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Lee S, Viola I, Rossi S, Guo Z, Reimat I, Lawicka K, Striner A, Cesar P. Designing and Evaluating a VR Lobby for a Socially Enriching Remote Opera Watching Experience. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:2055-2065. [PMID: 38437080 DOI: 10.1109/tvcg.2024.3372081] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/06/2024]
Abstract
The latest social VR technologies have enabled users to attend traditional media and arts performances together while being geographically removed, making such experiences accessible despite budget, distance, and other restrictions. In this work, we aim at improving the way remote performances are shared by designing and evaluating a VR theatre lobby which serves as a space for users to gather, interact, and relive the common experience of watching a virtual opera. We conducted an initial test with experts ($\mathrm{N}=10$, i.e., designers and opera enthusiasts) in pairs using our VR lobby prototype, developed based on the theoretical lobby design concept. A unique aspect of our experience is its highly realistic representation of users in the virtual space. The test results guided refinements to the VR lobby structure and implementation, aiming to improve the user experience and align it more closely with the social VR lobby's intended purpose. With the enhanced prototype, we ran a between-subject controlled study ($\mathrm{N}=40$) to compare the user experience in the social VR lobby between individuals and paired participants. To do so, we designed and validated a questionnaire to measure the user experience in the VR lobby. Results of our mixed-methods analysis, including interviews, questionnaire results, and user behavior, reveal the strength of our social VR lobby in connecting with other users, consuming the opera in a deeper manner, and exploring new possibilities beyond what is common in real life. All supplemental materials are available at https://github.com/cwi-dis/IEEEVR2024-VRLobby.
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Lin YJ, Hsu WC, Wang KC, Tseng WY, Liao YY. Interactive boxing-cycling on frailty and activity limitations in frail and prefrail older adults: A randomized controlled trial. Ann Phys Rehabil Med 2024; 67:101819. [PMID: 38479253 DOI: 10.1016/j.rehab.2024.101819] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/28/2023] [Revised: 12/12/2023] [Accepted: 12/19/2023] [Indexed: 05/12/2024]
Abstract
BACKGROUND Frailty is common among older adults, often associated with activity limitations during physical and walking tasks. The interactive boxing-cycling combination has the potential to be an innovative and efficient training method, and our hypothesis was that interactive boxing-cycling would be superior to stationary cycling in improving frailty and activity limitations in frail and prefrail older adults. OBJECTIVE To examine the impact of interactive boxing-cycling on frailty and activity limitations in frail and prefrail older adults compared to stationary cycling. MATERIALS AND METHODS A single-blinded randomized controlled trial. Forty-five participants who met at least one frailty phenotype criteria were randomly assigned to receive either interactive boxing-cycling (n = 23) or stationary-cycling (n = 22) for 36 sessions over 12 weeks. The interactive boxing-cycling was performed on a cycle boxer bike with an interactive boxing panel fixed in front of the bike. The primary outcomes were frailty status, including score and phenotypes. Secondary outcomes included activity limitations during physical and walking tasks. The pre- and post-intervention data of both groups were analyzed using a repeated measures two-way ANOVA. RESULTS Both types of cycling significantly improved frailty scores (p<0.001). Interactive boxing-cycling was more effective than stationary cycling in reversing the frailty phenotype of muscle weakness (p = 0.03, odds ratio 9.19) and demonstrated greater improvements than stationary cycling in arm curl (p = 0.002, η2=0.20), functional reach (p = 0.001, η2=0.22), and grip strength (p = 0.02, η2=0.12) tests. Additionally, interactive boxing-cycling exhibited a greater effect on gait speed (p = 0.02, η2=0.13) and gait variability (p = 0.01, η2=0.14) during dual-task walking. CONCLUSION In frail and prefrail older adults, interactive boxing-cycling effectively improves frailty but is not superior to stationary cycling. However, it is more effective at improving certain activity limitations. REGISTRATION NUMBER TCTR20220328001.
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Affiliation(s)
- Yi-Jia Lin
- Graduate Institute of A.I. Cross-disciplinary Tech, National Taiwan University of Science and Technology, Taipei, Taiwan
| | - Wei-Chun Hsu
- Graduate Institute of Biomedical Engineering, National Taiwan University of Science and Technology, Taipei, Taiwan
| | - Kai Chen Wang
- Department of Neurology, Cheng Hsin General Hospital, Taipei, Taiwan
| | - Wan-Yan Tseng
- Department of Physical Therapy and Assistive Technology, National Yang Ming Chiao Tung University, Taipei, Taiwan
| | - Ying-Yi Liao
- Department of Gerontological Health Care, National Taipei University of Nursing and Health Sciences, Taipei, Taiwan.
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Colombo V, Mondellini M, Fumagalli A, Aliverti A, Sacco M. A virtual reality-based endurance training program for COPD patients: acceptability and user experience. Disabil Rehabil Assist Technol 2024; 19:1590-1599. [PMID: 37272556 DOI: 10.1080/17483107.2023.2219699] [Citation(s) in RCA: 3] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/28/2023] [Accepted: 05/25/2023] [Indexed: 06/06/2023]
Abstract
PURPOSE To investigate the acceptability and user experience of an in-hospital endurance training program based on the Virtual Park, a semi-immersive Virtual Reality (VR) system for patients with Chronic Obstructive Pulmonary Disease (COPD).Materials and methodsPatients performed 20 min of cycling two times/day for around ten days. The evaluation included adherence, exercise capacity, physical performance, and user experience. RESULTS Fourteen patients (6 F/8 M; age = 71.29 ± 6.93 years) with mild/moderate COPD participated. The adherence rate was satisfying: 85.71% of patients attended the program without adverse events; the individual attendance rate (86.85% ± 27.43) was also high. The exercise capacity assessed before and after the training significantly improved in our group (6MWT pre-post: t(11)= -5.040, p < 0.05), as happens in standard PR programs. The physical performance metrics of each session indicate that all participants could sustain the proposed training protocol over the whole period. Patients judged the VR experience positively (User Experience Questionnaire = 1.84 ± 0.22) and were highly engaged in the activity for the whole period (Short Flow State Scale pre-post: 4.61 ± 0.27/4.40 ± 0.36). CONCLUSIONS Our preliminary results open the possibility for further investigations on long-term motivation and clinical effectiveness of more immersive VR interventions for COPD.
