1
89
11 Using Immersive Tech-
nologies to Support
Healthcare of Elderly and
Fragile People
Vona, Francesco 1
Ashrafi, Navid 1
Ćeranić, Miladin 1
Voigt-Antons, Jan-Niklas 1
1 Hamm-Lippstadt University of Applied Sciences, Immersive
Reality Lab
ORCID:
Vona, Francesco: 0000-0003-4558-4989
Ashrafi, Navid: 0009-0005-8398-415X
Ceranic, Miladin: 0009-0005-4700-1240
Voigt-Antons, Jan-Niklas: 0000-0002-2786-9262
90
11 Introduction
In recent years, the world of healthcare has seen a remarkable trans-
formation through the integration of immersive technologies. With an
aging global population, the demand for effective, compassionate, and
engaging healthcare solutions for the elderly has never been greater.
Immersive technologies, such as virtual reality (VR) and augmented
reality (AR), hold significant potential in the therapeutical field, where
they can be used to support older people (Vona et al., 2022b), individu-
als with cognitive disorders (Vona et al., 2022a, 2020), and other types
of conditions such as stuttering (Vona et al., 2023) or phobias (Morina
et al., 2023).
At the heart of immersive technologies lies the con-
cept of the Virtual Continuum. This concept bridges the gap between
the physical and digital realms, allowing individuals to seamlessly
transition between real-world environments and digital experienc-
es (Milgram et al., 1995). It encompasses a spectrum of technologies,
from augmented reality to virtual reality, all with the common goal of
enhancing the human experience.
Augmented Reality: AR overlays digital information and
interactive elements onto the real world (Azuma, 1997). In the context
of elderly care, AR can provide valuable support by enhancing the daily
lives of seniors. It can assist in memory and cognitive training, helping
individuals navigate their surroundings, remember important infor-
mation, and maintain mental agility. AR applications can also enable
remote consultations with healthcare professionals, offering timely
guidance and support.
Virtual Reality: VR immerses users in entirely digital
environments, creating a sense of presence and engagement (Jerald,
2016). For elderly individuals, VR can be a powerful tool for improving
physical and mental well-being. It can be used in rehabilitation thera-
py to enhance mobility and coordination, reduce pain perception, and
alleviate symptoms of conditions such as dementia and depression. VR
experiences can also serve as a form of entertainment and socializa-
tion, combating feelings of isolation among the elderly.
The potential of these immersive technologies in el-
derly care is vast. They can be applied in various contexts, including
rehabilitation centers, nursing homes, and home healthcare settings.
These technologies can help manage chronic pain, reduce anxiety, and
promote physical activity. Additionally, they facilitate cognitive stimu-
lation, reminiscence therapy, and social interaction, which are crucial
aspects of maintaining the mental and emotional well-being of elderly
individuals.
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11 In this article, we are going to look at three examples of
virtual reality applications for three different types of users. The first
example will present a VR system for assessing MCI in elderly people.
The second example presents a VR system used to do public speaking
with people who stutter. The third example presents a VR system for
doing exposure therapy with patients who are afraid of dogs.
In all of the mentioned cases, virtual reality is used to
recreate a safe and secure environment that can be customized by the
therapist in order to improve the effectiveness of the experience for
the specific user. While MCI is related to age and older adults, the lat-
ter two examples of exposure therapy represent how immersive media
could support the healthcare of more fragile users, and this applica-
tion field can be transferred to the care of elderly people as well.
Example 1: VR for assessing Cognitive Func-
tions in elderly people
The first example presents an innovative VR-based tool to enhance the
ecological validity of screening tests for detecting Mild Cognitive Im-
pairments in elderly people (for a detailed description and results, see
(Vona et al., 2022b)). A MCI refers to the intermediate stage between
typical age-related cognitive decline and the early stages of dementia
(Chun et al., 2021).
The system recreates existing screening tests using a
360 virtual environment, recreating a familiar setting for the patients.
