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Enhancing Living Environments: Immersive Biophilic Spaces for Older Adults Overview paragraph

The aging population in the United States is increasing. Despite this demographic shift, many existing built environments do not adequately cater to the unique needs, desires, and well-being of older adults. Biophilic design, a human-centered approach, aims to strengthen the connection between humans and nature by creating built environments that are aligned with human needs. This project seeks to integrate physical built environments with virtual natural-world visual and auditory experiences to create a bisensory immersive biophilic space, enhancing the quality of life for older adults.

Midterm report

We have completed Tasks 1.1, 1.2, and 2.1 as planned. 

Task 1.1: Identify nature experiences and generate biophilic samples

  • We have investigated existing efforts through a literature review of 20 state-of-the-art papers in the fields of smart technologies, biophilic design, and senior living.

  • For nature experiences, we have identified 85 visual experiences (e.g., indoor plants, water fountains, living walls, as shown in Figure 1) in the form of images and test descriptions, as well as 50 auditory experiences (e.g., fire crackling, rain on a windowpane, hummingbirds hovering) in the form of MP3 files and text descriptions.

Figure 1. Examples of identified visual nature experiences
Figure 1. Examples of identified visual nature experiences

Task 1.2: Develop prototype immersive biophilic space

 We have chosen to focus the prototype bisensory immersive space on the mobile augmented reality application. To support this, we collected and created approximately 140 3D samples based on the identified visual experiences. Figure 2 illustrates six examples.

Figure 2. Examples of 3D examples of biophilic designs
Figure 2. Examples of 3D examples of biophilic designs

Task 2.1: Deploy experiments with the prototype. 

  • We have successfully developed a mobile application for immersive biophilic models, compatible with both mobile phones and tablets (Figure 3).

  • We have tested Fitbit to monitor physical health and developed a mobile-based Stroop test to assess cognitive performance.

  • We have designed and conducted a pilot test, where participants use the augmented reality (AR) application while wearing a Fitbit and complete the Stroop test afterward.

  • We have also obtained IRB approval and received permission from Warm Hearth Village to recruit older adult participants. Due to the upcoming holidays, the recruitment process has been temporarily paused but will resume in early January 2025.

Figure 3. Develop mobile AR application for both mobile phones and tablets
Figure 3. Develop mobile AR application for both mobile phones and tablets

Milestones achieved

We have generated the following outcomes:

  1. A review of state-of-the-art biophilic design and smart technologies for senior living.

  2. Visual and auditory samples of nature experiences.

  3. 3D models of biophilic design.

  4. A mobile application for immersive biophilic design, compatible with both mobile phones and tablets.

  5. IRB approval and collaborator (i.e., Warm Hearth Village) permission for participant recruitment.

  6. A pilot test including the use of the developed AR application, Fitbit, and a Stroop test to assess physical and cognitive performance.

Changes compared to the proposal 

We decided to exclude the spatial AR component (projector-based) for the following reasons:

  1. Despite testing various angles, sizes, and lighting conditions using projectors available at ICAT, we could not achieve satisfactory and immersive projections of biophilic design images.

  2. Projectors capable of providing acceptable projection sizes generate heat and noise, making them unsuitable for long-term deployment in senior living facilities.

To ensure a good level of immersion and user-friendly experience, we decided to focus on improving the mobile AR component. The following enhancements have been made or are planned:

  1. We have added selection and size adjustment functions to the biophilic models in our AR application.

  2. The AR application has been made compatible with both mobile phones (as proposed) and tablets to enhance usability.

  3. We are planning to include at least one of the following new features:

  • Generative biophilic models: use generative models, such as Stable Diffusion, to improve the diversity of biophilic designs included in the AR application.

  • Sharing feature: Allow older adult users to save snapshots of their preferred designs (placement and size) of biophilic elements in their homes and share them with others.

  • Gaming feature: Introduce a scoring system to encourage usage by rewarding older adult users for trying multiple biophilic models or sharing their designs.

Next Steps

We will proceed with Tasks 2.2, 3.1, and 3.2 (Figure 4) and incorporate all the changes outlined above.

Figure 4. Current status and next steps.
Figure 4. Current status and next steps.
  • Task 2.2: Conduct experiments and collect data. This task will be carried out as planned, with the develop mobile AR application.

  • Task 3.1: Analyze the impact of immersive biophilic designs on older adults. This task will be carried out as planned.

  • Task 3.2: Exhibit final immersive biophilic design. This task will be carried out as planned.

  • In addition, we will work on developing an external funding proposal based on the outcomes of this project.