153,291 research outputs found

    Structural cognitive training with immersive virtual reality

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    Dissertação de mestrado em Informatics EngineeringIn this thesis, a systematic review was conducted on the study of the use of VRSs. VR is an immersive technology capable of simulating real life events through image, sound and headed mounted devices or technologies such as windows kinnect. These technologies can be used to evaluate the performance and evolution of IADLs in older adults. An electronic data search was conducted, during January 2022. The final analysis includes 12 studies with 285 participants in total. The use of VRSs is an innovative and feasible technique to support and improve the functional autonomy of older adults living in the community compared to conventional treatment. Between 20% to 25% of community-dwelling people over 75 years old have limitations in the ability to perform ADLs. The ability to perform ADLs is extremely important as it enables individuals to have a good quality of life by creating a sense of competence, self-esteem, confidence, identify and realisation. In this thesis we present the concept of structural cognitive training, in which cognitive training tasks (executive functions and cognitive abilities) are combined with training of instrumental activities of daily living. The methodology adequacy is assessed by the design of a digital game to train older adults to conduct IADLs.Nesta tese, foi realizada uma revisão sistemática sobre o estudo do uso de sistemas de realidade virtual. A realidade virtual é uma tecnologia imersiva capaz de simular eventos da vida real através de imagem, som e head-mounted devices ou tecnologias como o windows kinnect. Estas tecnologias podem ser utilizadas para avaliar o desempenho e a evolução dos IADLs em adultos mais velhos. Foi realizada uma pesquisa electrónica de dados, durante o mês de Janeiro de 2022. A análise final inclui 12 estudos com 285 participantes no total. A utilização de sistemas de realidade virtual é uma técnica inovadora e viável para apoiar e melhorar a autonomia funcional dos adultos mais velhos que vivem na comunidade, em comparação com o tratamento convencional. Entre 20% a 25% dos habitantes da comunidade com mais de 75 anos de idade têm limitações na capacidade de realizar ADLs. A capacidade de realizar ADLs é extrema mente importante, pois permite que os indivíduos tenham uma boa qualidade de vida, criando um sentido de competência, auto-estima, confiança, identificação e realização. Nesta tese apresentamos o conceito de treino cognitivo estrutural, na qual as tarefas de treino cognitivo (funções executivas e capacidades cognitivas) são combinadas com o treino de actividades instrumentais da vida quotidiana. A adequação da metodologia é avaliada através da concepção de um jogo digital para treinar os adultos mais velhos a realizar actividades instrumentais da vida quotidiana

    Space games: evaluating game-based virtual reality in higher education

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    With increasing global dependence on satellite technology, space traffic has grown exponentially over the last decade. Enhanced education and training of future mission operators will be necessary to meet this growing demand. The complexity of satellite mission operations poses a challenge in education and training. Remote spacecraft are elusive and difficult for a trainee to visualize and involve a steep learning curve. However, the integration of game-based virtual reality into spacecraft simulation and training may assist in overcoming these challenges. This research study explored the integration of game-based virtual reality into a university course involving spacecraft operations. Virtual spacewalks allowed student participants to conduct visual inspections and interact directly with spacecraft components. The immersive virtual reality environment prolonged cognitive engagement and game mechanics influenced motivation, both cornerstones in learning. After completing the training scenarios, user experience was assessed with several validated scales measuring system usability, user satisfaction, cognitive loading, and any potential simulator sickness. Results revealed satisfactory scores in all categories with minimal simulator sickness. The integrated use of game-based virtual reality in the classroom provided an enhanced learning experience in a safe and repeatable environment that might be difficult with traditional teaching methods. This paper will evaluate game-based virtual reality when integrated into higher education or other training environment

    Reh@City v2.0: a comprehensive virtual reality cognitive training system based on personalized and adaptive simulations of activities of daily living

