REVIEW 4 major objections 6 minor 1 cited by
RemVerse: Supporting Reminiscence Activities for Older Adults through AI-Assisted Virtual Reality
T0 review · 4 major / 6 minor · reviewed 2026-08-06 · deepseek-v4-flash
Pith's one-line read An AI-assisted VR recreation of a familiar old street can move older adults from hesitant, prompt-dependent recall to longer, self-initiated storytelling within a single session.
desk verdict A well-executed exploratory prototype study where the qualitative generative-corrective loop is the contribution, but the abstract overclaims what a single-arm, 14-user study can show. read the letter →
The pith
A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.
The reading
What carries the argument
The load-bearing mechanism is a cue-generation-elaboration loop. A reconstructed 3D streetscape supplies visual and audio cues; when a user pauses on a familiar object, the conversational agent, embodied as a child avatar, either helps start a story or prompts for more detail; the generative functions then turn part of the spoken memory into an image or 3D object; and the user responds by elaborating, correcting, or re-generating the content. The agent has three named roles—initiate, unfold, and evoke—and the loop is what ties all three together: each generated artifact becomes a new cue, so recollection deepens in layers rather than ending at the first answer. Inaccuracies in generated content are not treated as failures; they are moments where users correct the system, and those corrections themselves surface more memory.
What would settle it
Run a component-isolation study with four arms—photos, AI conversation only, VR exploration without an agent, and the full RemVerse system—measuring turn-taking, narrative length, and self-initiated revisits; the causal claim fails if the full system does not clearly beat the partial conditions on those measures.
Extended reading notes
Core claim
RemVerse is a VR prototype that reconstructs a historical urban street, populates it with familiar old objects and dialect-speaking non-player characters, and surrounds it with three AI outputs: an image generator that renders whatever the user describes, a library of pre-generated 3D objects the user can place and manipulate, and a conversational agent that initiates topics when the user hesitates, unfolds memories by asking for detail, and evokes buried memories through follow-ups. The paper's central discovery is that these parts form a recurring loop: an environmental cue triggers partial recall; the agent prompts; the generative tool visualizes the spoken memory; the user elaborates, corrects, or re-generates; and the corrected visualization unlocks another layer of memory. In the study, this loop appeared across nearly all participants, and its behavioral signature was a shift from agent-led to user-led interaction: turn-taking with the agent fell as the session progressed, narratives lengthened, and some participants re-visited spots on their own to finish a story.
Load-bearing premise
The load-bearing premise is that the rising engagement and richer memory detail observed during the session are caused by RemVerse's AI and VR features, not by the novelty of the headset, the presence of an attentive interviewer, or the natural warming-up of conversation over an hour.
Editorial extensions
If this is right
- Reminiscence support no longer has to depend on photos or surviving locations; an explorable AI-reconstructed environment can supply the missing visual and audio cues of lost cityscapes.
- Imperfect AI-generated images and objects can still advance reminiscence, because users correct and re-generate them, and each correction deepens recall; designers should treat inaccuracy as part of the loop rather than a failure.
- Engagement follows a trajectory from system-led to user-led within one session, so agents should be designed to step back as users become more active instead of maintaining a fixed prompting cadence.
- Older adults in the study asked for more dynamic social cues, richer sound, and easier controllers, making accessibility and environmental richness the next design constraints for AI-assisted reminiscence systems.
Reading between the lines
- The paper leaves to future work a component-isolation comparison; a natural test is the same content delivered as photos, as AI conversation alone, as silent VR exploration, and as the full system, predicting the full system yields the largest rise in self-initiated narrative.
- The correction behavior suggests a broader design principle for generative memory tools: deliberately imperfect artifacts may scaffold recall better than highly accurate ones, because repairing a wrong image externalizes memory in a way passive viewing does not.
- If the within-session shift is real rather than a novelty effect, the same turn-taking and re-visiting metrics could benchmark non-VR reminiscence sessions, clarifying how much of the effect is specific to immersion.
Editorial analysis
A structured set of objections, weighed in public.
