The development of negative behavioral and psychosocial factors (depression, anxiety, apathy, etc) is associated with poor well-being, which can contribute to health issues in ageing, especially in ...the context of COVID-19. Despite its relative novelty, fully immersive virtual reality (VR) interventions through 360° immersive videos are becoming more accessible and flexible and constitute an emerging method to potentially enhance well-being. The aim of this scoping review is to assess the effectiveness of 360° interventions on well-being in older adults with or without cognitive impairment, as well as cybersickness and attitudes toward this technology.
Scoping review.
Older adults with or without cognitive impairment.
The PRISMA-SR guideline was followed. Four databases were used, and we selected articles published until April 2022. We have analyzed the effect of 360° videos on the well-being of older adults with respect to the study design, the population, the contents, the duration of intervention, and the outcomes.
A total of 2262 articles were screened, of which 10 articles were finally included in this review. Most of them are pilot studies and used mixed methods including scales and interviews. The material and content of VR are diversified. Many behavioral and psychological outcomes were assessed, including anxiety, apathy, loneliness, depression, social engagement, quality of life, and emotions. The results were positive or mixed, according to the outcomes. We recorded few adverse events, and the interviews show contrasting results concerning the participants' feelings (ie, degree of immersion, familiarity with technology, and VR content).
The use of VR 360° videos seems feasible in community-dwelling older adults or residential aged care facilities, as they are safe and provide enjoyment. It constitutes an emerging and promising therapeutic tool to manage psychosocial disorders. This review provides key considerations for the design and implementation of interventions using VR 360° video in clinical practice.
In large engineering projects, the complexity of organizational and decision-making structures is a challenge for efficient management. Middle management plays a crucial and often underestimated role ...in the daily life of these complex projects. Our goal is to provide theoretical tools to seize the complexity of large engineering projects from the point of view of the human actors. An analysis of the organization of the ATLAS detector within the LHC at CERN was conducted over a period of several years. This contribution presents work on engineering interfaces in collaborative activities by showing how middle managers (mostly engineers) act as interfaces with other stakeholders and deal with complex socio-economic and technical issues. The interface model described is human-centric and aims at reflecting the complexity of engineering management situations. Different types of interactions stem from this model, as well as the exchange spaces established through the interface actor. The potential of application of the model is illustrated through two project case studies, one in the field of big science and the second one in high-tech medical equipment.
New technologies such as Spatial Augmented Reality (SAR) have created new opportunities for including end users in the early phases of the design process when prototypes are not always available for ...functional testing. This study investigates the impact of introducing SAR technology on designers and end users working together in co-design sessions. To this end, a multi-modal analysis focusing on cognitive activities and gestural behaviour was conducted. After comparing the traditional setting with the SAR setting (over 44 sessions), the session activity profiles proved to be quite similar. However, the study highlights specific correlations between gestures and cognitive activities, in both environments. Finally, contrary to expectations, free gestures continue to be made in the digitally mediated situation.
•Novel, rigorous co-design experiments involving professional designers in standard and augmented reality environments.•Description of a multimodal analysis of gesture, argumentation and cognitive activities.•Analysis of gestures in the air and iconic gestures shows correlations between cognitive activities and gesture.•Contrasted analysis of the spatial augmented reality environment and its impact on co-design cognitive activities.•Spatial Augmented Reality is favoring ideation and evaluation activities.
•Projection-based AR design representations support co-creative design sessions•AR and SAR allow quick, real-time modifications to the prototype to try out new ideas•Quality and novelty of ideas ...using SAR outperform conventional or standard AR•Designers perceive AR/SAR-based design representations as more effective•AR and SAR conditions enable enhanced collaboration with the end users
Extended Reality technologies, including Virtual Reality (VR) and Augmented Reality (AR), are being applied in a wide variety of industrial applications, but their use within design practice remains very limited, despite some promising research activities in this area over the last 20 years. At the same time, design practice has been evolving to place greater emphasis on the role of the client or end-user in the design process through ‘co-creative design’ activities. Whilst offering many benefits, co-creative design activities also present challenges, notably in the communication between designers and non-designers, which can hinder innovation.
In this paper, we investigate the potential of a novel, projection-based AR system for the creation of design representations to support co-creative design sessions. The technology is tested through benchmarking experiments and in-situ trials conducted with two industrial partners. Performance metrics and qualitative feedback are used to evaluate the effectiveness of the new technology in supporting co-creative design sessions. Overall, AR technology allows quick, real-time modifications to the surfaces of a physical prototype to try out new ideas. Consequently, designers perceive the possibility to enhance the collaboration with the end-users participating in the session. Moreover, the quality and novelty of ideas generated whilst using projection-based AR outperform conventional sessions or handheld display AR sessions. Whilst the results of these early trials are not conclusive, the results suggest that projection-based AR design representations provide a promising approach to supporting co-creative design sessions.
