Digital repository of Slovenian research organisations

Show document
A+ | A- | Help | SLO | ENG

Title:A perspective on implementation of technology-driven exergames for adults as telerehabilitation services
Authors:ID Meulenberg, Cécil J. W. (Author)
ID de Bruin, Eling D. (Author)
ID Marušič, Uroš (Author)
Files:.pdf PDF - Presentation file, download (258,68 KB)
MD5: CDC741B67133B96C6E22AE72D959F4AF
 
URL URL - Source URL, visit https://doi.org/10.3389/fpsyg.2022.840863
 
Language:English
Typology:1.02 - Review Article
Organization:Logo ZRS Koper - Science and Research Centre Koper
Abstract:A major concern of public health authorities is to also encourage adults to be exposed to enriched environments (sensory and cognitive-motor activity) during the pandemic lockdown, as was recently the case worldwide during the COVID-19 outbreak. Games for adults that require physical activity, known as exergames, offer opportunities here. In particular, the output of the gaming industry nowadays offers computer games with extended reality (XR) which combines real and virtual environments and refers to human-machine interactions generated by computers and wearable technologies. For example, playing the game in front of a computer screen while standing or walking on a force plate or treadmill allows the user to react to certain infrastructural changes and obstacles within the virtual environment. Recent developments, optimization, and minimizations in wearable technology have produced wireless headsets and sensors that allow for unrestricted whole-body movement. This makes the virtual experience more immersive and provides the opportunity for greater engagement than traditional exercise. Currently, XR serves as an umbrella term for current immersive technologies as well as future realities that enhance the experience with features that produce new controllable environments. Overall, these technology-enhanced exergames challenge the adult user and modify the experience by increasing sensory stimulation and creating an environment where virtual and real elements interact. As a therapy, exergames can potentially create new environments and visualizations that may be more ecologically valid and thus simulate real activities of daily living that can be trained. Furthermore, by adding telemedicine features to the exergame, progress over time can be closely monitored and feedback provided, offering future opportunities for cognitive-motor assessment. To more optimally serve and challenge adults both physically and cognitively over time in future lockdowns, there is a need to provide long-term remote training and feedback. Particularly related to activities of daily living that create opportunities for effective and lasting rehabilitation for elderly and sufferers from chronic non-communicable diseases (CNDs). The aim of the current review is to envision the remote training and monitoring of physical and cognitive aspects for adults with limited mobility (due to disability, disease, or age), through the implementation of concurrent telehealth and exergame features using XR and wireless sensor technologies.
Keywords:older adults, telemedicine, virtual reality, rehabilitation, active video games
Publication status:Published
Publication version:Version of Record
Article acceptance date:09.02.2022
Publication date:17.03.2022
Year of publishing:2022
Number of pages:str. 1-8
Numbering:Vol. 13, art. 840863
PID:20.500.12556/DiRROS-14854 New window
UDC:794-028.23:796.012.2
ISSN on article:1664-1078
DOI:10.3389/fpsyg.2022.840863 New window
COBISS.SI-ID:101379331 New window
Copyright:© 2022 Meulenberg, de Bruin and Marusic
Note:Nasl. z nasl. zaslona; Opis vira z dne 17. 3. 2022;
Publication date in DiRROS:17.03.2022
Views:896
Downloads:666
Metadata:XML DC-XML DC-RDF
:
Copy citation
  
Share:Bookmark and Share


Hover the mouse pointer over a document title to show the abstract or click on the title to get all document metadata.

Record is a part of a journal

Title:Frontiers in psychology
Shortened title:Front. psychol.
Publisher:Frontiers Research Foundation
ISSN:1664-1078
COBISS.SI-ID:519967513 New window

Document is financed by a project

Funder:EC - European Commission
Project number:952401
Name:TWINning the BRAIN with machine learning for neuro-muscular efficiency
Acronym:TwinBrain

Licences

License:CC BY 4.0, Creative Commons Attribution 4.0 International
Link:http://creativecommons.org/licenses/by/4.0/
Description:This is the standard Creative Commons license that gives others maximum freedom to do what they want with the work as long as they credit the author.
Licensing start date:17.03.2022

Secondary language

Language:Undetermined
Keywords:starejši odrasli, aktivne videoigre


Back