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Zhu X, Peng X. Strategic assessment model of smart stadiums based on genetic algorithms and literature visualization analysis: A case study from Chengdu, China. Heliyon 2024; 10:e31759. [PMID: 38828338 PMCID: PMC11140808 DOI: 10.1016/j.heliyon.2024.e31759] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/19/2023] [Revised: 05/17/2024] [Accepted: 05/21/2024] [Indexed: 06/05/2024] Open
Abstract
This paper leverages Citespace and VOSviewer software to perform a comprehensive bibliometric analysis on a corpus of 384 references related to smart sports venues, spanning from 1998 to 2022. The analysis encompasses various facets, including author network analysis, institutional network analysis, temporal mapping, keyword clustering, and co-citation network analysis. Moreover, this paper constructs a smart stadiums strategic assessment model (SSSAM) to compensate for confusion and aimlessness by genetic algorithms (GA). Our findings indicate an exponential growth in publications on smart sports venues year over year. Arizona State University emerges as the institution with the highest number of collaborative publications, Energy and Buildings becomes the publication with the most documents. While, Wang X stands out as the scholar with the most substantial contribution to the field. In scrutinizing the betweenness centrality indicators, a paradigm shift in research hotspots becomes evident-from intelligent software to the domains of the Internet of Things (IoT), intelligent services, and artificial intelligence (AI). The SSSAM model based on artificial neural networks (ANN) and GA algorithms also reached similar conclusions through a case study of the International University Sports Federation (FISU), building Information Modeling (BIM), cloud computing and artificial intelligence Internet of Things (AIoT) are expected to develop in the future. Three key themes developed over time. Finally, a comprehensive knowledge system with common references and future hot spots is proposed.
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Affiliation(s)
- Xi Zhu
- College of Physical Education, Southwest Jiaotong University, Chengdu, 611756, Sichuan, China
| | - Xiaobo Peng
- School of Physical Education, Chengdu Normal University, Chengdu, 611130, Sichuan, China
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Montagne G, Mascret N, Bossard M, Chomienne L, Ledouit S, Rao G, Tordi N, Verhulst E, Kulpa R. An interdisciplinary framework to optimize the anticipation skills of high-level athletes using virtual reality. Front Sports Act Living 2024; 6:1324016. [PMID: 38410354 PMCID: PMC10895038 DOI: 10.3389/fspor.2024.1324016] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/19/2023] [Accepted: 01/30/2024] [Indexed: 02/28/2024] Open
Abstract
The ambition of our contribution is to show how an interdisciplinary framework can pave the way for the deployment of innovative virtual reality training sessions to improve anticipation skills in top-level athletes. This improvement is so challenging that some authors say it is like "training for the impossible". This framework, currently being implemented as part of a project to prepare athletes for the 2024 Olympic Games in Paris, based on the ecological-dynamics approach to expertise, is innovative in its interdisciplinary nature, but also and above all because it overcomes the limitations of more traditional training methods in the field designed to optimize anticipation skills in top-level athletes. The ambition is to tackle successive challenges ranging from the design of virtual partners and opponents to the deployment of training programs in virtual reality, while ensuring the acceptability and acceptance of such innovative virtual reality training protocols and measuring associated workloads.
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Affiliation(s)
| | | | | | | | | | | | - Nicolas Tordi
- PEPITE EA4267, (EPSI), University Bourgogne Franche-Comté, Besançon, France
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Wang X, Guo Y. The intelligent football players' motion recognition system based on convolutional neural network and big data. Heliyon 2023; 9:e22316. [PMID: 38053884 PMCID: PMC10694318 DOI: 10.1016/j.heliyon.2023.e22316] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/05/2023] [Revised: 11/08/2023] [Accepted: 11/09/2023] [Indexed: 12/07/2023] Open
Abstract
This article focuses on evaluating the efficacy of intelligent image processing techniques using deep learning algorithms in the context of football, to present pragmatic solutions for enhancing the functional strength training of football players. The article commences by delving into the prevailing research landscape concerning image recognition in football. It then embarks on a comprehensive examination of the prevailing landscape in soccer image recognition research. Subsequently, a novel soccer image classification model is meticulously crafted through the fusion of Space-Time Graph Neural Network (STGNN) and Bi-directional Long Short-Term Memory (BiLSTM). The devised model introduces the potency of STGNN to extract spatial features from sequences of images, adeptly harnessing spatial information through judiciously integrated graph convolutional layers. These layers are further bolstered by the infusion of graph attention modules and channel attention modules, working in tandem to amplify salient information within distinct channels. Concurrently, the temporal dimension is adroitly addressed by the incorporation of BiLSTM, effectively capturing the temporal dynamics inherent in image sequences. Rigorous simulation analyses are conducted to gauge the prowess of this model. The empirical outcomes resoundingly affirm the potency of the proposed deep hybrid attention network model in the realm of soccer image processing tasks. In the arena of action recognition and classification, this model emerges as a paragon of performance enhancement. Impressively, the model notched an accuracy of 94.34 %, precision of 92.35 %, recall of 90.44 %, and F1-score of 89.22 %. Further scrutiny of the model's image recognition capabilities unveils its proficiency in extracting comprehensive features and maintaining stable recognition performance when applied to football images. Consequently, the football intelligent image processing model based on deep hybrid attention networks, as formulated within this article, attains high recognition accuracy and demonstrates consistent recognition performance. These findings offer invaluable insights for injury prevention and personalized skill enhancement in the training of football players.
