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Aisling Flynn

Biographic Data

ID4218292
NAMEAisling Flynn
GIVEN NAMESAisling
FAMILY NAMEFlynn
SIGNATUREFLYNN A
AFFILIATIONSOllscoil na Gaillimhe – University of Galway
ORCID0000-0001-9673-1614
VERIFIEDYes
TOTAL WORKS5
TOTAL CITATIONS0
AUTHOR COUNT5
EDITOR COUNT0
FIRST PUBLICATION YEAR2021
LATEST PUBLICATION YEAR2026
H-INDEX0
  • Optimising an immersive virtual reality behaviour change intervention to support retired and non-working adults to reduce their sedentary behaviour

    David Healy, Aisling Flynn et al.•ARTICLE•Psychology & Health•2026

    OBJECTIVE: Prolonged sedentary behaviour is associated with numerous negative health outcomes. Immersive virtual reality (IVR) offers opportunities for retired and non-working adults to take part in meaningful non-sedentary activities that may not be available to them in their natural environment. Using the behaviour change wheel and theoretical domains framework, an IVR intervention prototype was developed. This study aimed to explore and optimi…

  • Ethical Use of Simulative Technologies for Dementia Care in Long-Term Residential Facilities – A Qualitative Study Protocol

    Open Access•Divya Anantharaman, Jacki Liddle et al.•ARTICLE•International Journal of…•2026

    In long-term dementia care, simulative technology such as robotic pets and virtual reality is increasingly used to support psychosocial well-being. While their ethical use has been debated in the literature, the voices of stakeholders, including people living with dementia, family members and care staff have not been meaningfully represented. This protocol paper describes a two-phase qualitative study that aims to identify stakeholders’ perceptio…

  • Introducing and Familiarising Older Adults Living with Dementia and Their Caregivers to Virtual Reality

    Open Access•Aisling Flynn, Marguerite Barry et al.•ARTICLE•International Journal of…•2022

    Virtual Reality (VR) is increasingly being applied in dementia care across a range of applications and domains including health and wellbeing. Despite the commercial availability of VR, informants of design are not always aware of its functionality and capabilities, to meaningfully contribute to VR design. In designing VR applications for people living with dementia, it is recommended that older adults living with dementia and their support perso…

  • Older Adults’ Experiences and Perceptions of Immersive Virtual Reality

    Open Access•D Healy, Aisling Flynn et al.•ARTICLE•International Journal of…•2021

  • Key Stakeholders' Experiences and Perceptions of Virtual Reality for Older Adults Living With Dementia

    Open Access•Aisling Flynn, D Healy et al.•ARTICLE•International Journal of…•2021•References: 29

    Background: Technology is increasingly being used in dementia care as a means of non-pharmacological intervention. One such technology, Virtual Reality (VR) has shown to be a promising vehicle to deliver interventions for people living with dementia. The views of people living with dementia and key stakeholders must be considered to inform future research. There is a lack consensus regarding VR design considerations for this population which make…

No prominent works on this page.

  • Older Adults’ Experiences and Perceptions of Immersive Virtual Reality

    Open Access•D Healy, Aisling Flynn et al.•ARTICLE•International Journal of…•2021

  • Key Stakeholders' Experiences and Perceptions of Virtual Reality for Older Adults Living With Dementia

    Open Access•Aisling Flynn, D Healy et al.•ARTICLE•International Journal of…•2021•References: 29

    Background: Technology is increasingly being used in dementia care as a means of non-pharmacological intervention. One such technology, Virtual Reality (VR) has shown to be a promising vehicle to deliver interventions for people living with dementia. The views of people living with dementia and key stakeholders must be considered to inform future research. There is a lack consensus regarding VR design considerations for this population which make…

  • Introducing and Familiarising Older Adults Living with Dementia and Their Caregivers to Virtual Reality

    Open Access•Aisling Flynn, Marguerite Barry et al.•ARTICLE•International Journal of…•2022

    Virtual Reality (VR) is increasingly being applied in dementia care across a range of applications and domains including health and wellbeing. Despite the commercial availability of VR, informants of design are not always aware of its functionality and capabilities, to meaningfully contribute to VR design. In designing VR applications for people living with dementia, it is recommended that older adults living with dementia and their support perso…

  • Optimising an immersive virtual reality behaviour change intervention to support retired and non-working adults to reduce their sedentary behaviour

    David Healy, Aisling Flynn et al.•ARTICLE•Psychology & Health•2026

    OBJECTIVE: Prolonged sedentary behaviour is associated with numerous negative health outcomes. Immersive virtual reality (IVR) offers opportunities for retired and non-working adults to take part in meaningful non-sedentary activities that may not be available to them in their natural environment. Using the behaviour change wheel and theoretical domains framework, an IVR intervention prototype was developed. This study aimed to explore and optimi…

  • Ethical Use of Simulative Technologies for Dementia Care in Long-Term Residential Facilities – A Qualitative Study Protocol

    Open Access•Divya Anantharaman, Jacki Liddle et al.•ARTICLE•International Journal of…•2026

    In long-term dementia care, simulative technology such as robotic pets and virtual reality is increasingly used to support psychosocial well-being. While their ethical use has been debated in the literature, the voices of stakeholders, including people living with dementia, family members and care staff have not been meaningfully represented. This protocol paper describes a two-phase qualitative study that aims to identify stakeholders’ perceptio…

Dementia (3 works) · Perception (3 works) · Psychology (3 works) · Computer Science (2 works) · Focus group (2 works) · Human–computer interaction (2 works) · Medicine (2 works) · Qualitative research (2 works) · Stroke Rehabilitation and Recovery (2 works) · Virtual reality (2 works)

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