2018
DOI: 10.5093/psed2018a18
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Virtual Reality-based Assessment and Rating Scales in ADHD Diagnosis

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Cited by 21 publications
(16 citation statements)
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References 38 publications
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“…Automated game testing was also discussed in [46], when the author deployed a user experience testing framework using belief, desire and intension test agents regulated through emotion. The importance of the simulation used in VR or AR is to predict the capability, limitation and performance of a system and, in result, will lead to a reduction in costs and hazards for experimentations compared with what is observed in traditional/hands-on methods [47,48]. An enhancement of those immersive simulated realities can be achieved through agent-based modeling (ABM) and design.…”
Section: (A) (B)mentioning
confidence: 99%
“…Automated game testing was also discussed in [46], when the author deployed a user experience testing framework using belief, desire and intension test agents regulated through emotion. The importance of the simulation used in VR or AR is to predict the capability, limitation and performance of a system and, in result, will lead to a reduction in costs and hazards for experimentations compared with what is observed in traditional/hands-on methods [47,48]. An enhancement of those immersive simulated realities can be achieved through agent-based modeling (ABM) and design.…”
Section: (A) (B)mentioning
confidence: 99%
“…Human-robot communication experiments aimed at modeling attention levels are predicted to be an efficient method in rehabilitation areas with ADHD and ASD [11]. The Bioloid's cognitive architecture performs tasks using the motion selection module, evaluates children's attention levels during these tasks, and records them in the robot's memory.…”
Section: E Attention and Memory Therapymentioning
confidence: 99%
“…In recent years, non-pharmacological treatments, such as cognitive training, neurofeedback, and behavioral interventions, have gained prominence as they have been accepted by therapists as useful alternatives to avoid the use of medications in children, which in many cases can cause dependence [2,3]. Several nonpharmacological treatments to treat these NND have implemented technological developments such as the Internet of Things (IoT) [4][5][6], Artificial Intelligence (AI) [7][8][9][10], Virtual Reality (VR) [11][12][13][14], Augmented Reality (AR) [15][16][17], and Robotics [18][19][20][21][22][23].…”
Section: Introductionmentioning
confidence: 99%
“…A virtual reality system was proposed in Reference [ 27 ] that simulates scenarios in order to stimulate different sensory channels through virtual reality glasses, AULA NESPLORA, used in the evaluation of sustained attention, hearing, and vision as well as impulsivity and hyperactivity in children between 6 and 16 years of age [ 28 ]. The system records the responses to the stimuli, shown through the glasses, by means of a button that the patient activates when he or she recognizes the stimulus, and from the data collected on acceleration and spinning located on the glasses by means of IMUs [ 55 ].…”
Section: Related Workmentioning
confidence: 99%
“…The proposed systems in the literature that integrate IMUs and OHR sensors [ 19 , 20 ] in the context of hyperactive behaviour have the following shortcomings [ 21 , 22 , 23 , 24 ]: (i) the need to carry a large number of IMUs distributed throughout the body, resulting in invasiveness [ 25 ], (ii) they limit a person’s movement and activity, so people cannot perform their functions and tasks in a natural way [ 26 ], (iii) it is not easy to deploy the system on people’s bodies and they are overly dependent on external power sources [ 27 ], (iv) there is a lack of systems to provide relevant follow-up reports over long evaluation periods [ 23 ], (v) it is tested in simulated environments and not in real environments where the person acts naturally [ 27 ], and (vi) commercial options are expensive and, despite this, do not cover all needs [ 28 ].…”
Section: Introductionmentioning
confidence: 99%