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    Cognitive impairments are among the most common age-related disabilities worldwide. Literature has shown that cognitive training using Virtual Reality (VR) systems can be a valid and effective solution for cognitive rehabilitation. Virtual environments can be easily customized to deliver very specific training by controlling the presentation of stimuli and keeping track of the user responses. Reh@City (RC) is a virtual reality simulation of a city where patients can train a variety of cognitive skills while performing simulated activities of daily living. An initial prototype of this city with four environments was clinically validated with a stroke sample, and the encouraging results motivated further iterations and improvements in the RC, in terms of its tasks, interaction with the content, and task adaptation. This paper presents the efforts of creating RC v2.0, a VR-based software system for cognitive rehabilitation that presents different cognitive training tasks that take place in 8 realistically modeled 3D environments, that are personalized to the patient clinical profile and also implements automatic difficulty adaptation.info:eu-repo/semantics/publishedVersio

    Use of virtual reality technique for the training of motor control in the elderly: Some theoretical considerations

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    Virtual augmented exercise, an emerging technology that can help to promote physical activity and combine the strengths of indoor and outdoor exercise, has recently been proposed as having the potential to increase exercise behavior in older adults. By creating a strong presence in a virtual, interactive environment, distraction can be taken to greater levels while maintaining the benefits of indoor exercises which may result in a shift from negative to positive thoughts about exercise. Recent findings on young participants show that virtual reality training enhances mood, thus, increasing enjoyment and energy. For older adults virtual, interactive environments can influence postural control and fall events by stimulating the sensory cues that are responsible in maintaining balance and orientation. However, the potential of virtual reality training has yet to be explored for older adults. This manuscript describes the potential of dance pad training protocols in the elderly and reports on the theoretical rationale of combining physical game-like exercises with sensory and cognitive challenges in a virtual environmen

    The role of virtual environment and virtual reality for knowledge transfer

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    Virtual Reality (VR) is a technology tool for workplace training that can lessen the total training time needed to learn complex cognitive tasks and aids a learner in converting abstract ideas into practical understanding. This review explores the use of VR training and its role in assisting a learner with knowledge transfer. A comprehensive literature search was conducted of peer-reviewed journal articles published between 2003-2018 and then 44 sources were selected for analysis. The reviewed research studies indicated that immersive VR training can provide a learner with a highly engaging virtual learning environment VE and stimulating experience that accommodates self-paced and self-directed learning. Trainers would benefit from potential immersive VR training outcomes such as bridging the gaps in understanding and promoting knowledge transfer and skill acquisition in a faster and more permanent manner when compared to traditional classroom training. It is recommended that future research should be conducted on the effects of VR cognitive load as it pertains to knowledge transfer

    Multimodality with Eye tracking and Haptics: A New Horizon for Serious Games?

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    The goal of this review is to illustrate the emerging use of multimodal virtual reality that can benefit learning-based games. The review begins with an introduction to multimodal virtual reality in serious games and we provide a brief discussion of why cognitive processes involved in learning and training are enhanced under immersive virtual environments. We initially outline studies that have used eye tracking and haptic feedback independently in serious games, and then review some innovative applications that have already combined eye tracking and haptic devices in order to provide applicable multimodal frameworks for learning-based games. Finally, some general conclusions are identified and clarified in order to advance current understanding in multimodal serious game production as well as exploring possible areas for new applications

    Haptic Foot Feedback for Kicking Training in Virtual Reality

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    As means to further supplement athletic performances increases, virtual reality is becoming helpful to sports in terms of cognitive training such as reaction, mentality, and game strategies. With the aid of haptic feedback, interaction with virtual objects increases by another dimension, in addition to the presence of visual and auditory feedback. This research presents an integrated system of a virtual reality environment, motion tracking system, and a haptic unit designed for the dorsal foot. The prototype simulates a scenario of virtual kicking and returns haptic response upon collision between the user’s foot and virtual object. The overall system was evaluated for its tracking accuracy and stimulation strength of the haptic devices. Our results will address the issues associated to yielding rich haptic sensation for the dorsal foot as well as the errors in tracking foot orientation. The study is currently on-going and preliminary results will be discussed
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