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RECRUITING
NCT06609642
NA

Digital Art and Artificial Intelligence

Sponsor: Olivier Beauchet

View on ClinicalTrials.gov

Summary

The study aims at examining the impact of an immersive and interactive digital application (App) that uses impressionist artworks to promote the mental well-being of both young and older adults. The goal is to study the usability and accessibility of this App, particularly for older adults, who may have sensory impairments and lower digital literacy compared to younger adults. The study is based on the hypothesis that the App, which allows interaction with paintings by Claude Monet and Helen McNicoll, can trigger positive emotions, thereby improving users' well-being. The App uses artificial intelligence to create extensions of the paintings and music based on the sonification of electrophysiological signals captured from plants. The study seeks to answer four research questions: 1. The usage behaviors of young and older adults with the App. 2. The impressions and feedback from users after testing the App. 3. The obstacles and enablers to the App's use. 4. The expectations and needs of users for better use of the App. The study's objectives include analyzing the usage behaviors, impressions, barriers, and needs of both young and older adults. It is a qualitative study based on non-participatory observations and semi-structured interviews with young and older participants who have used the App. The App is based on impressionist artworks, a style known for evoking positive emotions, and aims to promote mental health by harnessing the emotional power of digital art and artificial intelligence.

Official title: Digital Art and Artificial Intelligence : Encouraging the Discovery of the Senses Via the Impressionist Painters for the Well-being of Adults - Qualitative Study

Key Details

Gender

All

Age Range

18 Years - Any

Study Type

INTERVENTIONAL

Enrollment

30

Start Date

2025-01-22

Completion Date

2026-02

Last Updated

2025-02-12

Healthy Volunteers

Yes

Conditions

Interventions

BEHAVIORAL

Art application

First, participants will complete questionnaires that will provide us with their socio-demographic information, their level of knowledge in visual arts and music, as well as their level of eco-anxiety. Second, participants will use the application on a touchscreen tablet: 1. A member of the research team will give a brief explanation of the application. 2. The participant will use the application on the touchscreen tablet. 3. A member of the research team will be present in the room during the test as an observer. Third, the participant will answer questions from a member of the research team: impressions of the tool, digital skills and abilities, enablers and barriers to the use of the tool, expectations, needs, and interests in the application.

Locations (1)

CRIUGM

Montreal, Quebec, Canada