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Affiliation(s)
- Vera Colombo
- Institute of Intelligent Industrial Technologies and Systems for Advanced Manufacturing (STIIMA), National Research Council (CNR), Lecco, Italy
- Department of Electronics, Information, and Bioengineering (DEIB), Politecnico di Milano, Milano, Italy
| | - Marta Mondellini
- Institute of Intelligent Industrial Technologies and Systems for Advanced Manufacturing (STIIMA), National Research Council (CNR), Lecco, Italy
| | | | - Andrea Aliverti
- Department of Electronics, Information, and Bioengineering (DEIB), Politecnico di Milano, Milano, Italy
| | - Marco Sacco
- Institute of Intelligent Industrial Technologies and Systems for Advanced Manufacturing (STIIMA), National Research Council (CNR), Lecco, Italy
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Ko H, Lim HJ, Park J, Kim K, Suh H, Lee BD, Lee YM, Moon E, Kim DR, Park JH, Shin MJ, Lee YH. Subjective Experience on Virtual Reality-Assisted Mental Health Promotion Program. Psychiatry Investig 2024; 21:380-386. [PMID: 38695045 PMCID: PMC11065531 DOI: 10.30773/pi.2023.0286] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/23/2023] [Revised: 12/18/2023] [Accepted: 01/12/2024] [Indexed: 05/04/2024] Open
Abstract
OBJECTIVE Mental health promotion programs using virtual reality (VR) technology have been developed in various forms. This study aimed to investigate the subjective experience of a VR-assisted mental health promotion program for the community population, which was provided in the form of VR experience on a bus to increase accessibility. METHODS Ninety-six people participated in this study. The relationship between the subjective experience and mental health states such as depression, anxiety, perceived stress, and quality of life was explored. The subjective experience on depression and stress before and after VR program treatment was compared using the Wilcoxon signed-rank test. The satisfaction with the VR-assisted mental health promotion program was examined after using the VR program. RESULTS The VR-assisted mental health promotion program on a bus significantly improved subjective symptoms such as depression (p=0.036) and perceived stress (p=0.010) among all the participants. Among the high-risk group, this VR program significantly relieved subjective depressive feeling score (p=0.033), and subjective stressful feeling score (p=0.035). In contrast, there were no significant changes in subjective depressive feelings (p=0.182) and subjective stressful feelings (p=0.058) among the healthy group. Seventy-two percent of the participants reported a high level of satisfaction, scoring 80 points or more. CONCLUSION The findings of this study suggest that the VR-assisted mental health promotion program may effectively improve the subjective depressive and stressful feelings. The use of VR programs on buses to increase of accessibility for the community could be a useful approach for promoting mental health among the population.
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Affiliation(s)
- Hyebin Ko
- Department of Psychiatry, Pusan National University Hospital, Busan, Republic of Korea
| | - Hyun Ju Lim
- Biomedical Research Institute, Pusan National University Hospital, Busan, Republic of Korea
- Department of Psychology, Gyeoungsang National University, Jinju, Republic of Korea
| | - Jeonghyun Park
- Biomedical Research Institute, Pusan National University Hospital, Busan, Republic of Korea
| | - Kyungwon Kim
- Department of Psychiatry, Pusan National University Hospital, Busan, Republic of Korea
- Biomedical Research Institute, Pusan National University Hospital, Busan, Republic of Korea
- Department of Psychology, Gyeoungsang National University, Jinju, Republic of Korea
| | - Hwagyu Suh
- Department of Psychiatry, Pusan National University Hospital, Busan, Republic of Korea
- Biomedical Research Institute, Pusan National University Hospital, Busan, Republic of Korea
- Department of Psychology, Gyeoungsang National University, Jinju, Republic of Korea
| | - Byung Dae Lee
- Department of Psychiatry, Pusan National University Hospital, Busan, Republic of Korea
- Biomedical Research Institute, Pusan National University Hospital, Busan, Republic of Korea
- Department of Psychiatry, Pusan National University School of Medicine, Yangsan, Republic of Korea
| | - Young Min Lee
- Department of Psychiatry, Pusan National University Hospital, Busan, Republic of Korea
- Biomedical Research Institute, Pusan National University Hospital, Busan, Republic of Korea
- Department of Psychiatry, Pusan National University School of Medicine, Yangsan, Republic of Korea
| | - Eunsoo Moon
- Department of Psychiatry, Pusan National University Hospital, Busan, Republic of Korea
- Biomedical Research Institute, Pusan National University Hospital, Busan, Republic of Korea
- Department of Psychiatry, Pusan National University School of Medicine, Yangsan, Republic of Korea
| | - Du-Ri Kim
- Biomedical Research Institute, Pusan National University Hospital, Busan, Republic of Korea
- Health Convergence Medicine Laboratory, Pusan National University Hospital, Busan, Republic of Korea
| | - Jong-Hwan Park
- Biomedical Research Institute, Pusan National University Hospital, Busan, Republic of Korea
- Health Convergence Medicine Laboratory, Pusan National University Hospital, Busan, Republic of Korea
