28 research outputs found

    Exploring the Touch and Motion Features in Game-Based Cognitive Assessments

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    Early detection of cognitive decline is important for timely intervention and treatment strategies to prevent further deterioration or development of more severe cognitive impairment, as well as identify at risk individuals for research. In this paper, we explore the feasibility of using data collected from built-in sensors of mobile phone and gameplay performance in mobile-game-based cognitive assessments. Twenty-two healthy participants took part in the two-session experiment where they were asked to take a series of standard cognitive assessments followed by playing three popular mobile games in which user-game interaction data were passively collected. The results from bivariate analysis reveal correlations between our proposed features and scores obtained from paper-based cognitive assessments. Our results show that touch gestural interaction and device motion patterns can be used as supplementary features on mobile game-based cognitive measurement. This study provides initial evidence that game related metrics on existing off-the-shelf games have potential to be used as proxies for conventional cognitive measures, specifically for visuospatial function, visual search capability, mental flexibility, memory and attention

    Is Your Virtual Self as Sensational as Your Real? Virtual Reality: The Effect of Body Consciousness on the Experience of Exercise Sensations

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    Objectives: Past research has shown that Virtual Reality (VR) is an effective method for reducing the perception of pain and effort associated with exercise. As pain and effort are subjective feelings, they are influenced by a variety of psychological factors, including one’s awareness of internal body sensations, known as Private Body Consciousness (PBC). The goal of the present study was to investigate whether the effectiveness of VR in reducing the feeling of exercise pain and effort is moderated by PBC. Design and Methods: Eighty participants were recruited to this study and were randomly assigned to a VR or a non-VR control group. All participants were required to maintain a 20% 1RM isometric bicep curl, whilst reporting ratings of pain intensity and perception of effort. Participants in the VR group completed the isometric bicep curl task whilst wearing a VR device which simulated an exercising environment. Participants in the non-VR group completed a conventional isometric bicep curl exercise without VR. Participants’ heart rate was continuously monitored along with time to exhaustion. A questionnaire was used to assess PBC. Results: Participants in the VR group reported significantly lower pain and effort and exhibited longer time to exhaustion compared to the non-VR group. Notably, PBC had no effect on these measures and did not interact with the VR manipulation. Conclusions: Results verified that VR during exercise could reduce negative sensations associated with exercise regardless of the levels of PBC
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