基于游戏的认知VR康复方法的规范性数据

P. Gamito, Jorge Oliveira, Ludmila Pinto, L. Rodelo, P. Lopes, R. Brito, D. Morais
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引用次数: 4

摘要

获得性脑损伤是影响日常生活活动的认知功能障碍的原因。通过虚拟现实等基于生态的互动媒体促进认知锻炼是一种新兴的选择。尽管朝着刺激认知功能的生态方法迈出了第一步,但评估仍然依赖于非生态措施,如纸笔协议。我们提出了一种有效的替代这些传统评估方法的方法,即在患者进行模拟现实生活任务(如购物、穿衣或准备早餐)的练习时进行评估。为此,需要规范性数据。本文报告了一项旨在收集非临床样本运行的几种日常生活锻炼的规范数据的研究。讨论了任务表现的描述性数据和先前视频游戏经验的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Normative data for a cognitive VR rehab serious games-based approach
Acquired brain impairments are responsible for cognitive dysfunctions that affect daily life activities. Promoting cognitive exercise through ecologically-based interactive media such as virtual reality is an emerging option. Although the first step towards ecological ways to stimulate cognitive functions has been given, assessment still relies on non-ecological measures such as pencil-and-paper protocols. We propose that an effective alternative to these traditional evaluation methods is to assess patients while they execute exercises that mimic real-life tasks, such as shopping, dressing, or preparing breakfast. For this, normative data is required. This paper reports a study designed to gather normative data on several daily-life exercises run by a non-clinical sample. The descriptive data on task performance and effects of prior experience with video-games are discussed.
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