| | - Myung-Jun Shin
- Biomedical Research Institute, Pusan National University Hospital, Busan, Republic of Korea
- Department of Rehabilitation Medicine, School of Medicine, Pusan National University Hospital, Busan, Republic of Korea
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Bruni F, Mancuso V, Stramba-Badiale C, Stramba-Badiale M, Riva G, Goulene K, Cipresso P, Pedroli E. Beyond traditional training: Integrating data from semi-immersive VR dual-task intervention in Parkinsonian Syndromes. A study protocol. PLoS One 2024; 19:e0294199. [PMID: 38300977 PMCID: PMC10833523 DOI: 10.1371/journal.pone.0294199] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/16/2023] [Accepted: 10/22/2023] [Indexed: 02/03/2024] Open
Abstract
Completing cognitive and motor tasks simultaneously requires a high level of cognitive control in terms of executive processes and attentional abilities. Most of the daily activities require a dual-task performance. While walking, for example, it may be necessary to adapt gait to obstacles of the environment or simply participate in a conversation; all these activities involve more than one ability at the same time. This parallel performance may be critical in the cognitive or motor load, especially for patients with neurological diseases such as Parkinsonian Syndromes. Patients are often characterized by a crucial impairment in performing both tasks concurrently, showing a decrease in attention skills and executive functions, thus leading to increased negative outcomes. In this scenario, the accurate assessment of the components involved in dual-task performance is crucial, and providing an early specific training program appears to be essential. The objective of this protocol is to assess cognitive and motor components involved in dual-task performance and create a training program based on ecological activities focusing on executive and motor functions. Thus, we will employ Virtual Reality to provide semi-immersive, multisensory, ecological, standardized, and realistic experiences for rehabilitative purposes in patients with Parkinsonian Syndromes, considering its high prevalence in aging and the incidence of motor and cognitive dysfunctions in this population. Moreover, we propose to integrate the great amount of different data provided by dual-task and Virtual Reality system, using machine learning techniques. These integrations may increase the treatment's reliability in terms of better prognostic indexes and individualized training.
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Affiliation(s)
| | | | - Chiara Stramba-Badiale
- Applied Technology for Neuropsychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy
| | - Marco Stramba-Badiale
- Department of Geriatrics and Cardiovascular Medicine, IRCCS Istituto Auxologico Italiano, Milan, Italy
| | - Giuseppe Riva
- Applied Technology for Neuropsychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy
- Human Technology Lab, Catholic University of the Sacred Heart, Milan, Italy
| | - Karine Goulene
- Department of Geriatrics and Cardiovascular Medicine, IRCCS Istituto Auxologico Italiano, Milan, Italy
| | - Pietro Cipresso
- Department of Psychology, University of Turin, Turin, Italy
- Istituto Auxologico Italiano, IRCCS, Unit of Neurology and Neurorehabilitation, San Giuseppe Hospital Piancavallo, Verbania, Italy
| | - Elisa Pedroli
- Faculty of Psychology, eCampus University, Novedrate, Italy
- Department of Geriatrics and Cardiovascular Medicine, IRCCS Istituto Auxologico Italiano, Milan, Italy
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Catania V, Rundo F, Panerai S, Ferri R. Virtual Reality for the Rehabilitation of Acquired Cognitive Disorders: A Narrative Review. Bioengineering (Basel) 2023; 11:35. [PMID: 38247912 PMCID: PMC10813804 DOI: 10.3390/bioengineering11010035] [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: 11/13/2023] [Revised: 12/19/2023] [Accepted: 12/27/2023] [Indexed: 01/23/2024] Open
Abstract
This review article explores the use of Virtual Reality (VR) technology in cognitive rehabilitation for individuals with neurological conditions, such as stroke, traumatic brain injury, and neurodegenerative diseases. The introduction highlights the challenges posed by cognitive impairments and the limitations of traditional rehabilitation methods. VR is presented as a transformative tool that immerses individuals in interactive environments, offering promising opportunities for enhancing cognitive functions and improving quality of life. This article covers the foundational principles of VR, its applications across different clinical conditions and cognitive domains, and evaluates empirical evidence supporting its efficacy. It also discusses the advantages, limitations, challenges, and ethical considerations in the use of VR for cognitive rehabilitation. This review concludes by exploring future developments, including advancements in VR technology, the integration of Augmented Reality (AR) and artificial intelligence (AI), and the importance of standardized assessment tools for the objective evaluation of rehabilitation outcomes.
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Affiliation(s)
| | | | | | - Raffaele Ferri
- Units of Psychology I.C. and Unit of Bioinformatics and Statistics, Oasi Research Institute-IRCCS, 94018 Troina, Italy; (V.C.); (F.R.); (S.P.)
