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Naslov:Combining physical and virtual worlds for motor-cognitive training interventions : position paper with guidelines on technology classification in movement-related research
Avtorji:ID Šlosar, Luka (Avtor)
ID Voelcker-Rehage, Claudia (Avtor)
ID Paravlić, Armin (Avtor)
ID Abazović, Ensar (Avtor)
ID de Bruin, Eling D. (Avtor)
ID Marušič, Uroš (Avtor)
Datoteke:URL URL - Izvorni URL, za dostop obiščite https://doi.org/10.3389/fpsyg.2022.1009052
 
.pdf PDF - Predstavitvena datoteka, prenos (518,01 KB)
MD5: F8A264F6DAE779CBDA9DE6093BB608C6
 
Jezik:Angleški jezik
Tipologija:1.02 - Pregledni znanstveni članek
Organizacija:Logo ZRS Koper - Znanstveno-raziskovalno središče Koper / Centro di Ricerche Scientifiche Capodistria
Povzetek:Efficient movements require intact motor and cognitive function. There is a growing literature on motor-cognitive interventions to improve the overall quality of life of healthy or diseased older people. For such interventions, novel technological advances are crucial not only in terms of motivation but also to improve the user experience in a multi-stimuli world, usually offered as a mixture of real and virtual environments. This article provides a classification system for movement-related research dealing with motor-cognitive interventions performed in different extents of a virtual environment. The classification is divided into three categories: (a) type of digital device with the associated degree of immersiveness provided; (b) presence or absence of a human-computer interaction; and (c) activity engagement during training, defined by activity >1.5 Metabolic Equivalent of task. Since virtual reality (VR) often categorizes different technologies under the same term, we propose a taxonomy of digital devices ranging from computer monitors and projectors to head-mounted VR technology. All immersive technologies that have developed rapidly in recent years are grouped under the umbrella term Extended Reality (XR). These include augmented reality (AR), mixed reality (MR), and VR, as well as all technologies that have yet to be developed. This technology has potential not only for gaming and entertainment, but also for research, motor-cognitive training programs, rehabilitation, telemedicine, etc. This position paper provides definitions, recommendations, and guidelines for future movement-related interventions based on digital devices, human-computer interactions, and physical engagement to use terms more consistently and contribute to a clearer understanding of their implications.
Ključne besede:extended reality, virtual reality, augmented reality, mixed reality, exergaming, taxonomy, classification
Verzija publikacije:Objavljena publikacija
Datum sprejetja članka:23.11.2022
Datum objave:14.12.2022
Leto izida:2022
Št. strani:str. 1-8
Številčenje:Vol. 13, art. 1009052
PID:20.500.12556/DiRROS-15953 Novo okno
UDK:794-028.23:796.012
ISSN pri članku:1664-1078
DOI:10.3389/fpsyg.2022.1009 Novo okno
COBISS.SI-ID:134916867 Novo okno
Avtorske pravice:© 2022 Šlosar, Voelcker-Rehage, Paravlić, Abazovic, de Bruin and Marusic
Opomba:Nasl. z nasl. zaslona; Soavtorji: Claudia Voelcker-Rehage, Armin H. Paravlić, Ensar Abazovic, Eling D. de Bruin, Uros Marusic; Opis vira z dne 21. 12. 2022;
Datum objave v DiRROS:21.12.2022
Število ogledov:764
Število prenosov:427
Metapodatki:XML DC-XML DC-RDF
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Gradivo je del revije

Naslov:Frontiers in psychology
Skrajšan naslov:Front. psychol.
Založnik:Frontiers Research Foundation
ISSN:1664-1078
COBISS.SI-ID:519967513 Novo okno

Gradivo je financirano iz projekta

Financer:EC - European Commission
Program financ.:European Commission
Številka projekta:952401
Naslov:TWINning the BRAIN with machine learning for neuro-muscular efficiency
Akronim:TwinBrain

Financer:ARRS - Agencija za raziskovalno dejavnost Republike Slovenije
Številka projekta:P5-0381-2022
Naslov:Kineziologija za kakovost življenja

Licence

Licenca:CC BY 4.0, Creative Commons Priznanje avtorstva 4.0 Mednarodna
Povezava:http://creativecommons.org/licenses/by/4.0/deed.sl
Opis:To je standardna licenca Creative Commons, ki daje uporabnikom največ možnosti za nadaljnjo uporabo dela, pri čemer morajo navesti avtorja.
Začetek licenciranja:14.12.2022

Sekundarni jezik

Jezik:Slovenski jezik
Ključne besede:razširjena resničnost, mešana resničnost, aktivne videoigre, taksonomija, motorične funkcije, kognitivne funkcije


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