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Project 1: Virtual Reality to Support Cognitive Health and Engagement and Socialization Among Aging Adults

Project 1: Virtual Reality to Support Cognitive Health and Engagement and Socialization Among Aging Adults
项目 1:虚拟现实支持老年人的认知健康、参与和社交
批准号:
10410768
负责人:
Neil Charness
金额:
$65.51万
依托单位国家:
美国
项目类别:
财政年份:
2022
资助国家:
美国
项目状态:
未结题
起止时间:
2022-06-15 至 2027-05-31

项目摘要

项目成果

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中文摘要
翻译
项目摘要 随着人口老龄化,保持认知健康已经成为一个越来越重要的话题, 认知对生活质量和独立性的重要性。不幸的是,生活环境的变化,健康 下降,以及其他因素,如流动性限制,限制了认知,社会和活动的机会, 老年人的参与,所有这些对认知健康都很重要。虚拟现实(VR)系统 发展,更强大,更容易为消费者所用,并提供独特的机会,以促进认知 以及老年人在自己家中的社会参与。VR系统提供了一个身临其境的和引人入胜的 给用户在他们家外面的环境或情况中存在的真实印象的体验, 单独或与他人。尽管虚拟现实具有巨大的潜力,但很少有研究对可用性和接受度进行研究 VR应用或其对老年人的功效。此外,大多数涉及老年人的VR研究 有针对性的身体功能或认知康复;很少有人研究社会或认知参与 应用.研究人员和系统开发人员都强调,需要在这方面进行更严格的研究。 具有足够控制条件的区域,适用于更广泛的VR应用,并具有更大,更多样化的样本 在家庭环境中的老年人群体。这个高度创新的跨站点第1阶段干预开发 项目(NIH阶段模型)[18]将应用CREATE系统方法来设计和评估一个 沉浸式VR计划,认知活动社交技术(CAST),为老年人。该计划将提供一个 一套虚拟认知、社交和活动参与应用程序;并允许虚拟交互。第一阶段: 类似于NIH Stage 1a [18],将涉及焦点小组和跨三个CREATE站点的可用性测试, 老年人,启发式分析,以收集有关用户偏好,可用性问题,实施, 和训练协议第二阶段,类似于NIH阶段1b,将涉及一个跨站点的试点随机试验, 老年人样本(N =216)。受试者将在基线评估后随机分组, VR CAST条件或表控制条件,其中参与者将暴露于2d中的类似上下文 (e.g.,在线博物馆图尔斯参观)。在VR程序/平板电脑培训之后,他们将使用VR程序/平板电脑, 两个月的家。将在术后1个月和2个月重新进行一系列测量 随机化电池将包括人口和技术经验,态度和熟练程度 测量;可用性、安全性/舒适性、感知有用性、享受性的测量,以及认知 能力,社会联系,孤独,幸福和生活质量。VR参与者还将完成 “存在”和电脑病的措施。我们将收集VR程序/平板电脑使用的真实的时间数据。的 计划中的项目是迄今为止关于这一专题的规模最大、控制最严格的研究之一。它将产生 关于老年人使用VR支持的可行性的重要和及时的信息, VR的好处的调解人和主持人,并为老年人的VR干预设计指南。
英文摘要
Project Summary Maintaining cognitive health has become a topic of increased importance with population aging, given the criticality of cognition to quality of life and independence. Unfortunately, changes in life circumstances, health declines, and other factors such as mobility limitations, limit opportunities for cognitive, social and activity engagement for older adults, all of which are important to cognitive health. Virtual reality (VR) systems have evolved, are more powerful and accessible to consumers, and present unique opportunities to foster cognitive and social engagement among older adults in their own homes. VR systems provide an immersive and engaging experience that give users the realistic impression of being present in a context or situation outside their home, alone or with others. Despite the significant potential of VR, few studies have examined usability and acceptance of VR applications or their efficacy with older adults. Further, most studies of VR involving older adults have targeted physical functioning or cognitive rehabilitation; few have examined social or cognitive engagement applications. Both researchers and system developers underscore the need for more rigorous research in this area with adequate control conditions, across a wider range of VR applications, and with larger, diverse samples of older adult populations in home settings. This highly innovative cross-site Stage 1 Intervention Development Project (NIH Stage Model) [18] will apply the CREATE systematic approach to the design and evaluation of an immersive VR program, Cognitive Activity Social Technology (CAST), for older adults. The program will provide a suite of virtual cognitive, social and activity engagement applications; and allow for virtual interactions. Phase I, akin to NIH Stage 1a [18], will involve focus groups and usability testing across the three CREATE sites with older adults, and heuristic analysis to gather information on user preferences, usability problems, implementation, and training protocols. Phase II, akin to NIH Stage 1b, will involve a cross-site pilot randomized trial with a large and diverse sample of aging adults (N =216). Participants will be randomized, following a baseline assessment, to the VR CAST condition or a table control condition, where participants will be exposed to similar context in 2d (e.g., online museum tours). Following training on the VR program/tablet, they will use the VR program/tablet in their home for two months. The battery of measures will be re-administered at 1 and 2-months post randomization. The battery will include demographic and technology experience, attitudes, and proficiency measures; measures of usability, safety/comfort, perceived usefulness, enjoyment, and measures of cognitive abilities, social connectivity, loneliness, well-being, and quality of life. VR participants will also complete measures of “presence” and cybersickness. We will collect real time data on use of the VR program/tablet. The planned project represents one of the largest and most rigorously controlled study on the topic to date. It will yield significant and timely information on the feasibility of using VR support for older adults, delineate potential mediator and moderators of the benefits of VR, and design guidelines for VR interventions for older adults.
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Project 1: Virtual Reality to Support Cognitive Health and Engagement and Socialization Among Aging Adults
Technology-Based Cognitive Interventions: Comparative Effectiveness and Adherence
Technology-Based Cognitive Interventions: Comparative Effectiveness and Adherence
Technology-Based Cognitive Interventions: Comparative Effectiveness and Adherence
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