Referee Report
Summary. RemVerse is an AI-assisted VR prototype for reminiscence in older adults, combining 3D Gaussian Splatting reconstruction of a historical urban street, generative image and 3D-object tools, and a GPT-4o-based conversational agent. The authors report a user study with 14 older adults (aged 60+, local residents for over 30 years) consisting of free VR exploration, a semi-structured interview, and a sketching session. Using thematic analysis of transcripts, VR session recordings, observations, and interviews, together with quantitative trends (normalized time per topic, Experience Progress, and mean turn-taking), the paper argues that RemVerse triggered, concretized, and deepened personal memories and shifted participants from prompt-dependent recall to self-initiated storytelling. Based on the findings, the paper proposes design implications for future AI-assisted VR reminiscence systems.
Significance. If substantiated, the paper makes a useful integration contribution: it combines 3DGS-based environment reconstruction, generative visual tools, and an LLM-driven agent into a single VR reminiscence system, and it provides qualitative evidence of how environmental cues, generated visuals, and agent prompts form a layered recollection loop. The strengths are the detailed system description, the use of direct participant quotes and observational data, and the unusually explicit limitations discussion in Section 6.2.4, which acknowledges novelty, personal preference, and the need for future component-isolation experiments. However, the headline evaluative claim ('effectively supported', 'fostering increased engagement and autonomy') goes beyond what a single-arm N=14 study can establish, and the strongest quantitative evidence for autonomy is partly endogenous to the agent's own adaptive prompting. The contribution is best framed as an exploratory design study with provisional findings rather than a comparative effectiveness demonstration.
major comments (4)
- [Section 5.1.2, Eq. (2)-(4), Fig. 6] The claim that 'for all participants (N=14), the number of turn-takings between the agent and participants decreased' is not supported by the reported analysis. Fig. 6 shows only the mean of interpolated curves, and no individual slopes, confidence intervals, or significance tests are reported. Moreover, because Experience Progress is an ordinal per-participant rescaling (Eq. 2), a decreasing mean curve can be produced by between-participant differences in total topic count rather than by genuine within-participant change. Please report individual trajectories and a within-participant test (e.g., Wilcoxon signed-rank test or a mixed-effects model), or substantially qualify the universal claim.
- [Sections 4.2.1 and 6.2.4] The turn-taking measure is partly endogenous to the system: the agent is designed to step in when participants pause and to offer prompts when appropriate (Section 4.2.1), and the authors acknowledge that 'as users became more active over time, the agent naturally reduced its interventions' (Section 6.2.4). A decline in agent-participant turn-taking over Experience Progress may therefore reflect the agent's own prompting policy, practice effects, or growing familiarity with VR, rather than an increase in participant autonomy caused specifically by RemVerse's AI/VR features. The paper should either model the agent's trigger condition or reframe the result as a descriptive pattern and remove the causal attribution.
- [Abstract, Sections 1 and 7] The statement that RemVerse 'effectively supported reminiscence activities ... while fostering increased engagement and autonomy' is a causal evaluation that a single-arm study with no baseline or control condition cannot establish. Section 6.2.4 correctly lists controlled comparisons as future work, but the abstract and conclusion present the outcome as established. Please reframe the central claim as an exploratory demonstration and move the comparative effectiveness claim to future work.
- [Section 5.1.2] The claimed increase in 'the length and depth of participants' narratives' is supported only by selected examples (P9, P5, P11) and not by any systematic quantitative measure or coding of narrative length across participants. Please provide the relevant data, or explicitly label this as an observational, non-quantified impression.
minor comments (6)
- [Section 4.2.1] There is a typo: 'as is shwon in Fig. 4' should be 'as is shown in Fig. 4'.
- [Sections 1 and 3] Minor language issues: 'as followed' should be 'as follows' in Section 1, and 'an reconstructed old 3D space' should be 'a reconstructed old 3D space' in Section 3.
- [Section 5.1.4, Table 1] P6 is listed as male in Table 1, but the text says 'the agent helped her recall the memories of her late father'; please correct the pronoun or the participant ID.
- [Section 5.1.3] The counts 'N=17' and 'N=14' for image/object generation events are ambiguous; please clarify whether these are numbers of events or numbers of participants.
- [Figure 3] The full agent prompt is central to reproducibility, but Figure 3 only shows a schematic; please include the complete prompt in an appendix or supplementary material.
- [Section 6.2.2 and Conclusion] There are typos in the final sections: 'edition over generated content' should be 'editing over generated content', and 'convient' should be 'convenient'.
