Results suggest a need for studies that examine new and innovative forms of technology, evaluated with rigorous methodologies, and drawing on clear definitions about how these technologies address social isolation/participation.
A growing body of research is examining the way that virtual reality (VR) technology might enrich the lives of older adults. However, no studies have yet examined how this technology-combining head mounted displays, motion tracking, avatars, and virtual environments-might contribute to older adult wellbeing by facilitating greater social participation (social VR). To address this gap, we conducted three workshops in which 25 older adults aged 70 to 81 explored the utility of social VR as a medium for communicating with other older adults. Participants first created embodied avatars that were controlled through natural gestures, and subsequently used these avatars in two high-fidelity social VR prototypes. Findings from the workshops provide insight into older adults' design motivations when creating embodied avatars for social VR; their acceptance of social VR as a communication tool; and their views on how social VR might play a beneficial role in their lives. Outcomes from the workshops also illustrate the critical importance our participants placed on behavioural anthropomorphism-the embodied avatars' ability to speak, move, and act in a human-like manner-alongside translational factors, which encapsulate issues relating to the way physical movements are mapped to the embodied avatar and the way in which errors in these mappings may invoke ageing stereotypes. Findings demonstrate the critical role that these characteristics might play in the success of future social VR applications targeting older users. We translate our findings into a set of design considerations for developing social VR systems for older adults, and we reflect on how our participants' experiences can inform future research on social virtual reality. CCS Concepts: • Human-centered computing → Virtual reality; Collaborative and social computing; Empirical studies in collaborative and social computing.
While HCI researchers have begun designing personalised VR experiences for older adults, there has been limited research examining the use of social VR -where users interact via avatars in a virtual environment. Avatar-mediated communication (AMC) is a crucial component of the social VR experience, but older users' experience with AMC is poorly understood. We conducted a five-month study with 16 older adults evaluating a co-designed social VR prototype. Results show that AMC in social VR was seen as medium that supported introverted users to express themselves and was viewed as offering advantages when discussing sensitive topics. Our study provides new insights into how older adults view AMC in social VR as a communication medium and we contribute six design reflections, based on our results, that highlight the steps that can be taken to ensure that AMC in social VR can meet the communication needs of older users.
There is growing interest in technologies that allow older adults to socialise across geographic boundaries. An emerging technology in this space is social virtual reality (VR). In this paper we report on a series of participatory design workshops that involved extended in-depth collaboration with 22 older adults (aged 70-81), that aimed to understand their views on the types of social VR experiences that they saw as being of value to older adults. This process culminated in a reminiscence-based social VR concept. Our study identifies: participants' ideas about the types of social VR experiences they found appealing; the potential for social VR as a powerful reminiscence tool; how social VR might be used as a tool to challenge ageing stereotypes and promote healthy ageing. Reflecting on the design process, we discuss how the diverse participant groups and the complexities involved in mediating between designers, the technical team, and participants could inform future design work.
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