One Room ~ 7 different experiences
A medium-sized touchscreen is dedicated to showing personal media such as photos and videos of family, friends, or hobbies. The use of haptic feedback will be investigated to allow the individual to interact with this personal media, empowering them to explore their life story and reconnect with their sense of self-identity.
Whether it is a forest, a beach, or a village- the Reality Wall can immerse the individual in an environment of their preference through panoramic display. This unique experience is complemented by the use of sound and smell, connecting the individual to a reality that they can associate with.
For example, a forest shown on the reality wall can be paired with the scent of pine trees to enhance the sensation of being outside in the woods. Alternatively, if the reality wall is showing more personalised imagery such as the individual’s house, scents that the person associates to home can be used.
A surround sound system, providing an immersive sonic experience based on the life history of the person with dementia. The individual is surrounded by their favourite music, or perhaps songs which hold personally significant meaning to them. Such music can stimulate memories for past events, facilitating emotional expression and connection with others.
Balance is connected with all of the other senses, and therefore it is important to promote healthy balance in people with dementia. Additionally, balance training may reduce the risk of falling in later stages of dementia, offering an improved quality of life.
A film is projected in front of a stationary bicycle, and will start when the user begins to pedal. The film will pause in response to the user stopping to look and talk about particular buildings or places of interest. Not only does this experience promote physical wellbeing, but it also acts as a mental (cognitive) exercise for the individual.
A collection of classic film excerpts meaningful to the individual, as well as old classic songs related to their younger ages, living location and culture.