Circularity Check
No circular derivation: RemVerse is an empirical prototype evaluation, and its quantitative and qualitative claims are not constructed from their own conclusions.
full rationale
This paper is a system evaluation rather than a derivation, so the classic circularity failure modes do not apply. The normalized time, Experience Progress, and mean turn-taking metrics are descriptive transformations of recorded session data (Eqs. 1-4), not quantities defined in terms of the conclusions they support. The finding that the agent initiated, unfolded, and evoked memories is a behavioral observation about a system that was intentionally designed to facilitate reminiscence; validating a designed function through user observation is not circular. The closest concern is that the reported decrease in agent-participant turn-taking is partly endogenous to the agent's own adaptive behavior: Section 6.2.4 acknowledges that 'as users became more active over time, the agent naturally reduced its interventions.' This threatens causal attribution to RemVerse's design features, but it is a study-validity and confound issue, not a circular definition or a fitted parameter renamed as a prediction. The paper explicitly discusses alternative explanations such as personal preference and novelty in Section 6.2.4, further confirming that the limitation is acknowledged rather than masked. Self-citations appear only as background related work and are not load-bearing for the central claims. No load-bearing step reduces by construction to its own input.
Assumptions & free parameters
assumptions (4)
- domain assumption Generative AI tools (3DGS, DALL-E2, Point-E, GPT-4o) produce sufficiently accurate and timely outputs for the study sessions.
- domain assumption Participants' self-reports and researcher observations validly measure reminiscence quality, engagement, and autonomy.
- domain assumption The reconstructed street, built from present-day footage and historical photographs, adequately represents participants' shared past environment.
- domain assumption Decreased agent-participant turn-taking over time indicates growing autonomy rather than fatigue, disengagement, or diminishing returns.
Cite this review
Pith. "Pith review of RemVerse: Supporting Reminiscence Activities for Older Adults through AI-Assisted Virtual Reality." pith.science (2026). https://pith.science/paper/R5V6YJT4
@misc{pith2026250713247,
author = {Pith},
title = {Pith review of: RemVerse: Supporting Reminiscence Activities for Older Adults through AI-Assisted Virtual Reality},
year = {2026},
howpublished = {\url{https://pith.science/paper/R5V6YJT4}},
note = {Machine review of arXiv:2507.13247}
}
read the original abstract
Reminiscence activities, which involve recalling and sharing past experiences, have proven beneficial for improving cognitive function, mood, and overall well-being. However, urbanization has led to the disappearance of familiar environments, removing visual and audio cues for effective reminiscence. While old photos can serve as visual cues to aid reminiscence, it is challenging for people to reconstruct the reminisced content and environment that are not in the photos. Virtual reality (VR) and artificial intelligence (AI) offer the ability to reconstruct an immersive environment with dynamic content and to converse with people to help them gradually reminisce. We designed RemVerse, an AI-empowered VR prototype aimed to support reminiscence activities. Integrating generative models and AI agent into a VR environment, RemVerse helps older adults reminisce with AI-generated visual cues and interactive dialogues. Our user study with 14 older adults showed that RemVerse effectively supported reminiscence activities by triggering, concretizing, and deepening personal memories, while fostering increased engagement and autonomy among older adults. Based on our findings, we proposed design implications to make reminiscence activities in AI-assisted VR more accessible and engaging for older adults.
Figures
Figures from the paper (4 more)
Forward citations
Cited by 1 Pith paper
-
ExplorAR: Assisting Older Adults to Learn Smartphone Apps through AR-powered Trial-and-Error with Interactive Guidance
An AR system that supports trial-and-error learning helped older adults complete smartphone tasks faster and with fewer mistakes than video or AR step-by-step tutorials.
Reference graph
Works this paper leans on
-
[1]
Nawara Khirallah Abd El Fatah, Mahmoud Abdelwahab Khedr, Mukhlid Alshammari, and Safaa Mabrouk Abdelaziz Elgarhy. 2024. Effect of Immersive Virtual Reality Reminiscence versus Traditional Reminiscence Therapy on Cognitive Function and Psychological Well-being among Older Adults in Assisted Living Facilities: A randomized controlled trial. Geriatric Nursin...