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Yoon KI, Jeong TS, Kim SC, Lim SC. Anonymizing at-home fitness: enhancing privacy and motivation with virtual reality and try-on. Front Public Health 2023; 11:1333776. [PMID: 38192556 PMCID: PMC10773911 DOI: 10.3389/fpubh.2023.1333776] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/06/2023] [Accepted: 11/28/2023] [Indexed: 01/10/2024] Open
Abstract
Introduction This study aimed to address privacy concerns associated with video conferencing tools used in home-based exercise training. To that end, a method that could anonymize participants' appearances and exercise environments during at-home fitness sessions was proposed. Methods This method combines virtual reality for 3-D human-model rendering using key-points tracking with a virtual try-on system enhanced by UV mapping and instance segmentation. To validate the proposed method, we conducted a user study by recruiting participants to assess effectiveness of virtual reality and virtual try-on in terms of privacy protection, self-confidence, and coaching satisfaction. Results Experimental results demonstrated the effectiveness and improved user experience of using virtual reality or virtual try-on in remote fitness, particularly in enhancing privacy protection and self-confidence with statistical significance. However, no significant differences were noted in coaching satisfaction. Discussion These findings confirmed the efficacy of our proposed approach. We believe that the proposed approach can significantly contribute to the future of remote fitness training, offering a more secure and engaging environment for users, thereby potentially increasing adherence to fitness regimens and overall physical wellbeing.
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Affiliation(s)
- Kang-Il Yoon
- Department of Mechanical, Robotics, and Energy Engineering, Dongguk University, Seoul, Republic of Korea
| | - Tae-Soo Jeong
- Department of Mechanical, Robotics, and Energy Engineering, Dongguk University, Seoul, Republic of Korea
| | - Seung-Chan Kim
- Machine Learning Systems Lab, College of Sports Science, Sungkyunkwan University, Suwon, Republic of Korea
| | - Soo-Chul Lim
- Department of Mechanical, Robotics, and Energy Engineering, Dongguk University, Seoul, Republic of Korea
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Lin J, Cronje J, Wienrich C, Pauli P, Latoschik ME. Visual Indicators Representing Avatars' Authenticity in Social Virtual Reality and Their Impacts on Perceived Trustworthiness. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:4589-4599. [PMID: 37788202 DOI: 10.1109/tvcg.2023.3320234] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/05/2023]
Abstract
Photorealistic avatars show great potential in social VR and VR collaboration. However, identity and privacy issues are threatening avatars' authenticity in social VR. In addition to the necessary authentication and protection, effective solutions are needed to convey avatars' authenticity status to users and thereby enhance the overall trustworthiness. We designed several visual indicators (VIs) using static or dynamic visual effects on photorealistic avatars and evaluated their effectiveness in visualizing avatars' authenticity status. In this study we explored suitable attributes and designs for conveying the authenticity of photorealistic avatars and influencing their perceived trustworthiness. Furthermore, we investigated how different interactivity levels influence their effectiveness (the avatar was either presented in a static image, an animated video clip, or an immersive virtual environment). Our findings showed that using a full name can increase trust, while most other VIs could decrease users' trust. We also found that interactivity levels significantly impacted users' trust and the effectiveness of VIs. Based on our results, we developed design guidelines for visual indicators as effective tools to convey authenticity, as a first step towards the improvement of trustworthiness in social VR with identity management.
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Kourtesis P, Kouklari EC, Roussos P, Mantas V, Papanikolaou K, Skaloumbakas C, Pehlivanidis A. Virtual Reality Training of Social Skills in Adults with Autism Spectrum Disorder: An Examination of Acceptability, Usability, User Experience, Social Skills, and Executive Functions. Behav Sci (Basel) 2023; 13:bs13040336. [PMID: 37102850 PMCID: PMC10136366 DOI: 10.3390/bs13040336] [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: 01/26/2023] [Revised: 03/14/2023] [Accepted: 04/15/2023] [Indexed: 04/28/2023] Open
Abstract
Poor social skills in autism spectrum disorder (ASD) are associated with reduced independence in daily life. Current interventions for improving the social skills of individuals with ASD fail to represent the complexity of real-life social settings and situations. Virtual reality (VR) may facilitate social skills training in social environments and situations similar to those in real life; however, more research is needed to elucidate aspects such as the acceptability, usability, and user experience of VR systems in ASD. Twenty-five participants with ASD attended a neuropsychological evaluation and three sessions of VR social skills training, which incorporated five social scenarios with three difficulty levels. Participants reported high acceptability, system usability, and user experience. Significant correlations were observed between performance in social scenarios, self-reports, and executive functions. Working memory and planning ability were significant predictors of the functionality level in ASD and the VR system's perceived usability, respectively. Yet, performance in social scenarios was the best predictor of usability, acceptability, and functionality level. Planning ability substantially predicted performance in social scenarios, suggesting an implication in social skills. Immersive VR social skills training in individuals with ASD appears to be an appropriate service, but an errorless approach that is adaptive to the individual's needs should be preferred.
