Posted on

Towards the Senior Resident Social Interaction System: A CaseStudy of Interactive Gallery

The number of older adults residing in nursing institutions is increasing, and many of them experience social isolation. The social interaction of older adults constitutes a complex system that involves multiple stakeholders, including fellow residents, caregivers, members of the local community, etc. This paper proposes an Interactive Gallery, comprising a cluster of scenery collectors and an interactive installation resembling a gallery. It aims to promote social interaction among nursing home residents and members of the local community, as well as between senior residents within the nursing home. We conducted a field study that employed behavior observation and semi-structured interviews. Our findings show that the Interactive Gallery had a positive impact on the social interaction of senior participants, and it also stimulated their interest in sharing their experiences with individuals outside of the nursing home. The implications of our field study are significant. We highlight the social interaction system and behavioral characteristics of senior residents, strategies for enhancing social interaction within the nursing home, and strategies for promoting social interaction between senior residents and members of the local community. The Interactive Gallery presents a novel approach to addressing the issue of social isolation among senior residents in nursing homes. Our field study findings demonstrate its potential to improve the quality of life of seniors by promoting social interaction and engagement.

C. Li, L. Zhang, X. Lin, K. Kang, J. Hu, B. Hengeveld, and C. Hummels, “Towards the Senior Resident Social Interaction System: A Case Study of Interactive Gallery,” Systems, vol. 11, no. 4, pp. 204, 2023.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.3390/systems11040204

Posted on

The effect of fantasy on learning and recall of declarative knowledge in AR game-based learning

With increasing research attention on the application of Augmented Reality (AR) and Game elements in education, fantasy elements as imaginary, fictional game features have been shown to improve learners’ motivation and are critical to engaging and immersive experiences in AR game-based learning. With its affordance of enriching real-life education with virtual effects, AR game-based learning has shown its potential to improve recall performance in previous research. However, educators and researchers have concerns regarding the effect of employing fantasy game elements in AR game-based learning, suggesting learning with such elements will add cognitive load for children leading to a lower recall. To explore the effect of AR and fantasy in game-based learning for recalling declarative knowledge, we conducted an experiment involving 98 children participants and 26 adult participants from the Netherlands and China, using our own designed AR game- ChemiKami AR. We used a mixed ANOVA to identify the effect of fantasy and AR on knowledge recall. This study showed that using AR fantasy in game-based learning can improve recall of declarative knowledge and increase learning effectiveness in classroom learning contexts for children. We offer insights and guidelines for designing AR and fantasy experiences that enhance declarative knowledge recall for target groups with different ages, learning capacities, and cultural backgrounds.

T. Zuo, M. V. Birk, E. D. van der Spek, and J. Hu, “The effect of fantasy on learning and recall of declarative knowledge in AR game-based learning,” Entertainment Computing, vol. 46, pp. 100563, 2023/05/01/, 2023. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: https://doi.org/10.1016/j.entcom.2023.100563
Posted on

Social Balance Ball: Designing and Evaluating an Exergame That Promotes Social Interaction between Older and Younger Players

As the population ages rapidly, there is a strong focus on the healthy aging of older adults. A central part of healthy aging is keeping people connected in later social life. Exergames are recommended as one of the coping strategies to help improve health and quality of life in older adults. In our study, we developed an exergame called Social Balance Ball to engage older and younger people to play together, encouraging social interaction between generations. From May to July 2021, we evaluated this exergame in Shanghai, China, performing a user experiment with 18 unfamiliar young-old pairs under three test conditions (virtual player, mediated human player, and o-located human player). To evaluate the exergame, our main findings demonstrated that participants felt significantly perceived social interaction in mediated play and co-located play than in virtual play. Overall, older participants perceived significantly higher social interaction than younger participants. In this study, we contribute (1) empirical research findings on how the SocialBalance Ball exergame enhances social interaction in generations; (2) design implications for informing future design and development of social exergames

S. Qiu, E. Kaisar, R. Ding, T. Han, J. Hu, and M. Rauterberg, “Social Balance Ball: Designing and Evaluating an Exergame That Promotes Social Interaction between Older and Younger Players,” International Journal of Human–Computer Interaction, no. Online, pp. 1-24, 2023. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.1080/10447318.2023.2175157
Posted on

Technology Boosts People with Dementia’s Psychosocial Well-being

Yuan Feng gained her PhD Cum Laude at the department of Industrial Design on July 7th 2022. See the original article on TU/e website by Nicole van Overveld (Communication Advisor)

The PhD-research of Yuan Feng focuses on promoting the well-being of a vulnerable population in our society – people with dementia – using interactive technologies. Collaborating with the Vitalis Berckelhof, a Dutch residential care for elderly with and without dementia located in Eindhoven, Feng gave clients living there a way to relive the pasts and get closer to outdoor nature through simulated sensory experiences with rich interaction possibilities.