work page 2024
-
[2]
Golbahar Akhoondzadeh, Shamsolmamalek Jalalmanesh, and Hamid Hojjati. 2014. Effect of reminiscence on cognitive status and memory of the elderly people. Iranian journal of psychiatry and behavioral sciences 8, 3 (2014), 75
work page 2014
-
[3]
Arlene J Astell, Maggie P Ellis, Norman Alm, Richard Dye, and Gary Gowans. 2010. Stimulating people with dementia to reminisce using personal and generic photographs. International Journal of Computers in Healthcare 1, 2 (2010), 177–198
work page 2010
-
[4]
Benett Axtell, Raheleh Saryazdi, and Cosmin Munteanu. 2022. Design is Worth a Thousand Words: The Effect of Digital Interaction Design on Picture-Prompted Reminiscence. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (New Orleans, LA, USA) (CHI ’22). Association for Computing Machinery, New York, NY, USA, Article 63, 12 pag...
arXiv 2022
-
[5]
Steven Baker, Ryan M. Kelly, Jenny Waycott, Romina Carrasco, Roger Bell, Zaher Joukhadar, Thuong Hoang, Elizabeth Ozanne, and Frank Vetere. 2021. School’s Back: Scaffolding Reminiscence in Social Virtual Reality with Older Adults. Proc. ACM Hum.-Comput. Interact. 4, CSCW3, Article 267 (jan 2021), 25 pages. https://doi.org/10.1145/3434176
-
[6]
Steven Baker, Ryan M Kelly, Jenny Waycott, Romina Carrasco, Thuong Hoang, Frances Batchelor, Elizabeth Ozanne, Briony Dow, Jeni Warburton, and Frank Vetere. 2019. Interrogating social virtual reality as a communication medium for older adults. Proceedings of the ACM on human-computer interaction 3, CSCW (2019), 1–24
work page 2019
-
[7]
Steven Baker, Jenny Waycott, Romina Carrasco, Ryan M. Kelly, Anthony John Jones, Jack Lilley, Briony Dow, Frances Batchelor, Thuong Hoang, and Frank Vetere. 2021. Avatar-Mediated Communication in Social VR: An In-Depth Exploration of Older Adult Interaction in an Emerging Communication Platform. InProceedings of the 2021 CHI Conference on Human Factors in...
arXiv 2021
-
[8]
E Bisson, B Contant, H Sveistrup, and Y Lajoie. 2007. Functional Balance and Dual-Task Reaction Times in Older Adults are improved by virtual reality and biofeedback training. Cyberpsychol. Behav. 10, 1 (Feb. 2007), 16–23
work page 2007
Show all 71 references
-
[9]
Rachel E Brimelow, Bronwyn Dawe, and Nadeeka Dissanayaka. 2020. Preliminary Research: Virtual Reality in Residential Aged Care to Reduce Apathy and Improve Mood. Cyberpsychology, Behavior, and Social Networking 23, 3 (2020), 165–170
2020
-
[10]
Fred B Bryant, Colette M Smart, and Scott P King. 2005. Using the past to enhance the present: Boosting happiness through positive reminiscence. Journal of Happiness Studies 6 (2005), 227–260
2005
-
[11]
John T Cacioppo, Stephanie Cacioppo, John P Capitanio, and Steven W Cole. 2015. The neuroendocrinology of social isolation. Annual review of psychology 66, 1 (2015), 733–767
2015
-
[12]
Emmanuelle Chapoulie, Rachid Guerchouche, Pierre-David Petit, Gaurav Chaurasia, Philippe Robert, and George Drettakis. 2014. Reminiscence Therapy using Image-Based Rendering in VR. In 2014 IEEE Virtual Reality (VR) . 45–50. https://doi.org/10.1109/VR.2014. 6802049
2014 doi
-
[13]
Habib Chaudhury. 1999. Self and reminiscence of place: A conceptual study. Journal of Aging and Identity 4 (1999), 231–253
1999
-
[14]
Tiago Coelho, Cátia Marques, Daniela Moreira, Maria Soares, Paula Portugal, António Marques, Ana Rita Ferreira, Sónia Martins, and Lia Fernandes. 2020. Promoting reminiscences with virtual reality headsets: a pilot study with people with dementia. International Journal of envi...