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Affiliation(s)
- Panagiotis Kourtesis
- Department of Psychology, National and Kapodistrian University of Athens, 157 84 Athens, Greece
- Department of Psychology, University of Edinburgh, Edinburgh EH8 9AD, UK
| | - Evangelia-Chrysanthi Kouklari
- Department of Child Psychiatry, Aghia Sophia Children's Hospital, School of Medicine, National and Kapodistrian University of Athens, 115 27 Athens, Greece
- 1st Department of Psychiatry, Eginition Hospital, School of Medicine, National and Kapodistrian University of Athens, 115 28 Athens, Greece
| | - Petros Roussos
- Department of Psychology, National and Kapodistrian University of Athens, 157 84 Athens, Greece
| | - Vasileios Mantas
- 1st Department of Psychiatry, Eginition Hospital, School of Medicine, National and Kapodistrian University of Athens, 115 28 Athens, Greece
| | - Katerina Papanikolaou
- Department of Child Psychiatry, Aghia Sophia Children's Hospital, School of Medicine, National and Kapodistrian University of Athens, 115 27 Athens, Greece
| | - Christos Skaloumbakas
- Department of Child Psychiatry, P. & A. Kyriakou Children's Hospital, 115 28 Athens, Greece
- Habilis, R&D Team, 141 22 Athens, Greece
| | - Artemios Pehlivanidis
- 1st Department of Psychiatry, Eginition Hospital, School of Medicine, National and Kapodistrian University of Athens, 115 28 Athens, Greece
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Kim C, Cha HS, Kim J, Kwak H, Lee W, Im CH. Facial Motion Capture System Based on Facial Electromyogram and Electrooculogram for Immersive Social Virtual Reality Applications. SENSORS (BASEL, SWITZERLAND) 2023; 23:3580. [PMID: 37050641 PMCID: PMC10099104 DOI: 10.3390/s23073580] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 01/12/2023] [Revised: 02/28/2023] [Accepted: 03/27/2023] [Indexed: 06/19/2023]
Abstract
With the rapid development of virtual reality (VR) technology and the market growth of social network services (SNS), VR-based SNS have been actively developed, in which 3D avatars interact with each other on behalf of the users. To provide the users with more immersive experiences in a metaverse, facial recognition technologies that can reproduce the user's facial gestures on their personal avatar are required. However, it is generally difficult to employ traditional camera-based facial tracking technology to recognize the facial expressions of VR users because a large portion of the user's face is occluded by a VR head-mounted display (HMD). To address this issue, attempts have been made to recognize users' facial expressions based on facial electromyogram (fEMG) recorded around the eyes. fEMG-based facial expression recognition (FER) technology requires only tiny electrodes that can be readily embedded in the HMD pad that is in contact with the user's facial skin. Additionally, electrodes recording fEMG signals can simultaneously acquire electrooculogram (EOG) signals, which can be used to track the user's eyeball movements and detect eye blinks. In this study, we implemented an fEMG- and EOG-based FER system using ten electrodes arranged around the eyes, assuming a commercial VR HMD device. Our FER system could continuously capture various facial motions, including five different lip motions and two different eyebrow motions, from fEMG signals. Unlike previous fEMG-based FER systems that simply classified discrete expressions, with the proposed FER system, natural facial expressions could be continuously projected on the 3D avatar face using machine-learning-based regression with a new concept named the virtual blend shape weight, making it unnecessary to simultaneously record fEMG and camera images for each user. An EOG-based eye tracking system was also implemented for the detection of eye blinks and eye gaze directions using the same electrodes. These two technologies were simultaneously employed to implement a real-time facial motion capture system, which could successfully replicate the user's facial expressions on a realistic avatar face in real time. To the best of our knowledge, the concurrent use of fEMG and EOG for facial motion capture has not been reported before.
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Affiliation(s)
- Chunghwan Kim
- Department of Electronic Engineering, Hanyang University, Seoul 04763, Republic of Korea; (C.K.); (H.-S.C.); (J.K.)
| | - Ho-Seung Cha
- Department of Electronic Engineering, Hanyang University, Seoul 04763, Republic of Korea; (C.K.); (H.-S.C.); (J.K.)
| | - Junghwan Kim
- Department of Electronic Engineering, Hanyang University, Seoul 04763, Republic of Korea; (C.K.); (H.-S.C.); (J.K.)
| | - HwyKuen Kwak
- Hanwha Systems Co., Ltd., Seongnam 13524, Republic of Korea;
| | - WooJin Lee
- Korea Research Institute for defense Technology Planning and Advancement, Jinju 52851, Republic of Korea;
| | - Chang-Hwan Im
- Department of Electronic Engineering, Hanyang University, Seoul 04763, Republic of Korea; (C.K.); (H.-S.C.); (J.K.)
- Department of Biomedical Engineering, Hanyang University, Seoul 04763, Republic of Korea
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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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Impact of Perceived Safety and Barriers on Physical Activity Levels in Community-Dwelling Older Adults During the COVID-19 Pandemic in Singapore: A Cross-Sectional Mixed Methods Study. J Aging Phys Act 2023; 31:89-95. [PMID: 35894957 DOI: 10.1123/japa.2021-0184] [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: 05/17/2021] [Revised: 04/03/2022] [Accepted: 05/16/2022] [Indexed: 02/03/2023]
Abstract
This descriptive cross-sectional mixed methods study conducted in Singapore aimed to describe community-dwelling older adults' differences in physical activity (PA) based on perceived safety to exercise, barriers to PA, and preferred modes of PA during a pandemic. Out of 268 older adults, 25.4% felt unsafe to exercise during the pandemic. More participants who felt unsafe were aged 75 years and older (72.1% vs. 57.0%, p = .028) and lacked formal education (54.4% vs. 37.0%, p = .040). Barriers included difficulties exercising with masks, family concerns, and exercise center closures. Those who felt unsafe were significantly more likely to exercise at home and had significantly shorter duration of exercise and walks per week (2.72 vs. 4.50 hr, p = .002). Perceived barriers and exercise preferences should be considered when developing programs to improve older adults' PA during pandemics.