These virtual environments were captured with the Insta360 One X
camera, an omnidirectional video camera that can record spherical
photos and videos. The VR application runs on Pico devices with eye
trackers, such as the Pico Neo 3 Pro Eye. The VR experience consists
of two phases: a familiarization phase and an assessment phase.
The familiarization phase does not contribute to a
final test score but is essential for instructing users on navigation and
controller use and identifying any VR-induced side effects like motion
sickness. Users are seated on a swivel chair and start the experience in
a neutral environment, receiving auditory instructions and interacting
with the environment through a headset controller. The assessment
phase comprises two tasks to evaluate different cognitive functions:
• Visual Exploration Task: Users have to name as many objects they
see in a virtual living room within a minute. This is an adaption of
the free visual exploration task (Kaufmann et al., 2020). The system
92
11 uses speech recognition and eye-tracking technology to map visual
exploration and speech, generating a heatmap of visual activity (see
Figure 1).
Figure 1: The two screenshots show the Virtual Environment captured by the 360 camera
(left) and the same image with the heatmap overlapped (right)
• Target Stimulus Selection Task: Users identify and select specific
objects (yellow cups) among distractors (green cups and glasses) in
the same virtual setting. The task’s scoring is based on Signal Detec-
tion Theory metrics .
An exploratory study was conducted with 11 healthy participants (aged
21-26). The study primarily focused on system functionality and con-
tinuous data capture. Results of System Usability Scale (SUS) and the
consistency in user-system interaction were promising, even though
the sample was not the target demographic for the application. The
heatmap and keyword recognition data demonstrated a correlation
between visual behavior and speech, highlighting the system’s perfor-
mance.
Example 2: VR for Exposure Therapy for
people for who stutter
The second example presents a system that integrates VR, biosen-
sors, and speech emotion recognition to provide objective measures
of patients’ stress and emotional state during Exposure Therapy (ET)
sessions with people who stutter (for a detailed description and re-
sults see (Vona et al., 2023)). Stuttering is a speech disorder in which
the normal rhythmic flow of speech is disrupted by frequent pauses,
blocks, hesitations, and repetitions of syllables, words, and sounds
(Walkom, 2016).
The VR application runs on MetaQuest 2 devices. The
activities are realistic simulations that recreate Q&A situations and
93
11 were designed together with stuttering experts using a co-design
process to offer the user a Virtual Reality Environment (VRE) to train
public speaking skills. The application contains five scenarios: bar,
party with friends, doctor’s waiting room, classroom, and job inter-
view. Users receive new topics or questions in text-based or speech-
based formats, with their answers recorded for future analysis. The
experience can be customized by therapists, including the addition or
removal of visual and audio distractors.During a session, the user can
wear a biosensor (Empatica E4) for the collection of biophysical data.
Moreover the system integrates also a web dashboard for the therapist
that allows them to start new sessions, review past ones, and monitor
the user experience in real-time (see Figure 2, Figure 3). It offers tools
for post-session analysis to infer the patient’s stress state, including
the option to download audio and biological data, re-watch sessions,
and apply algorithms for data analysis. These algorithms exploit ma-
chine learning to:
• Identify the patient’s state of arousal.
• Recognize emotions from the tone of voice.
Figure 2: The screenshots in the figure show the usage of the platform during a session.
An exploratory study was conducted with 5 male participants who
stuttered. Analysis of the results showed a correlation between detect-
ed states of arousal and stuttering events. The job interview scenario
was the most stressful, triggering discomfort in users. The speech
emotion recognizer identified fear, disgust, and sadness as the most
dominant emotions in every scenario, indicating the potential of VR in
exposure therapy. Analysis of speech emotion recognition showed also
how unique and subjective is each patient’s experience, emphasizing
the importance of personalized intervention.
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11
Figure 3: The screenshots in the figure show the usage of the platform after a session.
