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Combining physical and virtual worlds for motor-cognitive training interventions: Position paper with guidelines on technology classification in movement-related research
L. Šlosar, C. Voelcker-Rehage, AH. Paravlić, E. Abazovic, ED. de Bruin, U. Marusic
Status neindexováno Jazyk angličtina Země Švýcarsko
Typ dokumentu časopisecké články, přehledy
NLK
Directory of Open Access Journals
od 2010
Free Medical Journals
od 2010
PubMed Central
od 2010
Europe PubMed Central
od 2010
Open Access Digital Library
od 2010-01-01
Open Access Digital Library
od 2010-01-01
ROAD: Directory of Open Access Scholarly Resources
od 2010
- Publikační typ
- časopisecké články MeSH
- přehledy MeSH
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 with motor-cognitive interventions performed in different extents of a virtual environment. The classification is divided into three categories: (a) type of digital device with the associated degree of immersiveness provided; (b) presence or absence of a human-computer interaction; and (c) activity engagement during training, defined by activity >1.5 Metabolic Equivalent of task. Since virtual reality (VR) often categorizes different technologies under the same term, we propose a taxonomy of digital devices ranging from computer monitors and projectors to head-mounted VR technology. All immersive technologies that have developed rapidly in recent years are grouped under the umbrella term Extended Reality (XR). These include augmented reality (AR), mixed reality (MR), and VR, as well as all technologies that have yet to be developed. This technology has potential not only for gaming and entertainment, but also for research, motor-cognitive training programs, rehabilitation, telemedicine, etc. This position paper provides definitions, recommendations, and guidelines for future movement-related interventions based on digital devices, human-computer interactions, and physical engagement to use terms more consistently and contribute to a clearer understanding of their implications.
Department of Health OST Eastern Swiss University of Applied Sciences St Gallen Switzerland
Department of Health Sciences Alma Mater Europaea ECM Maribor Slovenia
Department of Neurobiology Care Sciences and Society Karolinska Institute Stockholm Sweden
Faculty of Sport and Physical Education University of Sarajevo Sarajevo Bosnia and Herzegovina
Faculty of Sport University of Ljubljana Ljubljana Slovenia
Faculty of Sports Studies Masaryk University Brno Czechia
Science and Research Centre Koper Institute for Kinesiology Research Koper Slovenia
Citace poskytuje Crossref.org
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