which stair the person is walking on and LEDs are being lit to safeguard against overstepping. Lastly, an AR companion supporting navigation at unfamiliar places avoiding the need to match a virtual map with the real world has been developed. Through map APIs, it is possible to extract dangerous routes and the companion can also function as a personal trainer for healthy activities. Small-scale pilot studies have been performed for some of the features of the individual applications. One core finding is, that integrating AR into the daily routine of older adults will need daily active training, incentivized through a Serious Game concept. For that reason, we propose a framework for the use of AR with the target group in mind.
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Key words
augmented reality,older adults,daily lives
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