Proceedings of the ICTs for Improving Patients Rehabilitation Research Techniques 2013
DOI: 10.4108/icst.pervasivehealth.2013.252253
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Effect of a Kinect-based exercise game on improving executive cognitive performance in community-dwelling elderly

Abstract: Decrease of Dual-Task (DT) ability is known to be one of fall-risk factors. We developed a new game concept, Dual-Task Tai Chi (DTTC), using Kinect (Microsoft Co.), a motion-capture device, and demonstrated that the DTTC test can quantitatively evaluate various functions that are known risk factors for falling in elderly adults. Moreover, DT training has been attracting attention as a way to improve balance and DT ability. However, only a few studies have reported that it improves cognitive performance. Theref… Show more

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Cited by 14 publications
(6 citation statements)
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References 21 publications
(18 reference statements)
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“…Devices such as the Kinect 1 (Kayama et al, 2013;Pisan, Marin & Navarro, 2013) and the Wii 2 allow users to use their body movement to control in-game characters. Both customized (Carmichael et al, 2010;Alankus et al, 2010) and off-the-shelf solutions (Jung et al, 2009;Agmon et al, 2011;Jorgensen et al, 2012) have been tried to train older adults.…”
Section: Virtual Environmentsmentioning
confidence: 99%
“…Devices such as the Kinect 1 (Kayama et al, 2013;Pisan, Marin & Navarro, 2013) and the Wii 2 allow users to use their body movement to control in-game characters. Both customized (Carmichael et al, 2010;Alankus et al, 2010) and off-the-shelf solutions (Jung et al, 2009;Agmon et al, 2011;Jorgensen et al, 2012) have been tried to train older adults.…”
Section: Virtual Environmentsmentioning
confidence: 99%
“…TC might affect cognitive functions via many direct and indirect pathways. Kayama et al [24] conducted a dual-task TC program using Kinect to evaluate executive cognitive functions in community-dwelling elderly subjects without CI. After 12 weeks of training, the change of trail making test scores (revealed executive function) improved significantly.…”
Section: Introductionmentioning
confidence: 99%
“…34 One group of games that is commonly evaluated in research targeting older adults is the class of the so-called exergames, games in which the player must perform specific kinds of coordinated movements to control the input, sometimes in association with other cognitive tasks. 35 Many studies have used different kinds of interfaces for such games, and evaluated the user acceptance of the technology and/or motivation to play. 36,37 There are also some examples of pervasive games targeting older adults, usually focusing on specific goals, such as cognitive training 38 and promotion of physical activity using social incentives.…”
Section: Related Workmentioning
confidence: 99%