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Naslov:A perspective on implementation of technology-driven exergames for adults as telerehabilitation services
Avtorji:ID Meulenberg, Cécil J. W. (Avtor)
ID de Bruin, Eling D. (Avtor)
ID Marušič, Uroš (Avtor)
Datoteke:.pdf PDF - Predstavitvena datoteka, prenos (258,68 KB)
MD5: CDC741B67133B96C6E22AE72D959F4AF
 
URL URL - Izvorni URL, za dostop obiščite https://doi.org/10.3389/fpsyg.2022.840863
 
Jezik:Angleški jezik
Tipologija:1.02 - Pregledni znanstveni članek
Organizacija:Logo ZRS Koper - Znanstveno-raziskovalno središče Koper / Centro di Ricerche Scientifiche Capodistria
Povzetek: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.
Ključne besede:older adults, telemedicine, virtual reality, rehabilitation, active video games
Status publikacije:Objavljeno
Verzija publikacije:Objavljena publikacija
Datum sprejetja članka:09.02.2022
Datum objave:17.03.2022
Leto izida:2022
Št. strani:str. 1-8
Številčenje:Vol. 13, art. 840863
PID:20.500.12556/DiRROS-14854 Novo okno
UDK:794-028.23:796.012.2
ISSN pri članku:1664-1078
DOI:10.3389/fpsyg.2022.840863 Novo okno
COBISS.SI-ID:101379331 Novo okno
Avtorske pravice:© 2022 Meulenberg, de Bruin and Marusic
Opomba:Nasl. z nasl. zaslona; Opis vira z dne 17. 3. 2022;
Datum objave v DiRROS:17.03.2022
Število ogledov:553
Število prenosov:434
Metapodatki:XML RDF-CHPDL 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
Številka projekta:952401
Naslov:TWINning the BRAIN with machine learning for neuro-muscular efficiency
Akronim:TwinBrain

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:17.03.2022

Sekundarni jezik

Jezik:Ni določen
Ključne besede:starejši odrasli, aktivne videoigre


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