THE IMPACT OF THE VIRTUAL REALITY AND AUGMENTED REALITY NOSTALGIA SYSTEM ON THE ELDERLY BEHAVIOR MODEL

Yung-Chin Tsao 

The Graduate Institute of Design Science, 

Tatung University, Taipei 104, Taiwan (R.O.C)

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Chun-Chieh Shu*

The Graduate Institute of Design Science, 

Tatung University, Taipei 104, Taiwan (R.O.C)

Department of Multimedia and Game Design, 

Yu Da University of Science and Technology, Miaoli County 36143, Taiwan (R.O.C)

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Abstract

With the aging of the population, elderly people have many problems in cognition, emotion, and behavior. This research is based on the previously developed 3ds Max ancient house model (Tsao et al., 2019). We use Unity engine integration technology to modify it to the "VR/AR Nostalgia system", which can be watched by HTC VIVE. It allows users to immerse the experience and trigger the VR/AR audio-visual interaction of nostalgic elements. The nostalgic system indeed allows users to fully recall and think. This research is based on the well-known three-component theory of attitudes (Rosenberg et al., 1960) and Bem (1972)'s self-perception theory, and expands Davis et al.'s (1989) technology acceptance model. This article uses a questionnaire survey to interview 405 elderly users about their attitudes towards the use of VR and AR nostalgia systems. Let elderly users measure the usage attitude and intention to use of VR / AR nostalgic system from three aspects which are cognition, emotion and behavior. And SPSS 21 test is used to test the fitness and related hypotheses of this new model.

This article obtains the following conclusions: (1) The VR/AR nostalgia system with cognitive, emotional and behavioral components proposed in this article has a good fit with the empirical data. (2) In terms of cognitive variables, perceived usefulness, perceived ease of use, personal innovativeness, and compatibility of VR / AR nostalgic system have a positive effect on the elderly's attitude towards VR / AR nostalgia system. (3) In terms of emotional variables, Fun and Emotional Attachment of the VR/AR nostalgia system have a positive effect on the usage attitude of the VR/AR nostalgia system. (4) In terms of behavioral variables, the use of VR/AR nostalgia system has a positive effect on the usage attitude of VR/AR nostalgia system. (5) The usage attitude of VR/AR nostalgia system has a positive effect on the intention to use of VR/AR nostalgia system. The empirical results of this research show that the VR/AR nostalgia system should be able to effectively enhance the cognition, emotion, and behavior of the elderly, so that it can improve the life of the aging population. It is promoted and applied to the nostalgia treatment to prevent dementia and solve lack of manpower in long-term care.

Keywords: Nostalgia System, Virtual Reality, Augmented Reality, Technology Acceptance Model

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