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Normative data for a cognitive VR rehab serious games-based approach

Published: 20 May 2014 Publication History

Abstract

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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Cited By

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  • (2023)Virtual and Augmented Reality for Environmental Sustainability: A Systematic ReviewProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581147(1-23)Online publication date: 19-Apr-2023

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PervasiveHealth '14: Proceedings of the 8th International Conference on Pervasive Computing Technologies for Healthcare
May 2014
459 pages
ISBN:9781631900112

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ICST (Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering)

Brussels, Belgium

Publication History

Published: 20 May 2014

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  1. cognitive rehabilitation
  2. normative data
  3. virtual reality

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PervasiveHealth '14

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Overall Acceptance Rate 55 of 116 submissions, 47%

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  • (2023)Virtual and Augmented Reality for Environmental Sustainability: A Systematic ReviewProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581147(1-23)Online publication date: 19-Apr-2023

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