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1.
BMJ Open ; 13(11): e073307, 2023 11 23.
Artigo em Inglês | MEDLINE | ID: mdl-37996232

RESUMO

OBJECTIVES: Health and care resources are under increasing pressure, partly due to the ageing population. Physical activity supports healthy ageing, but motivating exercise is challenging. We aimed to explore staff perceptions towards a virtual reality (VR) omnidirectional treadmill (MOTUS), aimed at increasing physical activity for older adult care home residents. DESIGN: Interactive workshops and qualitative evaluation. SETTINGS: Eight interactive workshops were held at six care homes and two university sites across Cornwall, England, from September to November 2021. PARTICIPANTS: Forty-four staff participated, including care home, supported living, clinical care and compliance managers, carers, activity coordinators, occupational therapists and physiotherapists. INTERVENTIONS: Participants tried the VR treadmill system, followed by focus groups exploring device design, potential usefulness or barriers for care home residents. Focus groups were audio-recorded, transcribed verbatim and thematically analysed. We subsequently conducted a follow-up interview with the technology developer (September 2022) to explore the feedback impact. RESULTS: The analysis produced seven key themes: anticipated benefits, acceptability, concerns of use, concerns of negative effects, suitability/unsuitability, improvements and current design. Participants were generally positive towards VR to motivate care home residents' physical activity and noted several potential benefits (increased exercise, stimulation, social interaction and rehabilitation). Despite the reported potential, staff had safety concerns for frail older residents due to their standing position. Participants suggested design improvements to enhance safety, usability and accessibility. Feedback to the designers resulted in the development of a new seated VR treadmill to address concerns about falls while maintaining motivation to exercise. The follow-up developer interview identified significant value in academia-industry collaboration. CONCLUSION: The use of VR-motivated exercise holds the potential to increase exercise, encourage reminiscence and promote meaningful activity for care home residents. Staff concerns resulted in a redesigned seated treadmill for those too frail to use the standing version. This novel study demonstrates the importance of stakeholder feedback in product design.


Assuntos
Instituição de Longa Permanência para Idosos , Realidade Virtual , Humanos , Idoso , Seguimentos , Retroalimentação , Exercício Físico
2.
Q J Exp Psychol (Hove) ; 75(2): 328-347, 2022 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-33089735

RESUMO

Large-scale search behaviour is an everyday occurrence, yet its underlying mechanisms are not commonly examined within experimental psychology. Key to efficient search behaviour is the sensitivity to environmental cues that might guide exploration, such as a target appearing with greater regularity in one region than another. Spatial cueing by probability has been examined in visual search paradigms, but the few studies that have addressed its contribution to large-scale search and foraging present contrasting accounts of the conditions under which a cueing effect can be reliably observed. In the present study, participants physically searched a virtual arena by inspecting identical locations until they found the target. The target was always present, although its location was probabilistically defined so that it appeared in the cued hemispace on 80% of trials. In Experiment 1, when participants' starting positions were stable, a probabilistic cueing effect was observed, with a strong bias towards searching the cued side. In Experiment 2, the starting position changed across the experiment, such that the cued region was defined in allocentric co-ordinates only. In this case, a probabilistic cueing effect was not observed across the sample. Analysis of individual differences in Experiment 2 suggests, however, that some participants may have learned the contingency underpinning the target's location, although these differences were unrelated to other tests of visuospatial ability. These results suggest that the ability to learn the likelihood of an item's fixed location when starting from different perspectives is driven by individual differences in other cognitive or perceptual factors.


Assuntos
Atenção , Sinais (Psicologia) , Humanos , Aprendizagem , Probabilidade , Tempo de Reação
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