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 • • 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.
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