19,571 research outputs found

    Video games and Intellectual Disabilities: a literature review.

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    Los videojuegos son omnipresentes en la sociedad y esta tecnología ha trascendido su lado lúdico inicial para convertirse también en una herramienta educativa y de entrenamiento cognitivo. En este sentido, diferentes estudios han demostrado que los jugadores expertos obtener ventajas en diversos procesos cognitivos respecto a no-jugadores y jugar con juegos de video puede resultar en especial los beneficios que en algunos casos podría generalizarse a otras tareas. En consecuencia, los juegos de video podría ser utilizado como una herramienta de formación para mejorar las capacidades cognitivas en poblaciones atípicas, como las relativas a las personas con discapacidad intelectual (DI). Sin embargo, la literatura sobre los videojuegos en personas con ID es escasa. En este trabajo se ejecutó una revisión narrativa de los estudios sobre el uso de los videojuegos en relación a las personas con ID.Video games are ubiquitous in the society and this technology has transcended its initial playful side to become also an educational and cognitive training tool. In this sense, different studies have shown that expert game players gain advantages in various cognitive processes respect to non-players and that playing with video games can result in particular profits that in some cases could be generalized to other tasks. Accordingly, video games could be used as a training tool in order to improve cognitive abilities in atypical populations, such as relating to individuals with intellectual disabilities (ID). However, literature concerning video games in people with ID is sparse. In this paper we executed a narrative review of the studies about the use of video games in relation to people with ID.• Fundación Valhondo Calaff (Cáceres), para Marta Rodríguez Jiménez • Università di Padova. Beca CPDA 127939, para Silvia LanfranchipeerReviewe

    Effects of non-pharmacological or pharmacological interventions on cognition and brain plasticity of aging individuals.

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    Brain aging and aging-related neurodegenerative disorders are major health challenges faced by modern societies. Brain aging is associated with cognitive and functional decline and represents the favourable background for the onset and development of dementia. Brain aging is associated with early and subtle anatomo-functional physiological changes that often precede the appearance of clinical signs of cognitive decline. Neuroimaging approaches unveiled the functional correlates of these alterations and helped in the identification of therapeutic targets that can be potentially useful in counteracting age-dependent cognitive decline. A growing body of evidence supports the notion that cognitive stimulation and aerobic training can preserve and enhance operational skills in elderly individuals as well as reduce the incidence of dementia. This review aims at providing an extensive and critical overview of the most recent data that support the efficacy of non-pharmacological and pharmacological interventions aimed at enhancing cognition and brain plasticity in healthy elderly individuals as well as delaying the cognitive decline associated with dementia

    Reading in the presence of macular disease: a mini-review.

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    PurposeReading is vital to full participation in modern society. To millions of people suffering from macular disease that results in a central scotoma, reading is difficult and inefficient, rendering reading as the primary goal for most patients seeking low vision rehabilitation. The goals of this review paper are to summarize the dependence of reading speed on several key visual and typographical factors and the current methods or technologies for improving reading performance for people with macular disease.Important findingsIn general, reading speed for people with macular disease depends on print size, text contrast, size of the visual span, temporal processing of letters and oculomotor control. Attempts at improving reading speed by reducing the crowding effect between letters, words or lines; or optimizing properties of typeface such as the presence of serifs or stroke-width thickness proved to be futile, with any improvement being modest at best. Currently, the most promising method to improve reading speed for people with macular disease is training, including perceptual learning or oculomotor training.SummaryThe limitation on reading speed for people with macular disease is likely to be multi-factorial. Future studies should try to understand how different factors interact to limit reading speed, and whether different methods could be combined to produce a much greater benefit

    Role of Artificial Intelligence (AI) art in care of ageing society: focus on dementia

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    open access articleBackground: Art enhances both physical and mental health wellbeing. The health benefits include reduction in blood pressure, heart rate, pain perception and briefer inpatient stays, as well as improvement of communication skills and self-esteem. In addition to these, people living with dementia benefit from reduction of their noncognitive, behavioural changes, enhancement of their cognitive capacities and being socially active. Methods: The current study represents a narrative general literature review on available studies and knowledge about contribution of Artificial Intelligence (AI) in creative arts. Results: We review AI visual arts technologies, and their potential for use among people with dementia and care, drawing on similar experiences to date from traditional art in dementia care. Conclusion: The virtual reality, installations and the psychedelic properties of the AI created art provide a new venue for more detailed research about its therapeutic use in dementia

    A study of virtual reality-mediated affective state and cognitive decline in Alzheimer’s disease

