Human-Computer Interaction Among Older Adults in a Mixed-Reality Technology-Based Exercise Program
Michael Dino, Ladda Thiamwong, Rui Xie

TL;DR
This study explores how older adults interact with a virtual coach in a mixed-reality exercise program to improve mobility and health.
Contribution
The study introduces a novel mixed-reality virtual coach and examines its interaction with older adults using human-centered design.
Findings
User fixation patterns during exercise sessions revealed insights into virtual coach interaction.
Heatmaps identified areas of interest related to the coach's movement and posture.
Findings will guide improvements in the virtual coach's design for better user interaction.
Abstract
Maintaining mobility becomes increasingly critical for community-dwelling older adults’ overall health and independence. Recognizing this challenge, scholars and healthcare providers are gradually adopting technological innovations, such as mixed reality (MR), to support older adults’ physical activity and wellness. However, emerging technologies are prone to disregard due to a lack of studies supporting their adoption in practice. More importantly, studies that examine human-computer interaction between mixed reality devices for health and older adult users remain scarce. To fill this gap, a multidisciplinary team created the Mixed Reality-Oriented Virtual Coach Experience (MOVE) Project. The program highlights the utilization of a developed “virtual coach” projected via head-mounted devices. Using principles of human-centered design in technology development, the research team…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsInnovative Human-Technology Interaction · Technology Use by Older Adults · Augmented Reality Applications
