3,270 research outputs found

    Investigating the Feasibility of a 3D Virtual World Technology for People with Dementia

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    Three Dimensional Virtual Worlds (3DVWs) are computer-generated, simulated, graphical and multimedia environments, designed so that users can โ€˜live inโ€™ and engage via their own digital and graphical self-representations known as โ€˜avatarsโ€™. The purpose of this study was to evaluate the feasibility of using 3DVWs to enhance engagement and quality of life in people with dementia. A mixed-methods research design, guided by a feasibility framework, was used, with data collected from semi-structured interviews, observations, and surveys. Eleven residents expressed interest in the 3DVWs intervention after reading an advertisement and attended an introductory session. After this, eight people expressed a desire to participate in the six-session intervention. Participants generally enjoyed the experience of using 3DVWs. Of those who completed all six sessions, two-thirds showed a positive change in their quality of life score. Moreover, those who participated in almost all sessions showed higher satisfaction with the use of the 3DVW than those who dropped out. Both residents and care staff perceived the 3DVW as engaging, fun and memory stimulating. The findings support the feasibility of using 3DVWs with people with dementia, and this justifies the need for further research

    Future bathroom: A study of user-centred design principles affecting usability, safety and satisfaction in bathrooms for people living with disabilities

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    Research and development work relating to assistive technology 2010-11 (Department of Health) Presented to Parliament pursuant to Section 22 of the Chronically Sick and Disabled Persons Act 197

    Online Group-exercises for Older Adults of Different Physical Abilities

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    In this paper we describe the design and validation of a virtual fitness environment aiming at keeping older adults physically and socially active. We target particularly older adults who are socially more isolated, physically less active, and with less chances of training in a gym. The virtual fitness environment, namely Gymcentral, was designed to enable and motivate older adults to follow personalised exercises from home, with a (heterogeneous) group of remote friends and under the remote supervision of a Coach. We take the training activity as an opportunity to create social interactions, by complementing training features with social instruments. Finally, we report on the feasibility and effectiveness of the virtual environment, as well as its effects on the usage and social interactions, from an intervention study in Trento, Ital

    Telemedicine and Virtual Reality for Cognitive Rehabilitation: A Roadmap for the COVID-19 Pandemic

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    The current COVID-19 pandemic presents unprecedented new challenges to public health and medical care delivery. To control viral transmission, social distancing measures have been implemented all over the world, interrupting the access to routine medical care for many individuals with neurological diseases. Cognitive disorders are common in many neurological conditions, e.g., stroke, traumatic brain injury, Alzheimer's disease, and other types of dementia, Parkinson's disease and parkinsonian syndromes, and multiple sclerosis, and should be addressed by cognitive rehabilitation interventions. To be effective, cognitive rehabilitation programs must be intensive and prolonged over time; however, the current virus containment measures are hampering their implementation. Moreover, the reduced access to cognitive rehabilitation might worsen the relationship between the patient and the healthcare professional. Urgent measures to address issues connected to COVID-19 pandemic are, therefore, needed. Remote communication technologies are increasingly regarded as potential effective options to support health care interventions, including neurorehabilitation and cognitive rehabilitation. Among them, telemedicine, virtual reality, augmented reality, and serious games could be in the forefront of these efforts. We will briefly review current evidence-based recommendations on the efficacy of cognitive rehabilitation and offer a perspective on the role of tele- and virtual rehabilitation to achieve adequate cognitive stimulation in the era of social distancing related to COVID-19 pandemic. In particular, we will discuss issues related to their diffusion and propose a roadmap to address them. Methodological and technological improvements might lead to a paradigm shift to promote the delivery of cognitive rehabilitation to people with reduced mobility and in remote regions

    Virtual Representations for Cybertherapy: A Relaxation Experience for Dementia Patients

