Bio: M Raja is an academic researcher from VIT University. The author has contributed to research in topic(s): Technology acceptance model & Anxiety. The author has an hindex of 1, co-authored 2 publication(s) receiving 33 citation(s).
Topics: Technology acceptance model, Anxiety
19 Aug 2019-BMC Geriatrics
TL;DR: Older people have positive perceptions towards accepting and using VR to support active aging, implying positive attitudes toward adopting this new technology.
Abstract: Virtual reality (VR) has several applications in the medical domain and also generates a secure environment to carry out activities. Evaluation of the effectiveness of VR among older populations revealed positive effects of VR as a tool to reduce risks of falls and also improve the social and emotional well-being of older adults. The decline in physical and mental health, the loss of functional capabilities, and a weakening of social ties represent obstacles towards active aging among older adults and indicate a need for support. Existing research focused on the effects of VR among older populations, and its uses and benefits. Our study investigated the acceptance and use of VR by the elderly. This pilot study was conducted on 30 older adults who voluntarily participated during March to May 2018. Nine VR applications that promote physical activities, motivate users, and provide entertainment were chosen for this study. Participants were asked to use any one of the applications of their choice for 15 min twice a week for 6 weeks. At the end of 6 weeks, participants were asked to fill out a questionnaire based on the Technology Acceptance Model and a literature review, to evaluate their acceptance of VR technology. Cronbach’s alpha reliability analysis was used to test the internal consistency of the questionnaire items. Pearson’s product moment correlation was used to examine the validity of the questionnaire. A linear regression and mediation analysis were utilized to identify relationships among the variables of the questionnaire. In total, six male and 24 female participants aged 60~95 years volunteered to participate in the study. Perceived usefulness, perceived ease of use, social norms, and perceived enjoyment were seen to have had significant effects on the intention to use VR. Participants agreed to a large extent regarding the perceived usefulness, perceived enjoyment, and their experience of using VR. Thus, VR was seen to have high acceptance among this elderly population. Older people have positive perceptions towards accepting and using VR to support active aging. They perceived VR to be useful, easy to use, and an enjoyable experience, implying positive attitudes toward adopting this new technology.
20 May 2019
TL;DR: This study was carried out to evaluate whether virtual reality based solution could reduce patients anxiety before operation.
Abstract: According to studies, Anxiety is quite common among the patients preparing to undergo a surgery and the level of anxiety differs due to several factors which includes the type of surgery to be carried out, patient's past experiences, demographic profile etc. Among all the factors that are associated with the anxiety levels of the patients, the fear of physically getting inside the operation theatre is very common. Though there are several steps taken to explain the operative procedure to patients, they still feel stranded while entering the operation theatre because of which their anxiety levels remain high. This study was carried out to evaluate whether virtual reality based solution could reduce patients anxiety before operation.
TL;DR: It is feasible and safe to expose older adults with various levels of cognitive and physical impairments to immersive VR within these settings and VR-therapy may prove to be a safe, inexpensive, non-pharmacological means of managing depressive symptoms and providing engagement and enjoyment to this rapidly growing demographic.
Abstract: Background: Older adults living in long term care, rehabilitation hospitals, and seniors' residences often experience reduced mobility, sometimes resulting in confinement indoors and isolation, which can introduce or aggravate symptoms of depression, anxiety, loneliness, and apathy. As Virtual Reality (VR) technologies become increasingly accessible and affordable, there is a unique opportunity to enable older adults to escape their restricted physical realities and be transported to both stimulating and calming places which may improve their general well-being. To date no robust evaluations of the use of immersive VR therapy [experienced through a head-mounted-display (HMD)] for older adults within these settings have been reported. VR-therapy may prove to be a safe, inexpensive, non-pharmacological means of managing depressive symptoms and providing engagement and enjoyment to this rapidly growing demographic. Objectives: Establish whether it is feasible to use immersive VR technology as therapy for older adults who have reduced sensory, mobility and/or impaired cognition. This includes evaluation of tolerability, comfort, and ease of use of the HMD, and of the potential for immersive VR to provide enjoyment/relaxation and reduce anxiety and depressive symptoms. Methods: Sixty-six older adults (mean age 80.5, SD = 10.5) with varying cognitive abilities (normal = 28, mild impairment = 17, moderate impairment = 12, severe impairment = 3, unknown cognitive score = 6), and/or physical impairments, entered a multi-site non-randomized interventional study in Toronto, Canada. Participants experienced 3 to 20 min of 360°-video footage of nature scenes displayed on Samsung GearVR HMD. Data was collected through pre/post-intervention surveys, standardized observations during intervention, and post-intervention semi-structured interviews addressing the VR experience. Results: All participants completed the study with no negative side-effects reported (e.g., No dizziness, disorientation, interference with hearing aids); the average time spent in VR was 8 min and 76% of participants viewed the entire experience at least once. Participants tolerated the HMD very well; most had positive feedback, feeling more relaxed and adventurous; 76% wanted to try VR again. Better image quality and increased narrative video content were suggested to improve the experience. Conclusion: It is feasible and safe to expose older adults with various levels of cognitive and physical impairments to immersive VR within these settings. Further research should evaluate the potential benefits of VR in different settings (e.g., home/community based) and explore better customization/optimization of the VR content and equipment for the targeted populations.
TL;DR: In this paper, the authors evaluated the effectiveness of VR apps delivered using commercially available immersive headsets to improve physical, mental, or psychosocial health outcomes in community-dwelling older adults.