2020
-
[15]
Pearl Ed G Cuevas, Patricia M Davidson, Joylyn L Mejilla, and Tamar W Rodney. 2020. Reminiscence therapy for older adults with Alzheimer’s disease: a literature review. International journal of mental health nursing 29, 3 (2020), 364–371
2020
-
[16]
Qiuxin Du, Xiaoying Wei, Jiawei Li, Emily Kuang, Jie Hao, Dongdong Weng, and Mingming Fan. 2024. AI as a Bridge Across Ages: Exploring The Opportunities of Artificial Intelligence in Supporting Inter-Generational Communication in Virtual Reality.arXiv preprint arXiv:2410.17909 (2024)
2024 arXiv
-
[17]
Christiane Even, Torsten Hammann, Vera Heyl, Christian Rietz, Hans-Werner Wahl, Peter Zentel, and Anna Schlomann. 2022. Benefits and challenges of conversational agents in older adults: a scoping review. Zeitschrift für Gerontologie und Geriatrie 55, 5 (2022), 381–387
2022
-
[18]
Ben Fei, Jingyi Xu, Rui Zhang, Qingyuan Zhou, Weidong Yang, and Ying He. 2024. 3d gaussian splatting as new era: A survey. IEEE Transactions on Visualization and Computer Graphics (2024). Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., Vol. 9, No. 3, Article 103. Public...
2024
-
[19]
Fabiane Ribeiro Ferreira, Mariana Asmar Alencar, and Paula Maria Machado Arantes de Castro. 2022. Urbanization and Aging. In Encyclopedia of Gerontology and Population Aging . Springer, 5321–5326
2022
-
[20]
David John Hallford and David Mellor. 2016. Brief reminiscence activities improve state well-being and self-concept in young adults: A randomised controlled experiment. Memory 24, 10 (2016), 1311–1320
2016
-
[21]
Jennifer Hewson, Claire Danbrook, and Jackie Sieppert. 2015. Engaging Post-Secondary Students and Older Adults in an Intergenerational Digital Storytelling Course. Contemporary Issues in Education Research 8, 3 (2015), 135–142
2015
-
[22]
Louisa W Holaday, Carol R Oladele, Samuel M Miller, Maria I Dueñas, Brita Roy, and Joseph S Ross. 2022. Loneliness, sadness, and feelings of social disconnection in older adults during the COVID-19 pandemic. Journal of the American Geriatrics Society 70, 2 (2022), 329–340
2022
-
[23]
Julianne Holt-Lunstad, Timothy B Smith, Mark Baker, Tyler Harris, and David Stephenson. 2015. Loneliness and social isolation as risk factors for mortality: a meta-analytic review. Perspectives on psychological science 10, 2 (2015), 227–237
2015
-
[24]
Ling-Chun Huang and Yuan-Han Yang. 2022. The Long-term Effects of Immersive Virtual Reality Reminiscence in People With Dementia: Longitudinal Observational Study. JMIR Serious Games 10, 3 (25 Jul 2022), e36720. https://doi.org/10.2196/36720
2022 doi
-
[25]
Yucheng Jin, Wanling Cai, Li Chen, Yizhe Zhang, Gavin Doherty, and Tonglin Jiang. 2024. Exploring the Design of Generative AI in Supporting Music-based Reminiscence for Older Adults. In Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems (Honolulu, HI,...
2024
-
[26]
Bernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, and George Drettakis. 2023. 3D Gaussian splatting for real-time radiance field rendering. ACM Trans. Graph. 42, 4 (2023), 139–1
2023
-
[27]
Abdolvahed Khodamoradi, Soheil Hassanipour, Reza Daryabeigi Khotbesara, and Batol Ahmadi. 2018. The trend of population aging and planning of health services for the elderly: A review study. Journal of Torbat Heydariyeh University of Medical Sciences 6, 3 (2018), 81–95
2018
-
[28]
Kusal, Shruti G
Sheetal D. Kusal, Shruti G. Patil, Jyoti Choudrie, and Ketan V. Kotecha. 2024. Understanding the Performance of AI Algorithms in Text-Based Emotion Detection for Conversational Agents. 23, 8, Article 121 (Aug. 2024), 26 pages. https://doi.org/10.1145/3643133
2024 doi
-
[29]
Zisu Li, Li Feng, Chen Liang, Yuru Huang, and Mingming Fan. 2023. Exploring the Opportunities of AR for Enriching Storytelling with Family Photos between Grandparents and Grandchildren. Proc. ACM Interact. Mob. Wearable Ubiquitous Technol. 7, 3, Article 108 (Sept. 2023), 26 pa...