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de’Sperati C, Dalmasso V, Moretti M, Høeg ER, Baud-Bovy G, Cozzi R, Ippolito J. Enhancing Visual Exploration through Augmented Gaze: High Acceptance of Immersive Virtual Biking by Oldest Olds. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2023; 20:1671. [PMID: 36767037 PMCID: PMC9914324 DOI: 10.3390/ijerph20031671] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 12/08/2022] [Revised: 01/12/2023] [Accepted: 01/13/2023] [Indexed: 06/18/2023]
Abstract
The diffusion of virtual reality applications dedicated to aging urges us to appraise its acceptance by target populations, especially the oldest olds. We investigated whether immersive virtual biking, and specifically a visuomotor manipulation aimed at improving visual exploration (augmented gaze), was well accepted by elders living in assisted residences. Twenty participants (mean age 89.8 years, five males) performed three 9 min virtual biking sessions pedalling on a cycle ergometer while wearing a Head-Mounted Display which immersed them inside a 360-degree pre-recorded biking video. In the second and third sessions, the relationship between horizontal head rotation and contingent visual shift was experimentally manipulated (augmented gaze), the visual shift being twice (gain = 2.0) or thrice (gain = 3.0) the amount of head rotation. User experience, motion sickness and visual exploration were measured. We found (i) very high user experience ratings, regardless of the gain; (ii) no effect of gain on motion sickness; and (iii) increased visual exploration (slope = +46%) and decreased head rotation (slope = -18%) with augmented gaze. The improvement in visual exploration capacity, coupled with the lack of intolerance signs, suggests that augmented gaze can be a valuable tool to improve the "visual usability" of certain virtual reality applications for elders, including the oldest olds.
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Affiliation(s)
- Claudio de’Sperati
- Laboratory of Action, Perception and Cognition, School of Psychology, Vita-Salute San Raffaele University, 20132 Milan, Italy
| | - Vittorio Dalmasso
- Laboratory of Action, Perception and Cognition, School of Psychology, Vita-Salute San Raffaele University, 20132 Milan, Italy
| | - Michela Moretti
- Laboratory of Action, Perception and Cognition, School of Psychology, Vita-Salute San Raffaele University, 20132 Milan, Italy
| | - Emil Rosenlund Høeg
- Multisensory Experience Laboratory, Department of Architecture, Design and Media Technology, Aalborg University, 2450 Copenhagen, Denmark
| | - Gabriel Baud-Bovy
- Laboratory of Action, Perception and Cognition, School of Psychology, Vita-Salute San Raffaele University, 20132 Milan, Italy
| | - Roberto Cozzi
- RSA San Giuseppe, Associazione Monte Tabor, 20132 Milan, Italy
| | - Jacopo Ippolito
- RSA San Giuseppe, Associazione Monte Tabor, 20132 Milan, Italy
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14
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Gu P, Liang Z, Zhang H, Zhang D. Effects of Attitudes towards Exercise Behaviour, Use of Sports Apps and COVID-19 on Intentions to Exercise. J Pers Med 2022; 12:1434. [PMID: 36143219 PMCID: PMC9503378 DOI: 10.3390/jpm12091434] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/28/2022] [Revised: 08/21/2022] [Accepted: 08/29/2022] [Indexed: 11/23/2022] Open
Abstract
The sudden outbreak of the novel coronavirus pandemic in 2019 disrupted the normal order of life and work, and the virus is still a major threat prevailing the globe. Confronted with the unknown virus, citizens have been following government policies of COVID-19 treatment and containment, and actively improving their immunity through physical activity (PA). This paper is concerned with ways to guide or promote people's willingness to exercise, one of the most effective means to boost immunity. Based on the "attitude-intention" correlation defined in the theory of planned behaviour (TPB), this study, by synchronizing online data about workouts, explores the influence of people's attitudes towards PA behaviour in promoting their intentions to engage in such behaviours as a means to fight the pandemic. In addition, the attitudes towards the use of sports apps and the epidemic are also reckoned with to investigate influencing factors promoting physical activity during the lockdown. The results of the study have been derived from the data of 1223 valid questionnaires, which are subjected to hierarchical regression analysis. Attitudes towards exercise and the use of sports apps are proven to have a significant impact on PA intentions, and the two variables are in direct proportion, with more positive attitudes leading to higher intentions; in contrast, attitudes towards the epidemic do not exhibit an obvious effect. In this light, it is advisable that when clinicians treat COVID-19 patients and medical departments respond to the epidemic, they actively make affirmative influences on peoples' attitudes towards exercise and formulate appropriate exercise plans based on indicators detected and recorded by sports apps such as vital capacity, heart rate, respiratory index and self-perceived intensity to help them face the risk of the epidemic with more confidence.
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Affiliation(s)
- Peng Gu
- School of Media and Communication, Soochow University, Suzhou 215031, China
| | - Zeheng Liang
- School of Media and Communication, Soochow University, Suzhou 215031, China
| | - Hao Zhang
- School of Media and Communication, Soochow University, Suzhou 215031, China
| | - Dazhi Zhang
- School of Physical Education and Sports, Soochow University, Suzhou 215031, China
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15
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Conceptual Design of an Extended Reality Exercise Game for the Elderly. APPLIED SCIENCES-BASEL 2022. [DOI: 10.3390/app12136436] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/04/2023]
Abstract
Facing the increasingly serious ageing problem, IT technology is being applied more and more to alleviate the increasing health demands of the elderly. Virtual reality (VR) games, in particular, have been shown to benefit the physical and mental health of the elderly. However, almost all consumer-level VR games address the general user, not considering the characteristics of the elderly, such as their particular needs regarding cognitive aspects and safety. In addition, the existing VR rowing games’ research typically focuses on athlete training or is based on a rowing machine. Extending on previous research, this paper proposes a conceptual design of a VR rowing game, VRrowing to provide a home exercise game for the elderly which benefits both physical and mental health. This research first analysed the relevant literature and existing VR exercise games for the elderly to find characteristics and their particular needs. Then, following design principles (in exercise games, human–computer interaction, and user interfaces (UIs)) for the elderly, this study proposed a conceptual design of VRrowing through the MDA framework (standing for mechanics, dynamics, and aesthetics). The results cover the system architecture, activities and tasks, patterns and roles, mechanics and structures, and UI examples. Based on comprehensive consideration of the results from relevant research and fostering strengths and circumventing weaknesses, VRrowing was designed as a sports game, aimed at the elderly according to their characteristics and needs, which fills the void of home VR rowing games for seniors’ exercise. This research has reference value for scientific research or development personnel in VR game applications and evaluations, especially for such games targeting the elderly.