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    The development of serious games has enabled new challenges for the healthcare sector in psychological, cognitive and motor rehabilitation. Thanks to Virtual Reality, stimulating and interactive experiences can be reproduced in a safe and controlled environment. This chapter illustrates the experimentation conducted in the hospital setting for the non-pharmacological treatment of cognitive disorders associated with Dementia. The therapy aims to relax patients of the agitation cluster through a gaming approach through the immersion in multisensory and natural settings in which sound and visual stimuli are provided. The study is supported by a technological architecture, including the Virtual Wall system for stereoscopic wall projection and rigid body tracking

    Recreating living experiences from past memories through virtual worlds for people with dementia

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    This paper describes a study aimed to understand the use of 3D virtual world (VW) technology to support life engagement for people with dementia in long-term care. Three versions of VW prototypes (reminiscence room, virtual tour and gardening) utilising gestured-base interaction were developed iteratively. These prototypes were tested with older residents (80+) with dementia in care homes and their caregivers. Data collection was based on observations of how the residents and care staff interacted collaboratively with the VW. We discussed in depth the use of VWs in stimulating past memories and how this technology could help enhance their sense of self through various means. We also highlighted key approaches in designing VWs to sustain attention, create ludic experiences and facilitate interaction for older people with dementia

    A Reflection on Virtual Reality Design for Psychological, Cognitive & Behavioral Interventions: Design Needs, Opportunities & Challenges

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    Despite the substantial research interest in using Virtual Reality (VR) in healthcare in general and in Psychological, Cognitive, and Behavioral (PC&B) interventions in specific, as well as emerging research supporting the efficacy of VR in healthcare, the design process of translating therapies into VR to meet the needs of critical stakeholders such as users and clinicians is rarely addressed. In this paper, we aim to shed light onto the design needs, opportunities and challenges in designing efficient and effective PC&B-VR interventions. Through analyzing the co-design processes of four user-centered PC&B-VR interventions, we examined how therapies were adapted into VR to meet stakeholdersโ€™ requirements, explored design elements for meaningful experiences, and investigated how the understanding of healthcare contexts contribute to the VR intervention design. This paper presents the HCI research community with design opportunities and challenges as well as future directions for PC&B-VR intervention design

    Automatic detection of disorientation among people with dementia

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    Ageing is characterized by decline in cognition including visuospatial function, necessary for independently executing instrumental activities of daily living. The onset of Alzheimerโ€™s disease dementia exacerbates this decline, leading to major challenges for patients and increased burden for caregivers. An important function affected by this decline is spatial orientation. This work provides insight into substrates of real-world wayfinding challenges among older adults, with emphasis on viable features aiding the detection of spatial disorientation and design of possible interventions