The aim of our study was to identify burnout profiles among pediatric nurses and physicians, and their specificities concerning sociodemographic characteristics, occupational stress, stress specific ...to pediatric caregivers, and coping. Conducted on a sample of 195 French pediatric health care professionals, a cluster analysis showed 2 endpoint profiles (Engagement, Burnout) and 3 intermediate profiles (Overextended, Disengaged, Ineffective). The Burnout profile showed the highest median scores on hours worked per week, occupational stress, stress related to working conditions, and relationships with colleagues and superiors. The Overextended profile reported more stress related to working conditions than did other intermediate profiles. The Disengaged profile showed the second lowest median score on stress related to relationships with colleagues and superiors and less social support–seeking than other profiles. The Ineffective profile used less problem-focused coping than the Engagement and intermediate profiles. Intervention for the well-being of these professionals should focus primarily on improving their working conditions.
The participation of end-users in co-design sessions has always been challenging. Despite a long history of trials and research, finding the best way to go about this form of collaboration in early ...innovation phases is still an open question for many companies. At the cutting edge of innovation, design agencies are becoming increasingly involved in co-design today. Direct face-to-face collaboration with end-users is a key factor for the success of co-design, and ICT solutions must therefore allow active involvement of all participants and their direct interaction. This paper reports an original evaluation of a Spatial Augmented Reality (SAR) environment dedicated to supporting co-design sessions. It investigates collaborative interactions and explores the role of design artefacts in the collaborative process. Observations of a conventional co-design situation are compared with those of sessions assisted by SAR technology. These two contrasting environments reveal both similarities and differences. The results show that within the SAR-supported environment there is an increase in end-users’ interaction density within the design activities. We observed that providing tangible artefacts augmented by digital content increased the density of interactions and encouraged greater sharing in co-design meetings.
Purpose
The aims of this study were to identify specific burnout profiles among healthcare workers caring for young cancer patients and to investigate their specificities in terms of sociodemographic ...characteristics, stress, coping mechanisms, and perceived rewards.
Methods
A total of 262 French healthcare professionals working with young cancer patients completed the study protocol (sociodemographic characteristics, Pediatric Caregiver Stress Questionnaire, Work Rewards Scale–Pediatric Oncology, Ways of Coping Checklist – Revised, Maslach Burnout Inventory). A cluster analysis was performed to identify burnout profiles. ANOVAs and chi-tests were performed in order to identify the differences between the clusters.
Results
The cluster analysis performed showed two end-points profiles with three low or high dimensions (Engagement, Burnout) and three intermediate profiles with only one high dimension (Overextended, Disengaged, Ineffective). The Burnout profile was characterized by a high level of stress, particularly related to working conditions, a low level of perceived rewards, and a low use of problem-focused coping. The Overextended profile was characterized by a high level of stress, particularly related to working conditions. The Disengaged profile had a higher level of stress and a lower level of perceived rewards than the Engagement profile. The Ineffective profile was characterized by low levels of perceived rewards, problem-focused coping, and social support seeking.
Conclusion
Interventions to improve the health of healthcare professionals caring for young cancer patients should focus primarily on improving working conditions (work overload, work/life balance) and promoting a stable work environment, enabling healthcare workers to develop their resources at work.
The objectives of our study were: (1) to establish the prevalence of burnout among French pediatric healthcare workers during the COVID-19 pandemic; (2) to identify the psychosocial factors that ...predict burnout in these healthcare workers. To achieve these objectives, a total of 99 physicians and 55 nurses from various French pediatric services completed a protocol questioning socio-demographic characteristics, the specific stress of pediatric care workers, the stress related to the COVID-19 pandemic, occupational stress (JSS), coping strategies (WCC-R) and burnout (MBI). Descriptive analyses (frequencies, means, and standard deviations) were used to address objectives (1). Multiple linear regressions were performed to address objective (2). The prevalence of burnout was 48% (95% CI 40-56). Occupational stress and stress related to working conditions were the main factors predicting emotional exhaustion. Being female, years of practice, social support-seeking and stress related to confrontation with suffering and death negatively and significantly predicted depersonalization. Being a nurse, problem-focused coping and the sense of impact of the pandemic on the daily work significantly predicted personal accomplishment. In conclusion, our study showed a high prevalence of burnout among French pediatric healthcare workers, but the impact of the pandemic on this prevalence did not seem significant.