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Embodied Interaction Design to Promote Creative Social Engagement for Older Adults

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This paper presents an embodied interactive system designed for older adults to promote creative and social engagement, called Move and Paint. We performed a study to investigate the engagement and behavior patterns of older adults as they used Move and Paint. We conducted a focus group and interview study to understand general attitudes towards this gesture-based interactive system. We used the results to develop an evaluation framework to identify engagement and behavior patterns of older adults and conducted pattern analysis. Our findings show that embodied interactive technology can offer creative engaging experiences that enhance opportunities for older adults to participate in social and community engagement in public spaces.

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... This new paradigm is characterized by the mixing of computer and human initiative (Yannakakis et al., 2014) in the middle of a continuum between human creativity and autonomous computational creativity (Deterding et al., 2017). Improving the interaction design with more human-like abilities for conversing and embodied interaction leads to more engaging AI collaboration (Abdellahi et al., 2020;Lee et al., 2020). Despite powerful generative AI methods becoming more and more accessible for designers of creative systems, we still know relatively little about designing interactive generative AI, how to design creative user experiences around them, and the ethical challenges defined by the open-endedness and reuse of creative work. ...
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https://www.tandfonline.com/doi/full/10.1080/21650349.2022.2021480
... Some inspiration may come from literature on how older people interact with technologies (e.g., [55]). First of all, older people seem to enjoy the opportunities afforded by Augmented and Mixed Reality applications [56], in particular because these technologies increase their overall sense of engagement [57]. They may, however, need additional time to get used to novel interaction modalities than younger adults, because they are accustomed to more traditional ways of interacting with technologies [58,59]. ...
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In this paper, we present the design, implementation, and user study evaluation of a socially assistive robot (SAR) system designed to engage elderly users in physical exercise aimed at achieving health benefits and improving quality of life. We discuss our design methodology, which incorporates insights from psychology research in the area of intrinsic motivation, and focuses on maintaining engagement through personalized social interaction. We describe two user studies conducted to test the motivation theory in practice with our system. The first study investigated the role of praise and relational discourse in the exercise system by comparing a relational robot coach to a nonrelational robot coach. The second study evaluated participant preferences regarding user choice in the task scenario. Both studies served to evaluate the feasibility and overall effectiveness of the robot exercise system. The results of both studies are presented; they show a strong user preference for the relational over the nonrelational robot in terms of enjoyableness, companionship, and as an exercise coach, varying user preferences regarding choice, and high user ratings of the system across multiple metrics. The outcomes of the presented user studies, brought together, support the motivational capabilities of the robot, and demonstrate the viability and usefulness of the system in motivating exercise in elderly users.
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Research in social epidemiology suggests that the absence of positive social relationships is a significant risk factor for broad-based morbidity and mortality. The nature of these social relationships and the mechanisms underlying this association are of increasing interest as the population gets older and the health care costs associated with chronic disease escalate in industrialized countries. We review selected evidence on the nature of social relationships and focus on one particular facet of the connection continuum – the extent to which an individual feels isolated (i.e., feels lonely) in a social world. Evidence indicates that loneliness heightens sensitivity to social threats and motivates the renewal of social connections, but it can also impair executive functioning, sleep, and mental and physical well-being. Together, these effects contribute to higher rates of morbidity and mortality in lonely older adults.
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Why are older adults reluctant to adopt new technology, such as the Internet, given its potential to improve the quality of their lives? We review evidence indicating that attitudes and abilities are among the most powerful predictors of technology use. We conclude that normative age-related changes in ability must be taken into account when designing products and training programs for aging adults, and we discuss new tools to support designers. The most promising emerging technologies likely lie in training cognitive abilities and augmenting or substituting for impaired abilities. We discuss reasons to expect that the lag in technology adoption between younger and older adults may lessen but will not disappear in future generations.