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Affiliation(s)
- Xin Wang
- College of Physical Education and Music,Qilu University of Technology (Shandong Academy of Sciences), Jinan, 250353, China
| | - Yingqing Guo
- China Institute of Sport Science, Beijing, 100061, China
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Janssen T, Müller D, Mann DL. From Natural Towards Representative Decision Making in Sports: A Framework for Decision Making in Virtual and Augmented Environments. Sports Med 2023; 53:1851-1864. [PMID: 37656407 PMCID: PMC10504147 DOI: 10.1007/s40279-023-01884-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 06/11/2023] [Indexed: 09/02/2023]
Abstract
Decision making is vital in complex sporting tasks but is difficult to test and train. New technologies such as virtual and augmented reality offer novel opportunities for improving decision making, yet it remains unclear whether training gains using these new approaches will improve decision making on-field. To clarify the potential benefits, a clear conceptualization of decision making is required, particularly for invasive team sports such as football, basketball and field hockey, where decisions are complex with many possible options offered. Therefore, the aim of this position paper is to establish a framework for the design of virtual and augmented environments that help invasive team sport athletes to train their decision-making capacities. To achieve this, we propose a framework for conceptualising 'natural' decision making within the performance environment in invasive team sports that views decision making as a continuous cyclical process where the ball carrier interacts with teammates to create 'windows of opportunity', and where skilled decision makers often delay decisions to create time, and in turn new opportunities, rather than necessarily selecting the first option available to them. Within the framework, we make a distinction between decision making and anticipation, proposing that decision making requires a series of on-going anticipatory judgments. Based on the framework, we subsequently highlight the consequences for testing and training decision making using virtual and augmented reality environments, in particular outlining the technological challenges that need to be overcome for natural decision making to be represented within virtual and augmented environments.
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Affiliation(s)
- Tim Janssen
- Department of Performance Analysis & Technology, Royal Dutch Football Association (KNVB, Koninklijke Nederlandse Voetbalbond), Zeist, The Netherlands.
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences and Institute Brain and Behaviour Amsterdam (iBBA), Vrije Universiteit Amsterdam, Amsterdam, The Netherlands.
| | - Daniel Müller
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences and Institute Brain and Behaviour Amsterdam (iBBA), Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
| | - David L Mann
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences and Institute Brain and Behaviour Amsterdam (iBBA), Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
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de Beukelaar TT, Mantini D. Monitoring Resistance Training in Real Time with Wearable Technology: Current Applications and Future Directions. Bioengineering (Basel) 2023; 10:1085. [PMID: 37760187 PMCID: PMC10525173 DOI: 10.3390/bioengineering10091085] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/18/2023] [Revised: 08/30/2023] [Accepted: 09/12/2023] [Indexed: 09/29/2023] Open
Abstract
Resistance training is an exercise modality that involves using weights or resistance to strengthen and tone muscles. It has become popular in recent years, with numerous people including it in their fitness routines to ameliorate their strength, muscle mass, and overall health. Still, resistance training can be complex, requiring careful planning and execution to avoid injury and achieve satisfactory results. Wearable technology has emerged as a promising tool for resistance training, as it allows monitoring and adjusting training programs in real time. Several wearable devices are currently available, such as smart watches, fitness trackers, and other sensors that can yield detailed physiological and biomechanical information. In resistance training research, this information can be used to assess the effectiveness of training programs and identify areas for improvement. Wearable technology has the potential to revolutionize resistance training research, providing new insights and opportunities for developing optimized training programs. This review examines the types of wearables commonly used in resistance training research, their applications in monitoring and optimizing training programs, and the potential limitations and challenges associated with their use. Finally, it discusses future research directions, including the development of advanced wearable technologies and the integration of artificial intelligence in resistance training research.