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16
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Fotteler ML, Mühlbauer V, Brefka S, Mayer S, Kohn B, Holl F, Swoboda W, Gaugisch P, Risch B, Denkinger M, Dallmeier D. The Effectiveness of Assistive Technologies for Older Adults and the Influence of Frailty: Systematic Literature Review of Randomized Controlled Trials. JMIR Aging 2022; 5:e31916. [PMID: 35377322 PMCID: PMC9016506 DOI: 10.2196/31916] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/19/2021] [Revised: 11/09/2021] [Accepted: 12/13/2021] [Indexed: 12/05/2022] Open
Abstract
Background The use of assistive technologies (ATs) to support older people has been fueled by the demographic change and technological progress in many countries. These devices are designed to assist seniors, enable independent living at home or in residential facilities, and improve quality of life by addressing age-related difficulties. Objective We aimed to evaluate the effectiveness of ATs on relevant outcomes with a focus on frail older adults. Methods A systematic literature review of randomized controlled trials evaluating ATs was performed according to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. The Ovid Medline, PsycINFO, SocIndex, CINAHL (Cumulative Index to Nursing and Allied Health Literature), CENTRAL (Cochrane Central Register of Controlled Trials), and IEEEXplore databases were searched from January 1, 2009, to March 15, 2019. ATs were included when aiming to support the domains autonomy, communication, or safety of older people with a mean age ≥65 years. Trials performed within a laboratory setting were excluded. Studies were retrospectively categorized according to the physical frailty status of participants. Results A total of 19 trials with a high level of heterogeneity were included in the analysis. Six device categories were identified: mobility, personal disease management, medication, mental support, hearing, and vision. Eight trials showed significant effectiveness in all or some of the primary outcome measures. Personal disease management devices seem to be the most effective, with four out of five studies showing significant improvement of disease-related outcomes. Frailty could only be assessed for seven trials. Studies including participants with significant or severe impairment showed no effectiveness. Conclusions Different ATs show some promising results in well-functioning but not in frail older adults, suggesting that the evaluated ATs might not (yet) be suitable for this subgroup. The uncertainty of the effectiveness of ATs and the lack of high-quality research for many promising supportive devices were confirmed in this systematic review. Large studies, also including frail older adults, and clear standards are needed in the future to guide professionals, older users, and their relatives. Trial Registration PROSPERO CRD42019130249; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=130249
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Affiliation(s)
- Marina Liselotte Fotteler
- DigiHealth Institute, Neu-Ulm University of Applied Sciences, Neu-Ulm, Germany.,Research Unit on Ageing, Agaplesion Bethesda Clinic Ulm, Ulm, Germany.,Institute for Geriatric Research, Ulm University, Ulm, Germany.,Geriatric Center Ulm/Alb-Donau, Ulm, Germany
| | - Viktoria Mühlbauer
- DigiHealth Institute, Neu-Ulm University of Applied Sciences, Neu-Ulm, Germany
| | - Simone Brefka
- Research Unit on Ageing, Agaplesion Bethesda Clinic Ulm, Ulm, Germany.,Institute for Geriatric Research, Ulm University, Ulm, Germany.,Geriatric Center Ulm/Alb-Donau, Ulm, Germany
| | - Sarah Mayer
- Research Unit on Ageing, Agaplesion Bethesda Clinic Ulm, Ulm, Germany.,Geriatric Center Ulm/Alb-Donau, Ulm, Germany
| | - Brigitte Kohn
- Research Unit on Ageing, Agaplesion Bethesda Clinic Ulm, Ulm, Germany.,Geriatric Center Ulm/Alb-Donau, Ulm, Germany
| | - Felix Holl
- DigiHealth Institute, Neu-Ulm University of Applied Sciences, Neu-Ulm, Germany.,Institute for Medical Information Processing, Biometry, and Epidemiology, Ludwig Maximilian University of Munich, Munich, Germany.,Institute for Global Health Sciences, University of California San Francisco, San Francisco, CA, United States
| | - Walter Swoboda
- DigiHealth Institute, Neu-Ulm University of Applied Sciences, Neu-Ulm, Germany
| | - Petra Gaugisch
- Fraunhofer-Institute for Industrial Engineering, Stuttgart, Germany
| | - Beate Risch
- Fraunhofer-Institute for Industrial Engineering, Stuttgart, Germany
| | - Michael Denkinger
- Research Unit on Ageing, Agaplesion Bethesda Clinic Ulm, Ulm, Germany.,Institute for Geriatric Research, Ulm University, Ulm, Germany.,Geriatric Center Ulm/Alb-Donau, Ulm, Germany
| | - Dhayana Dallmeier
- Research Unit on Ageing, Agaplesion Bethesda Clinic Ulm, Ulm, Germany.,Geriatric Center Ulm/Alb-Donau, Ulm, Germany.,Department of Epidemiology, Boston University School of Public Health, Boston, MA, United States
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17
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Chaze F, Hayden L, Azevedo A, Kamath A, Bucko D, Kashlan Y, Dube M, De Paula J, Jackson A, Reyna C, Dupuis K, Tsotsos L. Virtual reality and well-being in older adults: Results from a pilot implementation of virtual reality in long-term care. J Rehabil Assist Technol Eng 2022; 9:20556683211072384. [PMID: 35154808 PMCID: PMC8832624 DOI: 10.1177/20556683211072384] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/13/2020] [Accepted: 12/20/2021] [Indexed: 11/15/2022] Open
Abstract
Introduction This paper describes the findings of a pilot implementation project that explored the potential of virtual reality (VR) technology in recreational programming to support the well-being of older adults in long-term care (LTC) homes. Methods 32 Adults in four LTC homes participated in a pilot implementation project where they viewed VR experiences of popular locations in Canada created especially for this project. Data in this paper are based on multiple viewing experiences (n = 102) over a two-week period. Results VR appeared to be an effective distraction from pain for the participants. Participants of this study found the VR experiences to be enjoyable and were relaxed and happy while viewing them. Most participants were attentive or focused while viewing the VR experiences, and the experiences were found to be a source of reminiscence for some of the participants. Participants related well to others around them during a majority of the experiences and the VR experiences were a point of conversation between the staff and the participants. Conclusion The findings from this pilot implementation reveal that VR shows potential to enhance the physical, emotional, cognitive, and social well-being of older adults living in LTC, including those living with cognitive impairment.