    ๊ฐ€์ƒํ˜„์‹ค ๋‚ด ์ •๋ณด ๋ถˆ์ผ์น˜๋ฅผ ํ™œ์šฉํ•œ ์ธ์ง€๊ธฐ๋Šฅ ํ‰๊ฐ€: ํƒ์ƒ‰์  ๊ณ ์ฐฐ

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    ํ•™์œ„๋…ผ๋ฌธ(๋ฐ•์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต๋Œ€ํ•™์› : ์ธ๋ฌธ๋Œ€ํ•™ ํ˜‘๋™๊ณผ์ • ์ธ์ง€๊ณผํ•™์ „๊ณต, 2022.2. ์ด๊ฒฝ๋ฏผ.๋ณธ ๋ฐ•์‚ฌ๋…ผ๋ฌธ์˜ ๋ชฉ์ ์€ ๊ฐ€์ƒํ˜„์‹ค ๋‚ด์—์„œ ๋ฐœ์ƒํ•˜๋Š” ์ •๋ณด๋ถˆ์ผ์น˜์— ๋Œ€ํ•ด์„œ ์•Œ์•„๋ณด๊ณ , ์ •๋ณด ๋ถˆ์ผ์น˜๋กœ ์ธํ•œ ์ธ์ง€์  ๋ฐ˜์‘์„ ์ธ์ง€๊ธฐ๋Šฅ ํ‰๊ฐ€์— ํ™œ์šฉํ•  ์ˆ˜ ์žˆ๋Š” ๋ฐฉ์•ˆ์„ ๊ณ ์ฐฐํ•˜๊ณ ์ž ํ•จ์ด๋‹ค. ๊ฐ€์ƒํ˜„์‹ค ์ฃผ๋ฐฉ๊ณผ์ œ๋ฅผ ๊ตฌํ˜„ํ•˜์—ฌ ๊ณผ์ œ ์ˆ˜ํ–‰ ์ค‘ ๋‚˜ํƒ€๋‚˜๋Š” ์›€์ง์ž„๊ณผ ์ธ์ง€์ž‘์šฉ์˜ ํŠน์„ฑ์„ ์•Œ์•„๋ณด๊ณ ์ž ํ•˜์˜€๋‹ค. ๋˜ํ•œ VR์—์„œ ๊ณผ์ œ์ˆ˜ํ–‰ ์‹œ ๋‚˜ํƒ€๋‚˜๋Š” ์ธ์ง€ ๋ถ€ํ•˜์˜ ์š”์ธ์„ ํƒ์ƒ‰ํ•˜์˜€๋‹ค. ํŠนํžˆ, ๊ฐ๊ฐ์šด๋™ ์กฐ์ ˆ ์ธก๋ฉด์—์„œ ๊ฐ€์ƒํ˜„์‹ค ๋‚ด ๋ฐœ์ƒํ•˜๋Š” ์ •๋ณด๋ถˆ์ผ์น˜๋กœ ์ธํ•œ ์ธ์ง€ ๊ณผ๋ถ€ํ•˜๋ฅผ ์‚ดํŽด๋ณด์•˜๋‹ค. ์ฒซ์งธ, ๊ฐ€์ƒํ˜„์‹ค๊ณผ ์‹ค์ œํ™˜๊ฒฝ์—์„œ ์ž‘๋™ํ•˜๋Š” ์ธ์ง€๊ณผ์ •์ด ์–ด๋–ป๊ฒŒ ๋‹ค๋ฅธ์ง€ ์•Œ์•„๋ณด๊ธฐ ์œ„ํ•ด ๋‘ ํ™˜๊ฒฝ ๊ฐ„์˜ ๊ณผ์ œ ์ˆ˜ํ–‰ ์ฐจ์ด๋ฅผ ๋น„๊ตํ•˜์˜€๋‹ค. ์ Š์€ ์„ฑ์ธ ๊ทธ๋ฃน์—์„œ๋Š” ์–ด๋ ค์šด ์ฃผ๋ฐฉ๊ณผ์ œ ์ˆ˜ํ–‰ ์‹œ ๊ฐ€์ƒํ˜„์‹ค๊ณผ ์‹ค์ œํ™˜๊ฒฝ ๊ฐ„์˜ ์ˆ˜ํ–‰์‹œ๊ฐ„์— ์œ ์˜ํ•œ ์ฐจ์ด๊ฐ€ ์žˆ์—ˆ์ง€๋งŒ ์‰ฌ์šด ์ฃผ๋ฐฉ ๊ณผ์ œ์—์„œ๋Š” ์ฐจ์ด๊ฐ€ ์—†์—ˆ๋‹ค. ๋ฐ˜๋ฉด ๋…ธ์ธ ์ง‘๋‹จ์—์„œ๋Š” ๊ณผ์ œ์˜ ๋‚œ์ด๋„์™€ ๊ด€๊ณ„์—†์ด ๋‘ ํ™˜๊ฒฝ ๊ฐ„์˜ ์ˆ˜ํ–‰ ์‹œ๊ฐ„์— ์ƒ๋‹นํ•œ ์ฐจ์ด๊ฐ€ ์žˆ์—ˆ๋‹ค. ๋…ธ์ธ์˜ ๊ฒฝ์šฐ ๊ฐ€์ƒํ˜„์‹ค์—์„œ ๊ฐ๊ฐ์šด๋™ ์กฐ์ ˆ์˜ ์–ด๋ ค์›€์„ ๋ณด์˜€๋‹ค. ์ฆ‰ ๋…ธ์ธ์˜ ๊ฒฝ์šฐ ์ Š์€ ์„ฑ์ธ์— ๋น„ํ•ด ๊ฐ€์ƒํ˜„์‹ค ๋‚ด์—์„œ์˜ ๊ฐ๊ฐ์šด๋™ ์กฐ์ ˆ์ด ๋” ์–ด๋ ต๊ธฐ ๋•Œ๋ฌธ์— ์ด๋กœ ์ธํ•œ ์ธ์ง€์  ๋ถ€ํ•˜๊ฐ€ ๊ณผ์ œ ์ˆ˜ํ–‰ ์ž์ฒด์˜ ์ธ์ง€์  ๋ถ€ํ•˜์— ๊ฐ€์ค‘๋˜์–ด ๊ณผ์ œ ๋‚œ์ด๋„๊ฐ€ ์–ด๋ ค์›Œ์ง€๋ฉด ์ธ์ง€์šฉ๋Ÿ‰์˜ ํ•œ๊ณ„๋ฅผ ์ดˆ๊ณผํ•˜๊ฒŒ ๋œ๋‹ค. ๋‘˜์งธ, ๊ฐ€์ƒ ์ฃผ๋ฐฉ๊ณผ์ œ ์ˆ˜ํ–‰ ์‹œ ์ธ์ง€๊ธฐ๋Šฅ์ด ์ €ํ•˜๋จ์— ๋”ฐ๋ผ ๊ฐ‘์ž๊ธฐ ํœ™ ์›€์ง์ด๋Š”(jerky) ํŒจํ„ด์„ ๋ณด์ด๋Š” ๊ฒƒ์œผ๋กœ ๋‚˜ํƒ€๋‚ฌ๋‹ค. ์ด๋Š” ์ธ์ง€๊ธฐ๋Šฅ์ด ์ €ํ•˜๋œ ๋…ธ์ธ์˜ ๊ฒฝ์šฐ ํ™˜๊ฒฝ์— ๋Œ€ํ•œ ์˜ˆ์ธก๋ ฅ์ด ์ €ํ•˜๋˜์–ด ์ตœ์†Œ ์ €ํฌ์šด๋™ ์กฐ์ ˆ(minimal jerk movement control)์— ์–ด๋ ค์›€์ด ์žˆ์Œ์„ ์‹œ์‚ฌํ•œ๋‹ค. ๋˜ํ•œ ์ธ์ง€๊ธฐ๋Šฅ์ด ๋†’์€ ๊ทธ๋ฃน๋ณด๋‹ค ์ธ์ง€๊ธฐ๋Šฅ์ด ๋‚ฎ์€ ๋…ธ์ธ ๊ทธ๋ฃน์˜ ๊ฒฝ์šฐ ๊ณผ์ œ๊ฐ€ ์™„๋ฃŒ๋  ๋•Œ๊นŒ์ง€์˜ ์ผ๋ จ์˜ ์›€์ง์ž„ ๋‹จ๊ณ„๊ฐ€ ๋” ๋งŽ์•˜๋‹ค. ์ธ์ง€๊ธฐ๋Šฅ์ด ์ €ํ•˜๋จ์— ๋”ฐ๋ผ ๋น„ํšจ์œจ์ ์ด๊ณ  ๋ถ„์ฃผํ•œ ์›€์ง์ž„์„ ๋ณด์ธ๋‹ค๊ณ  ํ•  ์ˆ˜ ์žˆ๋‹ค. ๋˜ํ•œ ๋‹ค์ค‘ํšŒ๊ท€๋ถ„์„ ๊ฒฐ๊ณผ, ๋…ธ์ธ์ด ๊ฐ€์ƒํ˜„์‹ค ์ฃผ๋ฐฉ๊ณผ์ œ๋ฅผ ํšจ์œจ์ ์œผ๋กœ ์ˆ˜ํ–‰ํ•จ์— ์žˆ์–ด ์—ฐ๋ น ๋ฐ ํ•™๋ ฅ ๋ณด๋‹ค๋Š” ์ธ์ง€๊ธฐ๋Šฅ์ด ๊ฐ€์žฅ ์˜ํ–ฅ์„ ๋ฏธ์น˜๋Š” ์š”์ธ์œผ๋กœ ๋‚˜ํƒ€๋‚ฌ๋‹ค. ์ฆ‰ ๊ฐ€์ƒํ˜„์‹ค ๊ธฐ๋ฐ˜ ๊ณผ์ œ์ˆ˜ํ–‰์€ ์ˆœ์ˆ˜ ์ธ์ง€๊ธฐ๋Šฅ๋งŒ์„ ํ‰๊ฐ€ํ•˜๋Š” ์ƒˆ๋กœ์šด ๋Œ€์•ˆ์œผ๋กœ ์ œ์‹œํ•  ์ˆ˜ ์žˆ๋‹ค. ๋งˆ์ง€๋ง‰์œผ๋กœ ๊ฐ๊ฐ์šด๋™ ํ”ผ๋“œ๋ฐฑ์˜ ์˜ˆ์ธก๋ถˆ๊ฐ€๋Šฅ์„ฑ(unpredictability)์ด ๊ฐ€์ƒํ˜„์‹ค์—์„œ ์ธ์ง€๋ถ€ํ•˜๋ฅผ ์œ ๋ฐœํ•˜๋Š” ๋ฐฉ์‹์„ ์•Œ์•„๋ณด๊ณ ์ž ํ•˜์˜€๋‹ค. ์„ญ๋™์˜ ์˜ˆ์ธก ๊ฐ€๋Šฅ์„ฑ์— ๋”ฐ๋ฅธ ๋ฐ˜์‘ ์‹œ๊ฐ„๊ณผ ์ด๋™ ์†๋„๋ฅผ ์•”๋ฌต์  5ยฐ์™€ ๋ช…์‹œ์  15ยฐ ์„ญ๋™ ์กฐ๊ฑด์—์„œ ๊ฐ๊ฐ ์ธก์ •ํ•˜์˜€๋‹ค. ๊ทธ ๊ฒฐ๊ณผ ์•”๋ฌต์  ์šด๋™ ์ œ์–ด ์‹œ ์„ญ๋™์˜ ๋ณ€ํ™”๋ฅผ ์˜ˆ์ธกํ•  ์ˆ˜ ์—†์„ ๋•Œ ์›€์ง์ž„์˜ ์ •ํ™•๋„๋ฅผ ๋†’์ด๊ธฐ ์œ„ํ•ด ์›€์ง์ž„์ด ๋Š๋ ค์ง€๋Š” ์ „๋žต(accuracy and speed trade-off)์„ ์‚ฌ์šฉํ•˜๋Š” ๊ฒƒ์œผ๋กœ ๋‚˜ํƒ€๋‚ฌ๋‹ค. ์ฆ‰, ๊ฐ๊ฐ์šด๋™์กฐ์ ˆ ๊ณผ์ • ์ƒ์—์„œ ์ •๋ณด ๋ถˆ์ผ์น˜๋กœ ์ธํ•œ ์˜ˆ์ธก ๋ถˆ๊ฐ€๋Šฅ์„ฑ์— ๋Œ€ํ•ด ์šฐ๋ฆฌ์˜ ๋‡Œ๋Š” ๋‹ค๋ฅธ ์ธ์ง€์ „๋žต์„ ์ทจํ•œ๋‹ค๊ณ  ์„ค๋ช…ํ•  ์ˆ˜ ์žˆ๋‹ค. ๊ฒฐ๋ก ์ ์œผ๋กœ ๊ฐ€์ƒํ˜„์‹ค์€ ๊ธฐ์ˆ ์  ์ถฉ์‹ค๋„(fidelity) ๋ฌธ์ œ๋กœ ์ธํ•ด ๊ฐ๊ฐ ํ”ผ๋“œ๋ฐฑ์ด ์˜ˆ์ธก ๋ถˆ๊ฐ€๋Šฅํ•˜๊ณ  ๊ฐ€๋ณ€์ ์ด๊ธฐ ๋•Œ๋ฌธ์— ์‹ค์ œ ํ™˜๊ฒฝ๋ณด๋‹ค ๋” ๋งŽ์€ ์ธ์ง€ ๋ถ€ํ•˜๋ฅผ ์œ ๋ฐœํ•œ๋‹ค. ํŠนํžˆ ๊ฐ€์ƒํ˜„์‹ค์—์„œ์˜ ๊ฐ๊ฐ์šด๋™ ์กฐ์ ˆ์€ ์‹ค์ œํ™˜๊ฒฝ์—์„œ ์ธ๊ฐ„์˜ ์šด๋™ ์‹œ์Šคํ…œ์ด ์ ์‘๋œ ๋ฐฉ์‹๊ณผ๋Š” ๋‹ค๋ฅด๋‹ค๊ณ  ๋ณผ ์ˆ˜ ์žˆ๋‹ค. ์ฆ‰ ๊ฐ€์ƒํ˜„์‹ค ๋‚ด์—์„œ๋Š” ๊ฐ๊ฐ์šด๋™ ์‹œ์Šคํ…œ์ด ์˜ˆ์ธกํ•  ์ˆ˜ ์—†๋Š” ํ™˜๊ฒฝ์— ์ ์‘ํ•˜๊ธฐ ์œ„ํ•ด ๋‹ค๋ฅธ ์ธ์ง€ ์ „๋žต์„ ์ทจํ•˜๊ฒŒ ๋œ๋‹ค. ํ™˜๊ฒฝ์— ๋”ฐ๋ฅธ ํšจ์œจ์ ์ธ ์ธ์ง€์ „๋žต์˜ ์ „ํ™˜์€ ์ค‘์•™ ์ง‘ํ–‰๊ธฐ๋Šฅ(central executive)๊ณผ ๊ด€๋ จ ์žˆ์œผ๋ฉฐ, ์ด๋Ÿฌํ•œ ํŠน์ง•์„ ํ™œ์šฉํ•œ ๊ฐ€์ƒํ˜„์‹ค๊ธฐ๋ฐ˜ ๊ณผ์ œ๋Š” ์ƒˆ๋กœ์šด ์ธ์ง€๊ธฐ๋Šฅ ํ‰๊ฐ€์˜ ๋Œ€์•ˆ์œผ๋กœ ์ œ์‹œํ•  ์ˆ˜ ์žˆ๋‹ค.The purpose of this dissertation was to investigate information mismatch in virtual reality (VR) and explore the possibility of using the cognitive reaction arising from information mismatch for cognitive evaluation. The virtual kitchen task was used to observe the subjectsโ€™ behaviors while performing the task, and to investigate the characteristics of movement and cognitive processes appearing during the performance of the virtual task. In addition, an attempt was made to explore the factors of cognitive overload in VR that determine the difference compared to a performance in the real environment. In particular, this study aimed to investigate how information mismatch occurring in VR causes cognitive overload in terms of sensorimotor control. First, it questioned how the cognitive process in VR differs from the real environment and also investigated the factors affecting the performance of tasks in VR. In the young adult group, while there was a significant difference between the execution time in VR and in the real environment in the difficult kitchen task, there was no such difference in the easy kitchen task. Meanwhile, among the elderly, there was a significant difference between the execution time in VR and in the real environment regardless of whether the task was difficult or easy. It was thought that cognitive load was caused due to difficulties in sensorimotor control in VR. It was found that the cognitive capacity is challenged when the task is difficult because the load of task performance itself and the load of sensorimotor control are doubling. Second, it was found that as the cognitive function decreased, an abrupt and jerky movement pattern was exhibited during the virtual kitchen task. The number of sequences in movement until the task was completed was also