
Emil Rosenlund HøegAalborg University · Department of Architecture, Design and Media Technology
Emil Rosenlund Høeg
Ph.D. in Virtual Reality-Based Rehabilitation
About
25
Publications
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Introduction
Researcher with a passion for inter-disciplinary approaches to non-traditional interfaces and interaction methods. I hold a PhD degree in Media, Architecture & Design from Aalborg University (AAU) in Denmark. Throughout my studies and research career, I have developed and evaluated virtual reality (VR) as an assistive technology for a wide range of purposes including VR for autistic people as well as exploring the motivating capabilities of VR exergames for older adults.
Additional affiliations
Education
August 2015 - June 2017
August 2012 - June 2015
Publications
Publications (25)
This study utilized the Unified Theory of Acceptance and Use of Technology (UTAUT) model to explore Danish municipal therapists' user experience with, attitude towards, and acceptance of a commercial virtual reality (VR) solution for rehabilitation purposes before deployment, and again a year later. The results indicate a positive shift in technolo...
Research within the domain of games for health has predominantly focused on individuals' intrinsic motivation characterized by an inherent enjoyment of the activity. Despite the apparent benefits of intrinsic motivation, we argue that it is imperative to adopt a more nuanced and refined perspective on motivation. Relying on the motivation continuum...
Research on elders’ acceptance of virtual technologies is much needed. Here we studied the user experience of elders (N = 10, mean age = 88.2 years) during virtual biking, an exergame where participants pedal on a cycle ergometer and wear a Head-Mounted Display that provides them an immersive experience of a bike ride. We tested the effects of augm...
Motivation is crucial for older adults' adherence to physical therapy. Recent advancements in virtual reality (VR) technology has expanded its applications in clinical practice, showing potential for enjoyable and engaging experiences that can support well-being and cultivate motivation.
The introduction of VR in clinical practice does not happen i...
Sedentary behavior among hospitalized older adults is a well-described challenge that can increase the risk of loss of function and mortality. Therefore, it is important to encourage physical activity (PA) during hospitalization. Exertion Games (exergames) have repeatedly been suggested as a tool to encourage and sustain motivation in rehabilitatio...
The diffusion of virtual reality applications dedicated to aging urges us to appraise its acceptance by target populations, especially the oldest olds. We investigated whether immersive virtual biking, and specifically a visuomotor manipulation aimed at improving visual exploration (augmented gaze), was well accepted by elders living in assisted re...
As the next generation of active video games (AVG) and virtual reality (VR) systems enter people’s lives, designers may wrongly aim for an experience decoupled from bodies. However, both AVG and VR clearly afford opportunities to bring experiences, technologies, and users’ physical and experiential bodies together, and to study and teach these open...
The COVID-19 pandemic has increased awareness of hygiene and safety associated with Virtual Reality (VR) usage across many domains. Despite the growing need for solutions, the research on cleaning efficacy is severely lacking. To understand the impact of the issue we developed a survey to gather information on the hygiene practices in several domai...
Intrinsic motivation is often regarded as the ideal when developing computer-mediated technology for health and rehabilitation activities in HCI-research. Even though intrinsic motivation is indeed a sustainable and self-rewarding form of motivation, arguably both extrinsic and intrinsic types of motivation are influential factors to an individual'...
Virtual reality (VR)-based rehabilitation is a growing technological field, which gradually becomes integrated into existing programs. However, technology has to support human behavior and -needs, including social relatedness, to achieve health-related outcomes. Elderly people have high risk of loneliness, and VR has technological affinity for natu...
Chronic obstructive pulmonary disease (COPD) is an irreversible
lung disease affecting over 174 million worldwide. Pulmonary
rehabilitation (PR), including cardiovascular exercise such as high-intensity interval training (HIIT), can reduce frequency and severity
of symptoms. However, oftentimes exercise regimens suffer from
low motivation and poor...
Background: As the elderly population continues to grow, so does the demand for new and innovative solutions to tackle age-related chronic diseases and disabilities. Virtual Reality (VR) has been explored as a novel therapeutic tool for numerous health-related applications. Although findings frequently favors VR, methodological shortcomings prevent...
This paper describes an explorative case study that investigates the declining use of a bespoke VR-based treatment tool for biking-based rehabilitation, through interviews with four physiotherapists and in situ observations of patient-therapist interactions, in a Danish municipal outpatient health center. Thematic analysis was used to identify pain...
This paper describes the structure and outcome of a workshop organized to co-create conceptual gamified motor rehabilitation experiences based on virtual reality and exercise bikes for older adults. Five physiotherapists from two different healthcare facilities, participated in the workshop and contributed to valuable insights and ideas to potentia...
This paper describes a novel framework for real-time sonification of surface textures in virtual reality (VR), aimed towards realistically representing the experience of driving over a virtual surface. A combination of capturing techniques of real-world surfaces are used for mapping 3D geometry, texture maps or auditory attributes (aural and vibrot...
Virtual reality (VR) is becoming increasingly commonplace and consumers, among other things, use the technology to access cinematic VR experiences. However, cinematic VR limits filmmakers' ability to effectively guide the audience's attention. This paper describes a between-groups study (n=60) exploring the use of a zone-division system to incorpor...
In higher educations awareness of, and experimenting with, technology-enhanced
learning through the use of Flipped Classroom (FC) has increased during the last
couple of years. This is happening while educators involved in FC do not fully
know the pedagogical concept of how to effectively translate the flipped classroom
into practice. At Aalborg Un...
In this paper, we present a study conducted to investigate the feasibility and effectiveness of Virtual Reality (VR) applied to daily living skills (DLS) training of individuals diagnosed with Autism Spectrum Disorder (ASD). In collaboration with a teacher at a school for children and adolescents with mental disorders, a head-mounted display based...
This Master Thesis presents a study conducted to investigate feasibility and effectiveness of Virtual Reality (VR) applied to Autism Spectrum Disorder (ASD) training, with particular emphasis on behaviour and adaptive skills. The study moved from the assessment of traditional adaptive skills training techniques, theories, and common practices, to su...
Salient features in a visual search task can direct attention and increase competency on these tasks. Simple cues, such as color change in a salient feature, called the "pop-out effect" can increase task solving efficiency [6]. Previous work has shown that nonspatial auditory signals temporally synched with a pop-out effect can improve reaction tim...
This poster describes a within-groups study (n=17) comparing participants' experience of three different input conditions for instigating virtual teleportation (button clicking, physical jumping, and fist clenching). The results indicated that teleportation by clicking a button generally required less explicit attention and was perceived as more en...
In this paper we describe an experiment aiming to investigate the impact of auditory feedback in a virtual reality supermarket scenario. The participants were asked to read a shopping list and collect items one by one and place them into a shopping cart. Three conditions were presented randomly, where audio feedback was (1) absent, (2) had impact s...
The Shop4Health was developed and tested as a gaming. It is meant as an easy and inexpensive tool for gaming in the field of food choice and behavioural nutrition. The aim of the paper is to outline the two modes of operation of the virtual food reality and to give an account of the technical backbone of the solution. Finally, the paper discusses t...