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Affiliation(s)
| | - Dante Mantini
- Movement Control and Neuroplasticity Research Group, Department of Movement Sciences, KU Leuven, 3001 Leuven, Belgium;
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Lazem H, Hall A, Gomaa Y, Mansoubi M, Lamb S, Dawes H. The Extent of Evidence Supporting the Effectiveness of Extended Reality Telerehabilitation on Different Qualitative and Quantitative Outcomes in Stroke Survivors: A Systematic Review. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2023; 20:6630. [PMID: 37681770 PMCID: PMC10487831 DOI: 10.3390/ijerph20176630] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/27/2023] [Revised: 08/16/2023] [Accepted: 08/21/2023] [Indexed: 09/09/2023]
Abstract
Objective: To present the extent of evidence concerning the effectiveness of extended reality telerehabilitation and patients' experiences of using different types of virtual reality exercises at home. Methods: We included studies on virtual reality and augmented reality telerehabilitation published in English. Systematic searches were undertaken in PubMed, Web of Sciences, Medline, Embase, CINAHL, and PEDro, with no date limitations. We included only RCTs and qualitative studies exploring patients' experiences. Methodological quality was assessed using the Cochrane Risk of Bias assessment tool for quantitative papers and the CASP scale for qualitative studies. All results are presented narratively. Results: Thirteen studies, nine quantitative and four qualitative, were included, with one qualitative and seven quantitative having a high risk of bias. All studies reported that extended reality-based telerehabilitation may be effective compared to conventional exercises or other extended reality exercises. Seven quantitative studies focused on upper limb function. Qualitative papers suggested that VR exercises were perceived as feasible by patients. Conclusions: The literature suggests VR home exercises are feasible and potentially effective for patients after a stroke in the upper limb. Further high-quality studies are needed to examine the effectiveness of XR exercises early adoption on different qualitative and quantitative outcomes. Registration number: (CRD42022384356).
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Affiliation(s)
- Hatem Lazem
- Medical School, Faculty of Health and Life Sciences, University of Exeter, Exeter EX1 2LP, UK; (A.H.); (M.M.); (S.L.); (H.D.)
- Basic Science Department, Faculty of Physical Therapy, Cairo University, Cairo 12613, Egypt
| | - Abi Hall
- Medical School, Faculty of Health and Life Sciences, University of Exeter, Exeter EX1 2LP, UK; (A.H.); (M.M.); (S.L.); (H.D.)
| | - Yasmine Gomaa
- Faculty of Physical Therapy, Kafr Elsheikh University, Kafr Elsheikh 6860404, Egypt;
| | - Maedeh Mansoubi
- Medical School, Faculty of Health and Life Sciences, University of Exeter, Exeter EX1 2LP, UK; (A.H.); (M.M.); (S.L.); (H.D.)
| | - Sallie Lamb
- Medical School, Faculty of Health and Life Sciences, University of Exeter, Exeter EX1 2LP, UK; (A.H.); (M.M.); (S.L.); (H.D.)
| | - Helen Dawes
- Medical School, Faculty of Health and Life Sciences, University of Exeter, Exeter EX1 2LP, UK; (A.H.); (M.M.); (S.L.); (H.D.)
