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The rapid development of virtual reality technology has increased its availability and, consequently, increased the number of its possible applications. The interest in the new medium has grown due to the entertainment industry (games, VR experiences and movies). The number of freely available training and therapeutic applications is also increasing. Contrary to popular opinion, new technologies are also adopted by older adults. Creating virtual environments tailored to the needs and capabilities of older adults requires intense research on the behaviour of these participants in the most common situations, towards commonly used elements of the virtual environment, in typical sceneries. Comfortable immersion in a virtual environment is key to achieving the impression of presence. Presence is, in turn, necessary to obtain appropriate training, persuasive and therapeutic effects. A virtual agent (a humanoid representation of an algorithm or artificial intelligence) is often an element of the virtual environment interface. Maintaining an appropriate distance to the agent is, therefore, a key parameter for the creator of the VR experience. Older (65+) participants maintain greater distance towards an agent (a young white male) than younger ones (25-35). It may be caused by differences in the level of arousal, but also cultural norms. As a consequence, VR developers are advised to use algorithms that maintain the agent at the appropriate distance, depending on the users age.
In this paper we report on a study conducted with a group of older adults in which they engaged in participatory design workshops to create a VR ATM training simulation. Based on observation, recordings and the developed VR application we present the
Voice User Interfaces (VUIs) owing to recent developments in Artificial Intelligence (AI) and Natural Language Processing (NLP), are becoming increasingly intuitive and functional. They are especially promising for older adults, also with special nee
In this paper we present the results of an exploratory study examining the potential of voice assistants (VA) for some groups of older adults in the context of Smart Home Technology (SHT). To research the aspect of older adults interaction with voice
In this exploratory study, we examine the possibilities of non-invasive Brain-Computer Interface (BCI) in the context of Smart Home Technology (SHT) targeted at older adults. During two workshops, one stationary, and one online via Zoom, we researche
In this paper we report the results of a pilot study comparing the older and younger adults interaction with an Android TV application which enables users to detect errors in video subtitles. Overall, the interaction with the TV-mediated crowdsourcin