2017 8th IEEE International Conference on Cognitive Infocommunications (CogInfoCom) 2017
DOI: 10.1109/coginfocom.2017.8268221
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Benefits of exergame exercise on physical functioning of elderly people

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Cited by 23 publications
(21 citation statements)
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“… Li and colleagues (2016) studied the effects of playfulness in exergames on depression using Wii Fit Sports exergames and Wii Fit fitness exercises. Katajapuu and colleagues (2017) and Su and Cheng (2016) reported studies using Microsoft Kinect to capture the movements of the players that then controlled the exergame. Physical health was also targeted in the study by Steinert and colleagues (2018) ; however, their intervention more resembled the common gamified exercise solutions delivered via mobile devices, with the participants carrying an activity tracker and performing exercises provided by the mHealth solution.…”
Section: Resultsmentioning
confidence: 99%
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“… Li and colleagues (2016) studied the effects of playfulness in exergames on depression using Wii Fit Sports exergames and Wii Fit fitness exercises. Katajapuu and colleagues (2017) and Su and Cheng (2016) reported studies using Microsoft Kinect to capture the movements of the players that then controlled the exergame. Physical health was also targeted in the study by Steinert and colleagues (2018) ; however, their intervention more resembled the common gamified exercise solutions delivered via mobile devices, with the participants carrying an activity tracker and performing exercises provided by the mHealth solution.…”
Section: Resultsmentioning
confidence: 99%
“…Only one study showed strong positive results by reporting positive significant effects for all of the relationships examined in the study ( Hiraoka et al, 2016 ), while nine of the reviewed studies were categorized as reporting weak positive results. Additionally, one study reported null results where none of the studied relationships had significant effects ( Katajapuu et al, 2017 ), and one study reported weak negative effects ( Boot et al, 2016 ).…”
Section: Resultsmentioning
confidence: 99%
“…One important aspect of this field is devoted to improving the well-being of people [35], including assistive technologies for people with non-standard cognitive characteristics [18]. Recent research in this subfield of cognitive infocommunications relates to socially assistive robots with interactive behavioral capability [24,27], games for cognitive competence of children with learning difficulties [33], motion detection sensors-based exercise games for elderly people [19], and ambient assisted living services for elderly with cognitive impairments [21].…”
Section: Discussionmentioning
confidence: 99%
“…Being a fully immersive VR installation with rich peripherals, the LIRKIS CAVE can serve as a home for multiple cognitive infocommunicationsrelated experiments and applications: A wheelchair simulation, with goals similar to [16], is under development now (section 5). The CAVE can be also used for socalled exergames [17], utilizing its OptiTrack motion tracking system or other sensors, such as Microsoft Kinect or the Myo armband. Another application area is a virtual reconstruction of historical sites, in a way similar to [18].…”
Section: Related Workmentioning
confidence: 99%