Based on glove puppetry, a traditional cultural pursuit of Taiwan, this study designed a virtual reality (VR) intergenerational game to bring together the elderly and young participants. In the game, a system of cooperation and sharing was constructed which would lead to an exchange between experience and knowledge of traditional culture and digital technology and result in intergenerational interaction and communication learning. Through interviews with eight subjects after the empirical study, this study explored the operation and experience of this game, the perception of interaction and dialogue, and the cultural heritage and learning. According to the research findings, VR game cultural elements and technology learning positively influence intergenerational relations and communication. Key factors of VR intergenerational games include the following: (1) the game content must be attractive for the elderly; (2) the operating procedure of the game and affordance of the interface for the elderly must be simplified; and (3) the game must establish a sense of achievement for players.
The negative emotions accumulated at work are easily overlooked, and unknowingly influence our lives and health. Happy emotions, positive interactions, and pleasant experiences can all effectively provide some opportunities to prevent fatigue and mitigate negative emotions and troubles. This study uses User-Centered Design (UCD) to investigate the needs of office workers dealing with work pressure, in the hopes that improved design can improve actual working conditions. ORID and empathy maps were used to elicit relevant experience and needs from the participants. Results showed that office workers tend to a certain degree to project emotional qualities on physical aspects of their work space, including furnishings and decorations. In the second stage, the Semantic Differential Scale was used to identify research limitations and scope, and identify a clear design direction. Finally, this study presents recommendations for the appropriate application of interactive design in office environments with the aim to provide points of reference for designers working in similar areas.
This study aimed to develop an interactive app for occupational therapy interventions for middle-aged and elderly family caregivers by integrating life review and narrative therapy. The results indicated that the interventions improved the mood of individuals, but the improvement in the quality of life was less significant due to the multiple facets of life. The interface design of the interactive app had good operating characteristics and was above average in terms of learnability and usability. Overall, the intervention program positively improved participants’ psychological aspect, which was in line with the purpose of the life review. Thus, a focus group put forward specific suggestions on the contextual construction of life review, the intelligent development of guiding questions, scenario simulation, and the introduction of creative collaboration functions, which could be used as a reference for subsequent content adjustment and interface design.
Smartphone addiction is a serious social problem that necessitates research. To identify trends in intervention programs for smartphone addiction, distribution of research topics, and inter-relationships in academic research. We analyzed 104 studies published between 30 June 2022, and 31 August 2022, on the Web of Science (WoS). We applied the bibliometric method and identified the relationship and development trends of academic research in the field using descriptive analysis, the Latent Dirichlet Allocation (LDA), co-citation analysis, bibliographic coupling, and co-occurrence. There were four findings: First, intervention programs are classified into 10 types: psychological, social support, lifestyle, technological, family, medical care, educational, exercise, mindfulness, and meditation. Second, the volume of research on intervention programs increased every year. Third, China and South Korea had the highest research involvement. Finally, academic studies were split into either the human behavior or social science categories. Most of them defined the symptoms in terms of individual behavior and social relations, implying that smartphone addiction is not yet recognized as a disorder. Smartphone addiction has not yet been internationally recognized as a disorder, despite its impact on human physiology, psychology, and social behavior. Most related studies have been conducted in Asia, specifically in China and South Korea; Spain has the most outside Asia. Additionally, most of the research subjects were students, probably because of the convenience of sampling. As smartphones gain popularity among older adults, future studies could focus on smartphone addiction among individuals of varied ages.
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