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    NeuroscienceLa démence de type d’Alzheimer est la plus commune des démences. Elle entraîne un déclin dans les capacités cognitives et fonctionnelles, se traduisant dans des difficultés au niveau de la prise de décision, de l’accomplissement de tâches quotidiennes, de la communication ainsi qu’au niveau de la mémoire et de l’attention. On remarque également une diminution de l’état émotionnel et une apathie chez ces patients. Ce mémoire explore une nouvelle approche pour atténuer les effets psychologiques et cognitifs de la maladie. Les recherches effectuées dans ce mémoire explorent les impacts cognitifs et les effets sur le bien-être d'une intervention utilisant la réalité virtuelle sur les personnes souffrant de déclin cognitif subjectif. Deux environnements virtuels ont été testés : le premier étant un environnement dans lequel le participant voyage en train à travers différents climats, et le second étant un environnement de musicothérapie qui s’adapte en fonction de la réponse émotionnelle du participant. Pour mesurer les impacts sur l'état affectif, des lectures électroencéphalographiques ont été prises et analysées afin de déduire l'émotion ressentie par le participant avant, pendant et après l'expérience. Les résultats montrent une amélioration générale de l'état émotionnel pour les deux environnements. Quant à la mesure des effets sur les fonctions cognitives, des tâches d'attention et de mémoire ont été effectuées par les participants avant et après l'immersion. Les résultats montrent une légère amélioration des capacités d'attention et une meilleure amélioration de la mémoire. Nous approprions cet écart dans l'expérience de musicothérapie à l'activation musicale d'un réseau de structures cérébrales impliquées dans les expériences agréables : le circuit de récompense. Nous proposons que la musique facilite la rétention de la mémoire chez les personnes souffrant de démence. En effet, les résultats de l’amélioration des fonctions cognitives pour les deux expériences précédentes dépendent fortement de la précision de l'outil de mesure cognitive utilisé pour évaluer les performances d'attention et de mémoire avant et après l'intervention. Pour assurer cette précision, ce mémoire présente un outil de mesure des performances cognitives basé sur des tâches cognitives qui ont montré à plusieurs reprises leur fiabilité. Cet outil d’adresse aux personnes atteintes de la maladie d'Alzheimer pré-clinique et diagnostiquée.Alzheimer’s disease is an irreversible disease which causes progressive memory loss and cognitive decline, eventually leading to severe inability to perform basic day-to-day tasks. The urgency to find an effective cure to the disease is crucial, as the medical and economical spin-offs could be disastrous. The present thesis explores a novel approach to help attenuate the psychological and cognitive effects of the disease. The research carried out for this thesis explored cognitive effects and impacts on overall well-being of a virtual reality intervention on people suffering from subjective cognitive decline. Two virtual environments were tested: the first being an environment in which the participant travels through different climates by train, and the second being a music therapy environment modified as a function of emotional response. To measure the effects on affective state, electroencephalography readings were taken and analyzed to infer the emotion felt by the participant before, during the experiment. Results show a general improvement in emotional state. To measure the effects of the environments on cognitive functions, attention and memory tasks were carried out by the participants before and after the immersion. Results show a small improvement in attention skills and a more substantial improvement in memory skills. We appropriate this discrepancy in the music therapy experiment to the musical activation of a network of brain structures involved in rewarding and pleasurable experiences. We propose that music could facilitate memory retention in people sufferance for dementia. Importantly, the results of the previous experiments rely heavily on the accuracy of the cognitive measurement tool used to evaluate attention and memory performances before and after the intervention. To provide this accuracy, this thesis presents a cognitive performance measurement tool based on cognitive tasks which have repeatedly shown to output reliable results. This tool is created to serve for people with pre-clinical Alzheimer’s disease and diagnosed Alzheimer’s disease. Additionally, this tool is designed in such a way as to minimize the effects of repetition as well as varying levels of education and language. This thesis presents a novel and promising research in the realms of computer sciences and health care

    Immersive virtual reality app for mild cognitive impairment

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    A characteristic symptom of neurodegenerative diseases is the deterioration of the memory. These problems usually worsen with the progression of the disease, being the cognitive rehabilitation an important tool in order to slow down the progress of the disease in the patient. This work presents the development of a mobile virtual reality application through a serious game to boost the memory by solving mazes in three levels of difficulty. The application uses the Gear VR glasses to provide the user with an immersive experience. The results present the proposed application, showing the components of the virtual environment

    Rehabilitative devices for a top-down approach

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    In recent years, neurorehabilitation has moved from a "bottom-up" to a "top down" approach. This change has also involved the technological devices developed for motor and cognitive rehabilitation. It implies that during a task or during therapeutic exercises, new "top-down" approaches are being used to stimulate the brain in a more direct way to elicit plasticity-mediated motor re-learning. This is opposed to "Bottom up" approaches, which act at the physical level and attempt to bring about changes at the level of the central neural system. Areas covered: In the present unsystematic review, we present the most promising innovative technological devices that can effectively support rehabilitation based on a top-down approach, according to the most recent neuroscientific and neurocognitive findings. In particular, we explore if and how the use of new technological devices comprising serious exergames, virtual reality, robots, brain computer interfaces, rhythmic music and biofeedback devices might provide a top-down based approach. Expert commentary: Motor and cognitive systems are strongly harnessed in humans and thus cannot be separated in neurorehabilitation. Recently developed technologies in motor-cognitive rehabilitation might have a greater positive effect than conventional therapies

    Design and Evaluation of a Virtual Reality Game to Improve Physical and Cognitive Acuity

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    Physical and mental health are both integral to healthy living and ageing, and a causal-cum-symbiotic relationship has been observed between the two. Physical and cognitive activities such as exercise and board games are known to promote healthy ageing. In this regard, highly engaging lightboard games are known to improve hand-eye coordination, reflexes, and motor skills for individuals. Immersivity of virtual reality games can transform mundane and repetitive exercise routines into stimulating experiences, and they can be utilized by users to improve physical and cognitive performance from the comfort of their homes. In this study, we adopt design science framework to design, develop and evaluate a VR BATAK lightboard game to improve physical reaction, hand-eye coordination, visual memory and cognitive processing. Based on the findings from evaluation over three phases, we propose three design principles related to accessibility, sensory cueing and cognitive loading, as theoretical and practical contributions of this study
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