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RÉSUMÉ L’inclusion sociale est un facteur important pour promouvoir la santé optimale et le bien-être des personnes âgées. Les arts communautaires engagés (ACE) ont été promus comme moyen de soutenir l’inclusion sociale des personnes âgées, mais peu de preuves empiriques ont été rapportées. Le but de cette étude était d’explorer le rôle d’un programme de l’ACE dans la promotion de l’inclusion sociale des personnes âgées résidant dans la communauté. Seize heures d’observation des participants, neuf entretiens et des analyses de documents ont été menées auprès de 20 aînés au programme Arts, Santé et Aînés (ASA) Projet de Vancouver. Les résultats ont indiqué que le programme a soutenu la capacité des personnes âgées à développer des relations dans la communauté par de nouveaux moyens en les aidant à nouer des liens au-delà du centre pour personnes âgées. Les participants ont également développé un sentiment plus fort d’appartenance à la communauté grâce à la collaboration en tant que groupe , travaillant ensemble sur le projet artistique pour produire une présentation finale à l’ensemble de la communauté. Les résultats suggèrent que l’ACE contribue à l’inclusion sociale des personnes âgées.
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The purpose of this article is to critically deconstruct the term engagement as it applies to peoples' experiences with technology. Through an extensive, critical multidisciplinary literature review and exploratory study of users of Web searching, online shopping, Webcasting, and gaming applications, we conceptually and operationally defined engagement. Building on past research, we conducted semistructured interviews with the users of four applications to explore their perception of being engaged with the technology. Results indicate that engagement is a process comprised of four distinct stages: point of engagement, period of sustained engagement, disengagement, and reengagement. Furthermore, the process is characterized by attributes of engagement that pertain to the user, the system, and user-system interaction. We also found evidence of the factors that contribute to nonengagement. Emerging from this research is a definition of engagement—a term not defined consistently in past work—as a quality of user experience characterized by attributes of challenge, positive affect, endurability, aesthetic and sensory appeal, attention, feedback, variety/novelty, interactivity, and perceived user control. This exploratory work provides the foundation for future work to test the conceptual model in various application areas, and to develop methods to measure engaging user experiences.
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Older adults (n = 113) participated in focus groups discussing their use of and attitudes about technology in the context of their home, work, and healthcare. Participants reported using a wide variety of technology items, particularly in their homes. Positive attitudes (i.e., likes) outnumbered negative attitudes (i.e., dislikes), suggesting that older adults perceive the benefits of technology use to outweigh the costs of such use. Positive attitudes were most frequently related to how the technology supported activities, enhanced convenience, and contained useful features. Negative attitudes were most frequently associated with technology creating inconveniences, unhelpful features, as well as security and reliability concerns. Given that older adults reported more positive than negative attitudes about the technologies they use, these results contradict stereotypes that older adults are afraid or unwilling to use technology. These findings also highlight the importance of perceived benefits of use and ease of use for models of technology acceptance. Emphasizing the benefits of technology in education and training programs may increase future technology adoption.
Conference Paper
This paper describes the research on mental commit robot that seeks a different direction that is not so rigidly dependent on such objective measures as accuracy, speed, and cost. The main goal of this research is to explore a new area in robotics, with an emphasis on human-robot interaction. In the previous research, we categorized robots into four categories in terms of appearance. Then, we introduced a cat robot and a seal robot, and evaluated them by interviewing many people. The results showed that physical interaction improved subjective evaluation. Moreover, a priori knowledge of a subject has much influence into subjective interpretation and evaluation of the robot. In this paper, 785 subjects were asked to evaluate the seal robot and the results were analyzed by multivariate analysis. In addition, we applied the mental commit robot to therapy of children similar to the animal assisted therapy. This paper describes some of the results of the “robot assisted therapy”
The role of technology in supporting social engagement among older adults
  • S J Czaja
  • SJ Czaja
E)Motion and creativity: hacking the function of motor expressions in emotion regulation to augment creativity
  • A De Rooij
  • S Jones