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
Category: News
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.
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.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1080/10447318.2021.2016234
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.
New Scientist: Augmented reality lets cars communicate to reduce road rage
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.
ID-studenten winnen World Challenge met ‘kabelkrokodil’
“Met hun concept ‘Bit of Energy’ hebben vier studenten Industrial Design eind augustus de Tsinghua World Challenge in Beijing gewonnen. Ze bedachten een manier om kinderen bewust te maken van energieverbruik door middel van ‘Crocky’, een soort knijper die je op een stroomkabel kunt plaatsen en die het verbruik meet. ”
Read more from Cursor.
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] |
Best Poster award of Auto UI 15’ for Chao Wang (DI)
After 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.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1145/2809730.2809736
Best Full Paper Award: Towards a Service-Oriented Architecture framework for educational serious games, by Maira Carvalho
Producing educational serious games can be costly and time-consuming. The Service-Oriented Architecture (SOA) approach of software development can offer a solution to reduce costs and foment serious games development. In this work, we apply a model called Activity Theory-based Model of Serious Games (ATMSG) for identifying existing relevant components that can be reused for different educational serious games. We apply the derived structure to classify the elements of an existing game and to identify how it can be refactored and expanded following the SOA paradigm.
This work received a best full paper award at the 15th IEEE International Conference on Advanced Learning Technologies (ICALT2015) in Hualien, Taiwan.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1109/ICALT.2015.145
Internet of Things: Social Applications
[slideshare id=45563938&doc=20150303-internetofthings-150307212213-conversion-gate01]