2023 doi
-
[30]
Yang Liu, He Guan, Chuanchen Luo, Lue Fan, Naiyan Wang, Junran Peng, and Zhaoxiang Zhang. 2024. CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians. arXiv:2404.01133 [cs.CV] https://arxiv.org/abs/2404.01133
2024 arXiv
-
[31]
Zhicheng Liu, Ali Braytee, Ali Anaissi, Guifu Zhang, Lingyun Qin, and Junaid Akram. 2024. Ensemble Pretrained Models for Multimodal Sentiment Analysis using Textual and Video Data Fusion. In Companion Proceedings of the ACM Web Conference 2024 (Singapore, Singapore) (WWW ’24)....
2024
-
[32]
Neslihan Lök, Kerime Bademli, and Alime Selçuk-Tosun. 2019. The effect of reminiscence therapy on cognitive functions, depression, and quality of life in Alzheimer patients: Randomized controlled trial. International journal of geriatric psychiatry 34, 1 (2019), 47–53
2019
-
[33]
Kate Loveys, Matthew Prina, Chloe Axford, Òscar Ristol Domènec, William Weng, Elizabeth Broadbent, Sameer Pujari, Hyobum Jang, Zee A Han, and Jotheeswaran Amuthavalli Thiyagarajan. 2022. Artificial intelligence for older people receiving long-term care: a systematic review of ...
2022
-
[34]
Longfei Lu, Huachen Gao, Tao Dai, Yaohua Zha, Zhi Hou, Junta Wu, and Shu-Tao Xia. 2024. Large Point-to-Gaussian Model for Image-to-3D Generation. In Proceedings of the 32nd ACM International Conference on Multimedia (Melbourne VIC, Australia) (MM ’24). Association for Computin...
2024
-
[35]
Andrés Lucero. 2015. Using affinity diagrams to evaluate interactive prototypes. In Human-Computer Interaction–INTERACT 2015: 15th IFIP TC 13 International Conference, Bamberg, Germany, September 14-18, 2015, Proceedings, Part II 15 . Springer, 231–248
2015
-
[36]
Ben Mildenhall, Pratul P Srinivasan, Matthew Tancik, Jonathan T Barron, Ravi Ramamoorthi, and Ren Ng. 2021. Nerf: Representing scenes as neural radiance fields for view synthesis. Commun. ACM 65, 1 (2021), 99–106
2021
-
[37]
Anat Mirelman, Lynn Rochester, Inbal Maidan, Silvia Del Din, Lisa Alcock, Freek Nieuwhof, Marcel Olde Rikkert, Bastiaan R Bloem, Elisa Pelosin, Laura Avanzino, Giovanni Abbruzzese, Kim Dockx, Esther Bekkers, Nir Giladi, Alice Nieuwboer, and Jeffrey M Hausdorff. 2016. Addition ...
2016 doi
-
[38]
Michael Nebeling and Katy Madier. 2019. 360proto: Making interactive virtual reality & augmented reality prototypes from paper. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems . 1–13
2019
-
[39]
Wai Hung Daniel Ng, Wei How Darryl Ang, Hiroki Fukahori, Yong Shian Goh, Wee Shiong Lim, Chiew Jiat Rosalind Siah, Betsy Seah, and Sok Ying Liaw. 2024. Virtual reality-based reminiscence therapy for older adults to improve psychological well-being and cognition: A systematic r...
2024
-
[40]
Alex Nichol, Heewoo Jun, Prafulla Dhariwal, Pamela Mishkin, and Mark Chen. 2022. Point-e: A system for generating 3d point clouds from complex prompts. arXiv preprint arXiv:2212.08751 (2022). Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., Vol. 9, No. 3, Article 103. Pu...
2022 arXiv
-
[41]
Kazuyuki Niki, Megumi Yahara, Michiya Inagaki, Nana Takahashi, Akira Watanabe, Takeshi Okuda, Mikiko Ueda, Daisuke Iwai, Kosuke Sato, and Toshinori Ito. 2021. Immersive Virtual Reality Reminiscence Reduces Anxiety in the Oldest-Old Without Causing Serious Side Effects: A Singl...
2021
-
[42]
Yeo-Gyeong Noh and Jin-Hyuk Hong. 2024. Know Me Inside-Out: Conversational and Quiz-Based System for Reminiscence Therapy for People with Dementia. In Companion of the 2024 on ACM International Joint Conference on Pervasive and Ubiquitous Computing (Melbourne VIC, Australia) (...