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Loiseau Taupin M, Romeas T, Juste L, Labbé DR. Exploring the effects of 3D-360°VR and 2D viewing modes on gaze behavior, head excursion, and workload during a boxing specific anticipation task. Front Psychol 2023; 14:1235984. [PMID: 37680243 PMCID: PMC10481868 DOI: 10.3389/fpsyg.2023.1235984] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/07/2023] [Accepted: 08/02/2023] [Indexed: 09/09/2023] Open
Abstract
Introduction Recent evidence has started to demonstrate that 360°VR, a type of VR that immerses a user within a 360° video, has advantages over two-dimensional (2D) video displays in the context of perceptual-cognitive evaluation and training. However, there is currently a lack of empirical evidence to explain how perceptual-cognitive strategies differ between these two paradigms when performing sports-related tasks. Thus, the objective of this study was to examine and compare the impact of different viewing conditions (e.g., 3D-360°VR and 2D video displays), on gaze behavior and head excursions in a boxing-specific anticipatory task. A secondary objective was to assess the workload associated with each viewing mode, including the level of presence experienced. Thirdly, an exploratory analysis was conducted to evaluate any potential sex differences. Methods Thirty-two novice participants (16 females) were recruited for this study. A total of 24 single-punch sequences were randomly presented using a standalone VR headset (Pico Neo 3 Pro Eye), with two different viewing modes: 3D-360°VR and 2D. Participants were instructed to respond to the punches with appropriate motor actions, aiming to avoid punches. Gaze behavior was recorded using a Tobii eyetracker embedded in the VR headset. Workload and presence were measured with the SIM-TLX questionnaire. Fixation duration, number of fixations, saccades, search rate and head excursions (roll, pitch, yaw) were analyzed using linear mixed models. Results The results revealed significant shorter fixation durations and more head excursions (roll, pitch) in 3D-360°VR, compared to the 2D viewing mode (ps < 0.05). The sense of presence was found to be much higher in the 3D-360°VR viewing mode (p < 0.05). No sex differences were observed. These results demonstrate that 360°VR elicited shorter fixation durations but mostly greater head excursions and immersion compared to a 2D projection in the context of a boxing-specific task. Discussion These findings contribute to the understanding of previous evidence supporting the possible advantages of using 360°VR over 2D for perceptual-cognitive evaluation and training purposes. Further validation studies that compare behaviors and performance in 360°VR with those in the real-world will be needed.
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Affiliation(s)
- Mildred Loiseau Taupin
- Laboratoire de recherche en imagerie et orthopédie, École de technologie supérieure, Montréal, QC, Canada
- Centre de recherche du Centre hospitalier de l’Université de Montréal, Montréal, QC, Canada
- Institut national du sport du Québec, Montréal, QC, Canada
| | - Thomas Romeas
- Institut national du sport du Québec, Montréal, QC, Canada
- École d’optométrie, Université de Montréal, Montréal, QC, Canada
| | - Lauryn Juste
- Laboratoire de recherche en imagerie et orthopédie, École de technologie supérieure, Montréal, QC, Canada
- Centre de recherche du Centre hospitalier de l’Université de Montréal, Montréal, QC, Canada
| | - David R. Labbé
- Laboratoire de recherche en imagerie et orthopédie, École de technologie supérieure, Montréal, QC, Canada
- Centre de recherche du Centre hospitalier de l’Université de Montréal, Montréal, QC, Canada
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Le Noury PJ, Polman RC, Maloney MA, Gorman AD. XR Programmers Give Their Perspective on How XR Technology can be Effectively Utilised in High-Performance Sport. SPORTS MEDICINE - OPEN 2023; 9:44. [PMID: 37310507 DOI: 10.1186/s40798-023-00593-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Subscribe] [Scholar Register] [Received: 07/05/2022] [Accepted: 05/31/2023] [Indexed: 06/14/2023]
Abstract
BACKGROUND The successful use of extended reality (XR) in sport is highly dependent on the extent to which it can represent the perception-action couplings that exist in the performance setting. However, there are many unknowns regarding the effectiveness of XR technology which is limiting its adoption in sport. Therefore, providing high-performance sporting organisations with more information about the efficacy and utility of XR, specifically its strengths and limitations, is warranted. RESULTS The results provide insight into the limitations of XR and how those limitations are likely to reduce the effectiveness of XR for training motor skills. The participants described opportunities provided by XR for measuring athlete performance and highlighted several practical applications for enhancing athlete and coaching performance. Using artificial intelligence (AI) for training tactical decision-making and creating new movement solutions was also a key finding. CONCLUSIONS The use of XR in sport is in its infancy, and more research is required to establish a deeper understanding of its utility and efficacy. This research provides sporting organisations, coaches, athletes, and XR technology companies with insights into where XR technology can have the greatest positive impact on performance in sport.
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Affiliation(s)
- Peter J Le Noury
- School of Exercise and Nutrition Sciences, Faculty of Health, Queensland University of Technology, Brisbane, QLD, Australia.
