Abstract
With an ageing population it is critical to develop strategies to assist older adults to remain physically and cognitively active and to reduce sedentary behaviour. Previous research has shown a positive relationship between art therapy and successful ageing, yet traditional art practices may be challenging for older adults. Virtual reality systems eliminate mess and the need for fine motor control, allowing people of all ages and abilities to access an alternate artistic environment. Digital art, created using novel software, has the potential to encourage physical activity, creativity and provide a leisurely experience. Splashboard uses the Microsoft Kinect camera and enables participation in art through virtual button activation. Through arm and body movements a multi-coloured digital canvas can be created, saved, printed and displayed. The software was trialled with 15 older adults within a residential aged care setting. During the art sessions the system tracked body position and hand movements. An exercise was integrated into Splashboard to assess reaction time, attention, memory and hand-eye coordination. Participant feedback on the joys and challenges of using Splashboard was collected via questionnaires. Results indicated that the software successfully engaged most participants, encouraged physical activity and cognitive thought, and allowed the residents to enjoy the process of creating art.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Callaham J (2015) Kinect for Windows v2 sensor sales end, developers can use Xbox One version instead. Retrieved 7 December 2015, from: http://www.windowscentral.com/kinect-windows-v2-sensor-sales-end-developers-can-use-xbox-one-version
Chau T, Memarian N, Leung B, Treherne D, Hobbs DA, Worthington-Eyre B, Lamont A, Pla-Mobarak M (2012) Home-based computer vision access Technologies for Individuals with severe motor impairments. In: Augusto JC, Huch M, Kameas A, Maitland J, McCullagh P, Roberts J, Sixsmith A, Wichert R (eds) Handbook of ambient assisted living – Technology for Healthcare, rehabilitation and well-being. IOS Press, Amsterdam, pp 581–597
Cohen GD, Perlstein S, Chapline J, Kelly J, Firth KM, Simmens S (2006) The impact of professionally conducted cultural programs on the physical health, mental health, and social functioning of older adults. The Gerontologist 46(6):726–734
Conn VS, Hafdahl AR, Mehr DR (2011) Interventions to increase physical activity among healthy adults: meta-analysis of outcomes. Am J Public Health 101(4):751–758
Cook AM, Polgar JM (2008) Cook & Hussey’s assistive technologies, principles and practice, 3rd edn. Mosby Elsevier, St. Louis
Crawford S (2012) How Microsoft Kinect Works. Retrieved 22 January 2016, from: http://electronics.howstuffworks.com/microsoft-kinect.htm
Department for Work and Pensions (2012) Family Resources Survey. ISBN 978-1-78153-035-1. Retrieved 7 December 2015, from: https://www.gov.uk/government/uploads/system/uploads/attachment_data/file/222839/frs_2010_11_report.pdf
Diment LE, Hobbs DA (2014a) Interactive technologies that engage children with disabilities in visual art – a review. In Proceedings of the 2014 Australian Biomedical Engineering Conference (ABEC), Canberra, Australia, August 2014
Diment LE, Hobbs DA (2014b) A gesture-based virtual art program for children with severe motor impairments – developments and pilot study. J Assistive Rehabil Ther Technol 2(23206). doi:10.3402/jartt.v2.23206
Fisher BJ, Specht DK (1999) Successful aging and creativity in later life. J Aging Stud 13(4):457–472
Fitbit (2015) Charge HR, Retrieved 15 December 2015, from: https://www.fitbit.com/au/chargehr
Gantt C (2013) iFixit opens up the new Xbox One Kinect sensor to see what’s inside. Retrieved 7 December 2015, from: http://www.tweaktown.com/news/34077/ifixit-opens-up-the-new-xbox-one-kinect-sensor-to-see-whats-inside/index.html
Hannemann BT (2006) Creativity with dementia patients. Gerontology 52(1):59–65
Higgins HC, Horton JK, Hodgkinson BC, Muggleton SB (2010) Lessons learned: staff perceptions of the Nintendo Wii as a health promotion tool within an aged-care and disability service. Health Promot J Austr 21(3):189–195
Jung Y, Li KJ, Janissa NS, Gladys WLC, Lee KM (2009) Games for a better life: effects of playing Wii games on the well-being of seniors in a long-term care facility. In: Proceedings of the sixth Australasian conference on interactive entertainment, USA. doi:10.1145/1746050.1746055
Keogh JWL, Power N, Wooller L, Lucas P, Whatman C (2014) Physical and psychosocial function in residential aged-care elders: effect of nintendo wii sports games. J Aging Phys Act 22:235–244
LaPorte KM, Melo L, Stanley S, Zeltzer BN (2003) Arts therapies promote wellness in elders. (clinical report). Behav Healthcare Tomorrow 12:7
Marston HR, Greenlay S, van Hoof J (2013) Understanding the Nintendo Wii and Microsoft Kinect consoles in long-term care facilities. Technol Disabil 25(2):77–85
Meisner J (2013) Collaboration, expertise produce enhanced sensing in Xbox One. Retrieved 7 December 2015, from: http://blogs.microsoft.com/blog/2013/10/02/collaboration-expertise-produce-enhanced-sensing-in-xbox-one/
Microsoft (2015) Kinect Sensor for Xbox One, Retrieved 15 December 2015, from: http://www.microsoftstore.com/store/msusa/en_US/pdp/Kinect-for-Xbox-One/productID.307499400
Office for National Statistics (2012) 2011 Census: Population Estimates for the United Kingdom, 27 March 2011. Retrieved 7 December 2015, from: http://www.ons.gov.uk/ons/rel/census/2011-census/population-and-household-estimates-for-the-united-kingdom/stb-2011-census--population-estimates-for-the-united-kingdom.html
Raghavendra P, Murchland S, Shiosaki P, Hobbs DA (2010) Enabling children with severe physical disabilities using the virtual music instrument. In: Baxter P, Hart HM (eds) Developmental medicine and child neurology. Blackwell Publishing, Oxford. Australasian Association for Cerebral Palsy and Developmental Medicine (AusACPDM) Christchurch, New Zealand, p 45
Tam C, Schwellnus H, Eaton C, Hamdani Y, Lamont A, Chau T (2007) Movement-to-music computer technology: a developmental play experience for children with severe physical disabilities. Occup Ther Int 14(2):99–112
United Nations (2015) ‘World Population Prospects: 2015 Revision’. Press release retrieved 1 August 2016, from: http://www.un.org/en/development/desa/population/events/pdf/other/10/World_Population_Projections_Press_Release.pdf
World Health Organization (2011) Global health and aging, NIH Publ no. 117737; 1(4):273–277
Zhang L (2013) Kinect Coordinate Space. Retrieved 21 December 2015, from: http://2.bp.blogspot.com/q9uwRQSp0zQ/USIKLoqjfII/AAAAAAAAAK8/XXCUHNVjjLk/s1600/skeleton+space.png
Zhang F, Kaufman D (2015) Physical and cognitive impacts of digital games on older adults: a meta-analytic review. J Appl Gerontol 1–22
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing AG
About this chapter
Cite this chapter
Paczynski, A., Diment, L., Hobbs, D., Reynolds, K. (2017). Using Technology to Increase Activity, Creativity and Engagement for Older Adults Through Visual Art. In: Marston, H., Freeman, S., Musselwhite, C. (eds) Mobile e-Health. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-60672-9_5
Download citation
DOI: https://doi.org/10.1007/978-3-319-60672-9_5
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-60671-2
Online ISBN: 978-3-319-60672-9
eBook Packages: Computer ScienceComputer Science (R0)