2022
DOI: 10.3389/fpsyg.2022.1009052
|View full text |Cite
|
Sign up to set email alerts
|

Combining physical and virtual worlds for motor-cognitive training interventions: Position paper with guidelines on technology classification in movement-related research

Abstract: 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 w… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
18
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
5

Relationship

2
3

Authors

Journals

citations
Cited by 13 publications
(21 citation statements)
references
References 48 publications
0
18
0
Order By: Relevance
“…However, our results may not accurately reflect the capabilities of VR devices because no VR interventions (as defined in Šlosar et al. [ 30 ]) were performed on asymptomatic subjects, frail individuals, or stroke survivors. Therefore, future research on larger populations is warranted.…”
Section: Discussionmentioning
confidence: 84%
See 3 more Smart Citations
“…However, our results may not accurately reflect the capabilities of VR devices because no VR interventions (as defined in Šlosar et al. [ 30 ]) were performed on asymptomatic subjects, frail individuals, or stroke survivors. Therefore, future research on larger populations is warranted.…”
Section: Discussionmentioning
confidence: 84%
“…To summarize the effects relevant to different disorders, the included studies were further grouped based on participant health status and classified as asymptomatic population ( N = 918), stroke survivors ( N = 572), other neurological disorders ( N = 683), and frail population ( N = 173). Following the recent recommendations for classification of technologies in movement-related research [ 30 ], we included one VR-exergame, one VR-no-exergame, 45 PC-exergames, and nine PC-no-exergame studies. Nintendo Wii and Xbox Kinect are the primary digital devices used in PC exergame studies.…”
Section: Resultsmentioning
confidence: 99%
See 2 more Smart Citations
“…This includes the use of novel devices, software, and wearable technologies, such as activity trackers (e.g., [50]), bodyworn sensors (e.g., [51]), mobile phone applications (e.g., [52]), tablets (e.g., [53]), virtual reality [54], exergames (e.g., [55]), global positioning system (GPS) devices, and map-based tools [56]). Gamification of exercise programs, for example, enables the targeting of both physical functions and cognitive ones, and allows users to perform their training programs in a location of their convenience, while being remotely monitored and/or supervised [57]. Although the large potential of such approaches has been acknowledged, there is a need for the filling of research gaps [58].…”
Section: Innovative Technologymentioning
confidence: 99%