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dc.contributor.advisorJoseph F. Coughlin.en_US
dc.contributor.authorLin, Xueyang (Xueyang Charles)en_US
dc.contributor.otherSystem Design and Management Program.en_US
dc.coverage.spatialn-us---en_US
dc.date.accessioned2018-02-08T16:27:36Z
dc.date.available2018-02-08T16:27:36Z
dc.date.copyright2017en_US
dc.date.issued2017en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/113523
dc.descriptionThesis: S.M. in Engineering and Management, Massachusetts Institute of Technology, System Design and Management Program, 2017.en_US
dc.descriptionCataloged from PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (pages 59-60).en_US
dc.description.abstractThe United States is experiencing a significant growth of the older population. As people age, they are more likely to experience decrease in social activities, limitations in cognitive capabilities, and more symptoms indicative of depression. Among older adults that live in long-term care communities, more than a quarter develop some form of dementia or depression. Virtual Reality (VR) is believed to be beneficial to the older adults due to its immersive interaction capabilities. This thesis seeks to understand how virtual reality as a technology will impact older adults' emotional and social well-being. Human-centered design process was applied to develop the Rendever VR platform. Following the development of the system, a field study was carried out with sixty-three residents from four assisted living communities. The field study was conducted over two weeks, during which residents interacted with one of two intervention conditions - VR (i.e. experiment condition) or TV (i.e. control condition). Questionnaires were filled out by participants prior to and after the intervention for comparison. The results have shown that VR provided more positive outcomes than the control group that used a TV showing the same content. Results suggest that VR has the potential to improve older adults' well-being in general.en_US
dc.description.statementofresponsibilityby Xueyang (Charles) Lin.en_US
dc.format.extent91 pagesen_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsMIT theses are protected by copyright. They may be viewed, downloaded, or printed from this source but further reproduction or distribution in any format is prohibited without written permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectEngineering and Management Program.en_US
dc.subjectIntegrated Design and Management Program.en_US
dc.subjectSystem Design and Management Program.en_US
dc.titleDesigning Virtual Reality (VR) experience for older adults and determine its impact on their overall well-beingen_US
dc.title.alternativeDesigning Virtual Reality experience for older adults and determine its impact on their overall well-beingen_US
dc.title.alternativeDesigning VR experience for older adults and determine its impact on their overall well-beingen_US
dc.typeThesisen_US
dc.description.degreeS.M. in Engineering and Managementen_US
dc.contributor.departmentMassachusetts Institute of Technology. Engineering and Management Programen_US
dc.contributor.departmentSystem Design and Management Program.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Integrated Design and Management Programen_US
dc.identifier.oclc1020074228en_US


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