首页> 外文期刊>Universal access in the information society >'Learn what we're going through': attitudes of older powered chair users towards mixed reality games that involve power mobility
【24h】

'Learn what we're going through': attitudes of older powered chair users towards mixed reality games that involve power mobility

机译:“了解我们正在经历的事情”:老年电动座椅使用者对涉及电动移动性的混合现实游戏的态度

获取原文
获取原文并翻译 | 示例
           

摘要

Older powered chair users' perceptions on and attitudes towards mixed reality and modern facilitating technologies, such as tablets and smartphones, was explored to inform the design of mixed reality games that involve power mobility. Eleven older powered chair users (aged 55 and over) were interviewed in focus groups about their knowledge of, adoption of, experiences with, attitudes about, preferences for, and interest in these topics. Questionnaire and interview data were analysed using descriptive statistics and thematic analysis. Findings suggest that community-dwelling older powered chair users are a technologically forward group that use or are interested in trying new technologies and interaction paradigms, with key barriers being identity mismatch, affordability, and social acceptability. Although they did not see their use of powered chairs, new technologies, and digital entertainment as an integrated system, participants were receptive to the idea of synchronizing assistive and non-assistive technologies for the purpose of social entertainment, advanced training, and/or promoting understanding and empathy in others. In particular, the concept of a game-based mixed reality platform designed around performance mastery for older powered chair users and empathy training for able-bodied friends and family members was well-received. Initial resistance due to identity mismatch or lack of knowledge was mitigated through explanation and examples.
机译:探索了老年电动椅用户对混合现实和诸如平板电脑和智能手机之类的现代便利技术的看法和态度,以指导涉及动力移动性的混合现实游戏的设计。在焦点小组中采访了11位年龄较大的电动椅子使用者(55岁及以上),以了解他们对这些主题的了解,采用,经验,态度,偏好和兴趣。使用描述性统计和主题分析对问卷和访谈数据进行分析。研究结果表明,居住在社区中的电动长椅用户是技术领先的群体,他们使用或有兴趣尝试新技术和交互范例,其主要障碍是身份不匹配,负担能力和社会接受度。尽管他们没有看到将电动椅子,新技术和数字娱乐作为集成系统使用,但参与者还是接受将辅助和非辅助技术同步以实现社会娱乐,高级培训和/或促进目的的想法。对他人的理解和同情。尤其是,基于游戏的混合现实平台的概念得到了广泛接受,该平台围绕为年长的电动椅子使用者提供性能掌握和为身体健全的朋友和家人进行同理心训练而设计。通过说明和示例,减轻了由于身份不匹配或知识不足引起的最初抵制。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号