Example 3: VR for Exposure Therapy for
People with Dog Phobia
The third example presents a VR system for the practice of Exposure
Therapy (VRET) against Dog Phobia (Hallman, 2023). Specific phobias
(such as dog phobia) are strong fear reactions to specific objects or
situations, which would be perceived as inappropriate or illogical to
an external person. Thanks to VR the user can practice in a controlled
environment where they can face their fear by adjusting the level of
exposure to it.
The VRET consists of two parts. First, the participant
has to undergo a psychological education (PE part), where they will
hold a dialog with a virtual therapist to prepare them for the exposure
to the dog. Secondly, the participants will find themself in a scene
where they will be confronted with a dog (ES-part). The therapist can
monitor the patient during the experience thanks to a web platform
connected to the VR headset
In the PE scene, the participant is placed inside a
therapist’s room. The exposure to the dog happens on the sidewalk
of a street in a provincial town (see Figure 4). The environment has
been chosen, because with the therapy the patient should be pre-
pared for confrontations with dogs in everyday life. The environment
has not been detailed because the focus of the scene lies on the dog.
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11
Figure 4: The screenshots show two examples of expsoure scene with the dog in two diffe-
remt positions and behaviors (left: closer and smelling ; right: far and pointing something)
The behavior of the dog should change depending ondifferent expo-
sure scenarios. The dog for example sits, lays, sleeps, walks around,
looks around, snuffles, or shakes itself. Within a scenario, the distance
between the dog and the user also changes. For the visualization of
the therapist, four virtual characters were selected, which differ from
each other in their style and in the creature they are representing (see
Figure 5). First, a realistic human has been selected, which visualizes
an adult woman. The second character is a humanoid woman, who is
visualized in cartoon style. The third character is a cartoon-like cat
and the fourth character is a cartoon-like robot. Additionally, for the
first three characters, lip synchronization has been implemented.
Figure 5: The Four selected Virtual Characters for the Study (Adult woman, Humanoid
Woman, Cartoon-like cat, Cartoon-like robot)
A study with 40 participants was conducted in order to validate the
user experience and the degree of the VRET.The UEQ-S showed good
results regarding the pragmatical, hedonic, and overall quality of the
application. The results of the cybersickness item indicate that the
application triggers no to only a little cybersickness in the users. This
may be the result of the user not moving within the application, which
is one of the main causes of cybersickness in the use of virtual reality
(Dörner et al., 2019).
96
11 Summary
This abstract delves into the application of immersive technologies,
notably Virtual Reality (VR) and Augmented Reality (AR), within elderly
healthcare. It illustrates this through the following examples:
Assessment of Mild Cognitive Impairment (MCI):
This study pioneers VR for MCI assessment in elderly people, en-
hancing screening test validity. Using Pico devices and 360-degree
environments, the VR experience engages users in naming objects
and identifying stimuli. Early results from an exploratory study show
promising usability and functionality, highlighting VR’s potential for
ecologically valid cognitive assessments.
Exposure therapy for People who Stutter:
VR, biosensors, and emotion recognition are combined for exposure
therapy in stuttering. Realistic VR simulations, customizable by ther-
apists, aim to improve public speaking skills. Biosensors capture data
during sessions, which machine learning analyzes to identify arousal
states and emotions from the tone of voice. A small study reveals cor-
relations between detected arousal states and stuttering, emphasizing
VR’s potential in exposure therapy.
Exposure therapy for dog phobia:
A VR system has been developed for controlled exposure therapy
against dog phobia. The treatment includes psychological education
and exposure scenarios with varied dog behaviors. Virtual therapists
and characters guide participants, with a study confirming positive
user experiences and minimal cybersickness. Results validate VR’s effi-
cacy in providing controlled exposure for specific phobias.
Integrating immersive technologies in elderly healthcare demonstrates
diverse applications, spanning cognitive assessment to exposure thera-
py. Future advancements promise more personalized interventions, fos-
tering improved well-being and cognitive function among older adults.
Persistent exploration of immersive technology in therapeutic contexts
is poised to enhance interventions for various health conditions.
97
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