This thesis explores the implementation of virtual reality (VR) in a disabled community in Paisley,Scotland. It aims to understand what cultural benefits are derived from this intervention andpromote health and wellbeing. Employing real-time digital 3D graphics, immersive media can takethe viewer’s attention away from the currently inhabited space to a Virtual Reality (VR). While VRhas been used to assist various groups, its potential to enhance the lives of the elderly and disabledremains understudied.The study began with an initial stage of ethnographic research, where the researcher gathered firsthandobservations into the reality of a disabled community. This exploration set the foundation forthe subsequent step, which employs a participatory action research (PAR) approach. Stakeholderswere actively engaged in testing and consultation sessions, allowing participants to voice theiropinions and take a co-steering role in developing the VR experiences.Through negotiations with the community, the researcher created two customised simulationsusing 360-degree filming and computing software. These simulations were designed to cater to thespecific needs and perspectives of the disabled community. In the concluding phase of the in-situstudies, participants' moods were self-reported before and after experiencing the VR interventions.Following the implementation of the immersive media, results indicated an improvement in moodand increased comfort of the participants. This suggests that VR technology has the potential tobring positive benefits to disabled communities. However, this study also makes emphasis on theneed for further research and exploration in this area. Additionally, the study advocates for thepractical applications of immersive media in a social care setting, using accessible hardware, andhighlights the importance of involving end-users in the development process.
Jesús E. Russián (Wed,) studied this question.