2024
-
[43]
Gabriele Optale, Cosimo Urgesi, Valentina Busato, Silvia Marin, Lamberto Piron, Konstantinos Priftis, Luciano Gamberini, Salvatore Capodieci, and Adalberto Bordin. 2010. Controlling Memory Impairment in Elderly Adults Using Virtual Reality Memory Training: A Randomized Control...
2010 doi
-
[44]
Cláudia Pedro Ortet, Ana Isabel Veloso, and Liliana Vale Costa. 2022. Cycling through 360 virtual reality tourism for senior citizens: Empirical analysis of an assistive technology. Sensors 22, 16 (2022), 6169
2022
-
[45]
Andre Pereira, Lubos Marcinek, Jura Miniota, Sofia Thunberg, Erik Lagerstedt, Joakim Gustafson, Gabriel Skantze, and Bahar Irfan. 2024. Multimodal User Enjoyment Detection in Human-Robot Conversation: The Power of Large Language Models. In Proceedings of the 26th International...
2024
-
[46]
Pedro Reisinho, Rui Raposo, and Nelson Zagalo. 2022. A Systematic Literature Review of Virtual Reality-based Reminiscence Therapy for People with Cognitive Impairment or Dementia. In 2022 International Conference on Interactive Media, Smart Systems and Emerging Technologies (I...
2022
-
[47]
Pedro Reisinho, Rui Raposo, Nelson Zagalo, and Oscar Ribeiro. 2024. Interactive Narrative in Virtual Reminiscence Therapy to Stimulate Memory and Communication in People with Dementia. In Proceedings of the 2024 8th International Conference on Medical and Health Informatics (Y...
2024
-
[48]
Abel Angel Rendon, Everett B Lohman, Donna Thorpe, Eric G Johnson, Ernie Medina, and Bruce Bradley. 2012. The Effect of Virtual Reality Gaming on Dynamic Balance in Older Adults. Age and ageing 41, 4 (2012), 549–552
2012
-
[49]
Robin Rombach, Andreas Blattmann, Dominik Lorenz, Patrick Esser, and Björn Ommer. 2022. High-resolution image synthesis with latent diffusion models. In Proceedings of the IEEE/CVF conference on computer vision and pattern recognition . 10684–10695
2022
-
[50]
Maria Rosala. 2019. How to analyze qualitative data from UX research: Thematic analysis. https://www.nngroup.com/articles/thematic- analysis/ NN-Nielsen Norman Group
2019
-
[51]
Dimitrios Saredakis, Hannah AD Keage, Megan Corlis, and Tobias Loetscher. 2020. Using Virtual Reality to Improve Apathy in Residential Aged Care: Mixed Methods Study. Journal of medical Internet research 22, 6 (2020), e17632
2020
-
[52]
Panote Siriaraya and Chee Siang Ang. 2014. Recreating living experiences from past memories through virtual worlds for people with dementia. In Proceedings of the SIGCHI conference on human factors in computing systems . 3977–3986
2014
-
[53]
Global Trends. 2003. Public health and aging: trends in aging—United States and worldwide. Public Health 347 (2003), 921–925
2003
-
[54]
Yung-Chin Tsao and Chun-Chieh Shu. 2021. The impact of the virtual reality and augmented reality nostalgia system on the elderly behavior model. International Journal of Organizational Innovation (Online) 13, 3 (2021), 100–119
2021
-
[55]
Haithem Turki, Deva Ramanan, and Mahadev Satyanarayanan. 2022. Mega-NeRf: Scalable construction of large-scale nerfs for virtual fly-throughs. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition . 12922–12931
2022
-
[56]
Xin Wang, Juan Li, Tianyi Liang, Wordh Ul Hasan, Kimia Tuz Zaman, Yang Du, Bo Xie, and Cui Tao. 2024. Promoting Personalized Reminiscence Among Cognitively Intact Older Adults Through an AI-Driven Interactive Multimodal Photo Album: Development and Usability Study. JMIR Aging ...