Y. Feng, Rich Interaction for People with Dementia: Designing Interactive Systems with Rich Interaction for Enhancing Engagement of People with Dementia Living in Long-term Care Facilities, PhD Thesis, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2022. FULLTEXT: PDF REFERENCE: BibTeX EndNote
Continue reading Technology Boosts People with Dementia’s Psychosocial Well-being
Posted on

Enhancing Social Interaction among Nursing Homes Residents with Interactive Public Display Systems

Kai Kang, Bart Hengeveld, Caroline Hummels, Jun Hu

Positive peer interaction in nursing homes has been consistently recognized as essential to residents’ life quality. However, low rates of resident-to-resident interaction were found to be pervasive. Our research explores the potential of applying public display systems to promote residents’ unplanned co-located interaction. This article describes the design and assessment of “Reading-to-Sharing” (R2S): a tabletop display system intended to improve nursing home residents’ social interaction by enhancing their public reading experience. R2S was assessed via supervised field trials, in which the participants were invited to experience R2S in real-life settings with necessary assistance. The objectives were mainly to investigate the participants’ engagement with R2S, user experience and the potential impact on residents’ social behaviors and feelings. The result showed that R2S was capable of engaging the participants in content viewing and sharing. It was effective in catalyzing and facilitating their social interaction. The participants’ perceived user experience was primarily favorable. Although R2S was anticipated to increase the participants’ mutual closeness, no statistically significant change was seen. The key implications were highlighted to guide the design of public display systems in this context.

K. Kang, B. Hengeveld, C. Hummels, and J. Hu, “Enhancing Social Interaction among Nursing Homes Residents with Interactive Public Display Systems,” International Journal of Human–Computer Interaction, pp. 1-17, 2022.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1080/10447318.2021.2016234
Posted on

Designing Biofeedback for Managing Stress

PhD Thesis by Bin Yu

Mainly provoked by increasing stress-related health problems and driven by recent technological advances in human-computer interaction (HCI), the ubiquitous physiologically-relevant information will potentially transform the role of biofeedback from clinical treatment to a readily available tool for personal stress management. The primary motivation for this thesis is to bring biofeedback
techniques closer to everyday use so that the average people can harness it more intuitively, effortlessly and comfortably.

B. Yu, Designing Biofeedback for Managing Stress, PhD Thesis, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2018.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
Posted on

New Scientist: Augmented reality lets cars communicate to reduce road rage

CarNote
CarNote

You’re driving along and someone cuts you up. You go to honk your horn or make an aggressive hand gesture, when a virtual note flashes up on your windscreen: “Rushing to the hospital”. Your anger dissipates and you feel empathy instead.

Chao Wang and his colleagues at Eindhoven University of Technology in the Netherlands have developed an augmented reality app designed to reduce road rage by improving communication between drivers. “In the US every year, 1500 people are injured or killed as a result of aggressive driving,” says Wang.

read more at New Scientist.

C. Wang, J. Terken, and J. Hu, “CarNote: Reducing Misunderstanding between Drivers by Digital Augmentation,” in Proceedings of the 22nd International Conference on Intelligent User Interfaces, 2017, pp. 85-94.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
Posted on

DDW 2015: Gaze Sensitive Objects

Siti Aisyah Anas, Shi Qiu, Hirotaka Osawa, Jun Hu, Matthias Rauterberg
Eye gaze plays an essential element in social interactions. It can generate important social cues in nonverbal communication. The feeling of being look at when we gazing at someone influence our social behavior. By depending on the human eye-gaze as our input modality, we are trying to create a new environment where human can create social behavior with everyday object.Interactive Cup: a coffee cup could be with dynamic behaviors towards human gaze. For example, when you look at the cup, the cup starts rotating and its handle towards you as a gentle invitation for drinking.E-Gaze Glasses: it simulates natural gazes for people with visual disability, especially establishing “eye contact” between sighted and blind people to enhance their engagement in face-to-face communication. [PDF]
Posted on

Best Poster award of Auto UI 15’ for Chao Wang (DI)

2015AutoUI_BestPosterAfter presentation and voting by conventioneers, Chao Wang, PhD Candidate in the DI group, just got the Best Poster award of AutomotiveUI 15’, which is the premier forum for UI research in the automotive domain.

C. Wang, J. Terken, B. Yu, and J. Hu, “Reducing driving violations by receiving feedback from other drivers,” in Adjunct Proceedings of the 7th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, Nottingham, United Kingdom, 2015, pp. 62-67.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1145/2809730.2809736