busier in the elderly group with lower cognitive function in contrast with those with higher cognitive function. In the case of the elderly with deteriorated cognitive function, it is suggested that there is difficulty in minimal jerk movement control because the predictive ability responding to environment is decreased. In addition, according to the results of multiple regression, cognitive function of the elderly is the most influential factor in performing VR tasks, other than age and educational background, which means that purely evaluating cognitive function may be suggested. Third, an attempt was made to verify how the unpredictability of sensorimotor feedback causes cognitive load in VR. The reaction time and speed of movement depending on the predictability of perturbation were measured in implicit 5 degrees and explicit 15 degrees perturbation. When the subject was unable to predict the variation of perturbation only in implicit motor control, reaching became slower and it took more time due to the accuracy and speed trade-off. In other words, unpredictability due to information mismatch leads to the use of different cognitive strategies in brain mechanisms. In conclusion, VR induces more cognitive load than the real environment because the sensory feedback is unpredictable and variable due to technical fidelity problems. The sensorimotor control in VR is challenged by the way the human motor system is adapted. Further, it was found that an unpredictable environment requires different cognitive strategies for the sensorimotor system to adapt to it. The manner in which effective cognitive strategies are taken represents an efficient central executive function. From this perspective, VR-based cognitive evaluation, using such attributes, is thought to be an alternative method for early screening of cognitive decline.Chapter 1. Introduction 7 1.1 Research motivation