Abstract: Background: Virtual reality (VR) delivered through immersive headsets creates an opportunity to deliver interventions to improve physical, mental, and psychosocial health outcomes. VR app studies with older adults have primarily focused on rehabilitation and physical function including gait, balance, fall prevention, pain management, and cognition. Several systematic reviews have previously been conducted, but much of the extant literature is focused on rehabilitation or other institutional settings, and little is known about the effectiveness of VR apps using immersive headsets to target health outcomes among community-dwelling older adults. Objective: The objective of this review was to evaluate the effectiveness of VR apps delivered using commercially available immersive headsets to improve physical, mental, or psychosocial health outcomes in community-dwelling older adults. Methods: Peer-reviewed publications that included community-dwelling older adults aged ≥60 years residing in residential aged care settings and nursing homes were included. This systematic review was conducted in accordance with the Joanna Briggs Institute (JBI) methodology for systematic reviews of effectiveness evidence. The title of this review was registered with JBI, and the systematic review protocol was registered with the International Prospective Register of Systematic Reviews. Results: In total, 7 studies that specifically included community-dwelling older adults were included in this review. VR apps using a head-mounted display led to improvements in a number of health outcomes, including pain management, posture, cognitive functioning specifically related to Alzheimer disease, and a decreased risk of falls. A total of 6 studies reported a statistically significant difference post VR intervention, and 1 study reported an improvement in cognitive function to reduce navigational errors. Only one study reported on the usability and acceptability of the interventions delivered through VR. While one study used a distraction mechanism for pain management, none of the studies used gaming technology to promote enjoyment. Conclusions: Interventions to improve health outcomes through VR have demonstrated potential; however, the ability to synthesize findings by primary outcome for the older adult population is not possible. A number of factors, especially related to frailty, usability, and acceptability, also need to be explored before more substantial recommendations on the effectiveness of VR interventions for older adults can be made. Trial Registration: PROSPERO CRD42019143504; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=143504
TL;DR: A pervasive system to monitor the COVID'19 patient's conditions within the hospital and outside by monitoring their medical and psychological situation and results indicate the usefulness of monitoring the CO VID'19 patients based on the current context.
Abstract: In several countries, the ageing population contour focuses on high healthcare costs and overloaded health care environments. Pervasive health care monitoring system can be a potential alternative, especially in the COVID-19 pandemic situation to help mitigate such problems by encouraging healthcare to transition from hospital-centred services to self-care, mobile care and home care. In this aspect, we propose a pervasive system to monitor the COVID’19 patient’s conditions within the hospital and outside by monitoring their medical and psychological situation. It facilitates better healthcare assistance, especially for COVID’19 patients and quarantined people. It identifies the patient’s medical and psychological condition based on the current context and activities using a fuzzy context-aware reasoning engine based model. Fuzzy reasoning engine makes decisions using linguistic rules based on inference mechanisms that support the patient condition identification. Linguistics rules are framed based on the fuzzy set attributes belong to different context types. The fuzzy semantic rules are used to identify the relationship among the attributes, and the reasoning engine is used to ensure precise real-time context interpretation and current evaluation of the situation. Outcomes are measured using a fuzzy logic-based context reasoning system under simulation. The results indicate the usefulness of monitoring the COVID’19 patients based on the current context.
19 Oct 2020
TL;DR: In this paper, the role of mobile skillfulness and user innovation in the electronic wallet acceptance of consumers in the digital transformation era was explored, and the TAM model was applied toward e-wallet service.
Abstract: The age of digital transformation has profound effects on the businesses’ operations and consumer behavior. Payment through electronic wallet, which is one of the solutions to digitize consumer payables and corporate receivables, is increasingly popular globally. This study had enriched the Technology Acceptance Model (TAM) to explore the role of mobile skillfulness and user innovation in the electronic wallet acceptance of consumers in the digital transformation era. Both qualitative and quantitative research methods were used to achieve the research goal. Research results affirmed the TAM model applied toward e-wallet service, besides, showed the positive effect of mobile skillfulness and user innovation on consumers’ intention to accept the e-wallet in daily transactions. Some managerial implications were also suggested for regulators at e-wallet service providers.
TL;DR: Virtual reality sessions have potential to influence the well-being and functional fitness of older adults and further support the process of healthy and active ageing.
Abstract: Background and Objective Ageing is a complex process with physical, psychological, and social changes, which can lead to diseases and disability, and further reduce happiness levels. Virtual reality (VR) is an emerging technology with the potential to improve overall well-being, quality of life (QoL), muscle activity and balance. Our study aimed to determine the influence of VR sessions on the QoL, happiness, and functional fitness components of an elderly cohort. Methods A non-blinded randomized controlled trial was conducted. Sixty participants, who visited the active ageing center at the university were randomized into two groups- intervention and control. The intervention group received VR experience sessions for 15 min twice a week for a duration of 6 weeks, while the control group received no sessions. Participants filled out a questionnaire for QoL assessment and happiness assessment. They were also tested for several functional fitness components. Both questionnaires and fitness tests were conducted at the beginning and at the end of study. Results QoL improved by some metrics assessed (Pain/Discomfort and Anxiety/Depression). Happiness significantly improved in the intervention group relative to the control group. Among the functional fitness tests, the back scratch test 1st and back scratch test 2nd were measured to be significantly improved in the intervention group in comparison to control group. Conclusions VR sessions have potential to influence the well-being and functional fitness of older adults and further support the process of healthy and active ageing. Future considerations could focus on supporting more physical and psychological aspects of the older people through VR content. Trial registration NCT04166747.