2024 doi
-
[57]
Yuqi Wang, Tim Wildschut, Constantine Sedikides, Mingzheng Wu, and Huajian Cai. 2024. Trajectory of nostalgia in emerging adulthood. Personality and Social Psychology Bulletin 50, 4 (2024), 629–644
2024
-
[58]
Jing Wei, Sungdong Kim, Hyunhoon Jung, and Young-Ho Kim. 2024. Leveraging large language models to power chatbots for collecting user self-reported data. Proceedings of the ACM on Human-Computer Interaction 8, CSCW1 (2024), 1–35
2024
-
[59]
Tamara West. 2014. Remembering displacement: Photography and the interactive spaces of memory. Memory Studies 7, 2 (2014), 176–190
2014
-
[60]
Jules White, Quchen Fu, Sam Hays, Michael Sandborn, Carlos Olea, Henry Gilbert, Ashraf Elnashar, Jesse Spencer-Smith, and Douglas C Schmidt. 2023. A prompt pattern catalog to enhance prompt engineering with chatgpt. arXiv preprint arXiv:2302.11382 (2023)
2023 arXiv
-
[61]
Tong Wu, Yu-Jie Yuan, Ling-Xiao Zhang, Jie Yang, Yan-Pei Cao, Ling-Qi Yan, and Lin Gao. 2024. Recent Advances in 3D Gaussian Splatting. arXiv:2403.11134 [cs.CV]
2024 arXiv
-
[62]
Zhiqing Wu, Duotun Wang, Shumeng Zhang, Yuru Huang, Zeyu Wang, and Mingming Fan. 2024. Toward Making Virtual Reality (VR) More Inclusive for Older Adults: Investigating Aging Effect on Target Selection and Manipulation Tasks in VR. InProceedings of the 2024 Proc. ACM Interact....
2024
-
[63]
Seline Wüest, Nunzio Alberto Borghese, Michele Pirovano, Renato Mainetti, Rolf van de Langenberg, and Eling D de Bruin. 2014. Usability and Effects of an Exergame-based Balance Training Program. GAMES FOR HEALTH: Research, Development, and Clinical Applications 3, 2 (2014), 106–114
2014
-
[64]
Shuchang Xu, Chang Chen, Zichen Liu, Xiaofu Jin, Lin-Ping Yuan, Yukang Yan, and Huamin Qu. 2024. Memory Reviver: Supporting Photo-Collection Reminiscence for People with Visual Impairment via a Proactive Chatbot. In Proceedings of the 37th Annual ACM Symposium on User Interfac...
2024
-
[65]
Yunzhi Yan, Haotong Lin, Chenxu Zhou, Weijie Wang, Haiyang Sun, Kun Zhan, Xianpeng Lang, Xiaowei Zhou, and Sida Peng. 2024. Street gaussians for modeling dynamic urban scenes. arXiv preprint arXiv:2401.01339 (2024)
2024 arXiv
-
[66]
Haibo Yang, Yang Chen, Yingwei Pan, Ting Yao, Zhineng Chen, Chong-Wah Ngo, and Tao Mei. 2024. Hi3D: Pursuing High-Resolution Image-to-3D Generation with Video Diffusion Models. InProceedings of the 32nd ACM International Conference on Multimedia (Melbourne VIC, Australia)(MM ’...
2024
-
[67]
Ziqi Yang, Xuhai Xu, Bingsheng Yao, Ethan Rogers, Shao Zhang, Stephen Intille, Nawar Shara, Guodong Gordon Gao, and Dakuo Wang
-
[68]
Shoubin Yu, Jacob Zhiyuan Fang, Jian Zheng, Gunnar Sigurdsson, Vicente Ordonez, Robinson Piramuthu, and Mohit Bansal. 2024. Zero-Shot Controllable Image-to-Video Animation via Motion Decomposition. In Proceedings of the 32nd ACM International Conference on Multimedia (Melbourn...
2024
-
[69]
Zhongyue Zhang, Lina Xu, Xingkai Wang, Xu Zhang, and Mingming Fan. 2024. Understanding and Co-designing Photo-based Reminiscence with Older Adults. arXiv:2411.00351 [cs.HC] https://arxiv.org/abs/2411.00351
2024 arXiv
-
[70]
Qingxiao Zheng, Yiliu Tang, Yiren Liu, Weizi Liu, and Yun Huang. 2022. UX research on conversational human-AI interaction: A literature review of the ACM digital library. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems . 1–24. Proc. ACM Interact...
2022
-
[2024]
ACM Interact
Talk2Care: An LLM-based Voice Assistant for Communication between Healthcare Providers and Older Adults.Proc. ACM Interact. Mob. Wearable Ubiquitous Technol. 8, 2, Article 73 (May 2024), 35 pages. https://doi.org/10.1145/3659625
2024 doi
Reviewed August 6, 2026 · model on record in the stance chip above.
Discussion (0). Sign in to comment.