Interactive game-based rehabilitation

Honours Research Projects 2017
Bachelor of Health Sciences (Honours)
Provisional title of project
Usability of the Oculus Rift head mounted display and interactive game-based rehabilitation
technologies in community dwelling older adults
Provisional research question(s)
What are the views of community dwelling older adults on the use of interactive video game
technologies?
Which interactive technologies are easier for community dwelling older adults to interact with?
Do community dwelling older adults find interactive technologies fun to use?
What are the barriers to implementing interactive technologies in the community setting?
What are the views of community dwelling older adults on how different interactive technologies could
assist them in everyday life?
Supervision
Name(s) of supervisor/s Associate Professor Belinda Lange and Dr Lucy Lewis
School/Faculty
Physiotherapy / SoHS / FMNHS
Preferred contact details [email protected]
Brief research outline
Our ageing population is growing rapidly, placing demands on the aged care system and its resources.
There is a priority to provide tailored services and support to maintain function and independence for
older adults to ageing in place in their homes. The increase in the ageing population raises a number of
important challenges around access to services that are appropriate, and participating in activities that
improve physical and mental well‐being. Technologies such as computers, tablets, and mobile phones
have great potential to help us to solve a number of these challenges, however, we know that these
types of technologies are not as popular with older adults as the younger population. Research
exploring the use of technologies in aged care is growing but we do not know enough about the use
and acceptance of technologies in the community aged care setting. In order to develop and implement
potential solutions for older adults living in the community, more detailed and specific information is
needed. This project aims to explore the opportunities and barriers to the potential adoption of
interactive technologies by community dwelling older adults attending a community centre seniors
program. This research will involve a series of small usability studies with a range of game-based
interactive technologies designed specifically for older adults that use video game hardware such as the
Microsoft Kinect, Oculus Rift head mounted display and WiiFit balance board. The usability studies
involve a practice session in which participants will be observed using the technologies, followed by
semi-structured interviews with participants to explore their experience and gather information about
the opportunities and barriers to using these technologies in the future.
Specific knowledge or skills the students need to undertake this project
Ability to communicate well with older adults.
As required, training will be provided for the use of the video game technologies and interviewing
techniques.
Suggested readings / references
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Proffitt, R. and Lange B. User Centered Design and Development of a Game for Exercise in Older
Adults. The International Journal of Technology, Knowledge, and Society, 2013. 8(5): p. 95-112.
Marinelli EC, Rogers WA. Identifying Potential Usability Challenges for Xbox 360 Kinect
Exergames for Older Adults. Proceedings of the Human Factors and Ergonomics Society Annual
Meeting. 2014. 58:1; 1247-1251.