and introductory overview 7 1.2 Research goal and questions 7 1.2.1 Overall research goal 7 1.2.2 Research questions 8 1.2.3 Research contributions 8 1.3 Thesis structure 8 Chapter 2. Literature Review 10 2.1 Virtual Reality (VR) as ecological method for cognitive evaluation 10 2.2 Sub-types of VR based tasks according to target cognitive function 12 2.2.1. VR task for spatial navigation 13 2.2.2. VR task for memory 14 2.2.3. VR task for executive function 16 2.3 Factors affecting on VR performance 19 2.3.1. General 19 2.3.2. Age effects on VR performance 20 2.3.3. Cognitive challenges in VR 21 2.3.4. Feasibility of VR task for dementia 22 2.4 Cognitive load in VR 23 2.4.1. Immersive versus non-immersive VR 23 2.4.2. Sense of presence and situated cognition 26 2.4.3. Sensorimotor adaptation in VR 28 2.5 Sensorimotor control in VR 29 2.5.1 Predictive brain and internal model for motor control 29 2.5.2 Explicit and implicit process in motor control 31 2.5.3 Accuracy & speed tradeoff in cognitive control 31 2.6 Executive control for information mismatch in information processing 32 Chapter 3. Differences in Cognitive Load Between Real and VR Environment 34 3.1 Introduction 34 3.2 Method 37 3.3 Results 40 3.4 Discussion 45 Chapter 4. The Efficiency of Movement Trajectory and Sequence in VR According to Cognitive Function in the Elderly 50 4.1 Introduction 50 4.2 Method 52 4.3 Results 53 4.4 Discussion 56 Chapter 5. Factors that Affect the Performance of Immersive Virtual Kitchen Tasks in the Elderly 59 5.1 Introduction 59 5.2 Method 62 5.3 Results 64 5.4 Discussion 70 Chapter 6. Effect of Predictability of Sensorimotor Feedback on Cognitive Load in VR 74 6.1 Introduction 74 6.2 Method 77 6.3 Results 79 6.4 Discussion 84 Chapter 7. Conclusion 88 7.1 Summary of findings 88 7.2 Future direction of research 90 References 92๋ฐ•
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