| | - Remco C Polman
- Institute of Health and Wellbeing, Federation University, Berwick, VIC, Australia
| | | | - Adam D Gorman
- School of Exercise and Nutrition Sciences, Faculty of Health, Queensland University of Technology, Brisbane, QLD, Australia
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Eisenhardt D, Kits A, Madeleine P, Samani A, Clarke DC, Kristiansen M. Augmented-reality swim goggles accurately and reliably measure swim performance metrics in recreational swimmers. Front Sports Act Living 2023; 5:1188102. [PMID: 37389272 PMCID: PMC10304285 DOI: 10.3389/fspor.2023.1188102] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/16/2023] [Accepted: 05/19/2023] [Indexed: 07/01/2023] Open
Abstract
Background Swimmers commonly access performance metrics such as lap splits, distance, and pacing information between work bouts while they rest. Recently, a new category of tracking devices for swimming was introduced with the FORM Smart Swim Goggles (FORM Goggles). The goggles have a built-in see-through display and are capable of tracking and displaying distance, time splits, stroke, and pace metrics in real time using machine learning and augmented reality through a heads-up display. The purpose of this study was to assess the validity and reliability of the FORM Goggles compared with video analysis for stroke type, pool length count, pool length time, stroke rate, and stroke count in recreational swimmers and triathletes. Method A total of 36 participants performed mixed swimming intervals in a 25-m pool across two identical 900-m swim sessions performed at comparable intensities with 1 week interval. The participants wore FORM Goggles during their swims, which detected the following five swim metrics: stroke type, pool length time, pool length count, stroke count, and stroke rate. Four video cameras were positioned on the pool edges to capture ground truth video footage, which was then manually labeled by three trained individuals. Mean (SD) differences between FORM Goggles and ground truth were calculated for the selected metrics for both sessions. The absolute mean difference and mean absolute percentage error were used to assess the differences of the FORM Goggles relative to ground truth. The test-retest reliability of the goggles was assessed using both relative and absolute reliability metrics. Results Compared with video analysis, the FORM Goggles identified the correct stroke type at a rate of 99.7% (N = 2,354 pool lengths, p < 0.001), pool length count accuracy of 99.8%, and mean differences (FORM Goggles-ground truth) for pool length time: -0.10 s (1.49); stroke count: -0.63 (1.82); and stroke rate: 0.19 strokes/min (3.23). The test-retest intra-class correlation coefficient (ICC) values between the two test days were 0.793 for pool length time, 0.797 for stroke count, and 0.883 for stroke rate. Overall, for pool length time, the residuals were within ±1.0s for 65.3% of the total pool lengths, for stroke count within ±1 stroke for 62.6% of the total pool lengths, and for stroke rate within ±2 strokes/min for 66.40% of the total pool lengths. Conclusion The FORM Goggles were found valid and reliable for the tracking of pool length time, pool length count, stroke count, stroke rate, and stroke type during freestyle, backstroke, and breaststroke swimming in recreational swimmers and triathletes when compared with video analysis. This opens perspectives for receiving real-time information on performance metrics during swimming.
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Affiliation(s)
- Dan Eisenhardt
- Sport Sciences—Performance and Technology, Department of Health Science and Technology, Aalborg University, Gistrup, Denmark
| | - Aidan Kits
- Department of Biomedical Physiology and Kinesiology and Sports Analytics Group, Simon Fraser University, Burnaby, BC, Canada
| | - Pascal Madeleine
- Sport Sciences—Performance and Technology, Department of Health Science and Technology, Aalborg University, Gistrup, Denmark
| | - Afshin Samani
- Sport Sciences—Performance and Technology, Department of Health Science and Technology, Aalborg University, Gistrup, Denmark
| | - David C. Clarke
- Department of Biomedical Physiology and Kinesiology and Sports Analytics Group, Simon Fraser University, Burnaby, BC, Canada
| | - Mathias Kristiansen
- Sport Sciences—Performance and Technology, Department of Health Science and Technology, Aalborg University, Gistrup, Denmark
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Sokołowska B. Impact of Virtual Reality Cognitive and Motor Exercises on Brain Health. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2023; 20:4150. [PMID: 36901160 PMCID: PMC10002333 DOI: 10.3390/ijerph20054150] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 01/26/2023] [Revised: 02/22/2023] [Accepted: 02/23/2023] [Indexed: 06/18/2023]
Abstract
Innovative technologies of the 21st century have an extremely significant impact on all activities of modern humans. Among them, virtual reality (VR) offers great opportunities for scientific research and public health. The results of research to date both demonstrate the beneficial effects of using virtual worlds, and indicate undesirable effects on bodily functions. This review presents interesting recent findings related to training/exercise in virtual environments and its impact on cognitive and motor functions. It also highlights the importance of VR as an effective tool for assessing and diagnosing these functions both in research and modern medical practice. The findings point to the enormous future potential of these rapidly developing innovative technologies. Of particular importance are applications of virtual reality in basic and clinical neuroscience.
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Affiliation(s)
- Beata Sokołowska
- Bioinformatics Laboratory, Mossakowski Medical Research Institute, Polish Academy of Sciences, 02-106 Warsaw, Poland
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