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Affiliation(s)
- Ferzana Chaze
- Faculty of Applied Health and Community Studies, Sheridan College, Oakville, ON, Canada
| | - Leigh Hayden
- Centre for Elder Research, Sheridan College, Oakville, ON, Canada
| | - Andrea Azevedo
- Sheridan College Institute of Technology and Advanced Learning, Oakville, ON, Canada
| | - Ashwin Kamath
- Sheridan College Institute of Technology and Advanced Learning, Oakville, ON, Canada
| | - Destanee Bucko
- Sheridan College Institute of Technology and Advanced Learning, Oakville, ON, Canada
| | - Yara Kashlan
- Sheridan College Institute of Technology and Advanced Learning, Oakville, ON, Canada
| | - Mireille Dube
- Sheridan College Institute of Technology and Advanced Learning, Oakville, ON, Canada
| | - Jacqueline De Paula
- Sheridan College Institute of Technology and Advanced Learning, Oakville, ON, Canada
| | | | - Christianne Reyna
- Sheridan College Institute of Technology and Advanced Learning, Oakville, ON, Canada
| | - Kate Dupuis
- Faculty of Applied Health and Community Studies, Sheridan College, Oakville, ON, Canada.,Centre for Elder Research, Sheridan College, Oakville, ON, Canada.,Sheridan College Institute of Technology and Advanced Learning, Oakville, ON, Canada
| | - Lia Tsotsos
- Centre for Elder Research, Sheridan College, Oakville, ON, Canada
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18
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Arias-Casais N, Amuthavalli Thiyagarajan J, Rodrigues Perracini M, Park E, Van den Block L, Sumi Y, Sadana R, Banerjee A, Han ZA. What long-term care interventions have been published between 2010 and 2020? Results of a WHO scoping review identifying long-term care interventions for older people around the world. BMJ Open 2022; 12:e054492. [PMID: 35105637 PMCID: PMC8808408 DOI: 10.1136/bmjopen-2021-054492] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/08/2021] [Accepted: 12/20/2021] [Indexed: 01/23/2023] Open
Abstract
OBJECTIVE The global population is rapidly ageing. To tackle the increasing prevalence of older adults' chronic conditions, loss of intrinsic capacity and functional ability, long-term care interventions are required. The study aim was to identify long-term care interventions reported in scientific literature from 2010 to 2020 and categorise them in relation to WHO's public health framework of healthy ageing. DESIGN Scoping review conducted on PubMed, CINHAL, Cochrane and Google Advanced targeting studies reporting on long-term care interventions for older and frail adults. An internal validated Excel matrix was used for charting.Setting nursing homes, assisted care homes, long-term care facilities, home, residential houses for the elderly and at the community. INCLUSION CRITERIA Studies published in peer-reviewed journals between 1 January 2010 to 1 February 2020 on implemented interventions with outcome measures provided in the settings mentioned above for subjects older than 60 years old in English, Spanish, German, Portuguese or French. RESULTS 305 studies were included. Fifty clustered interventions were identified and organised into four WHO Healthy Ageing domains and 20 subdomains. All interventions delved from high-income settings; no interventions from low-resource settings were identified. The most frequently reported interventions were multimodal exercise (n=68 reports, person-centred assessment and care plan development (n=22), case management for continuum care (n=16), multicomponent interventions (n=15), psychoeducational interventions for caregivers (n=13) and interventions mitigating cognitive decline (n=13). CONCLUSION The identified interventions are diverse overarching multiple settings and areas seeking to prevent, treat and improve loss of functional ability and intrinsic capacity. Interventions from low-resource settings were not identified.
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Affiliation(s)
- Natalia Arias-Casais
- ATLANTES Global Observatory for Palliative Care, University of Navarra, Pamplona, Spain
| | | | | | - Eunok Park
- College of Nursing, Jeju National University, Jeju, Republic of Korea
| | - Lieve Van den Block
- Department of Family Medicine and Chronic Care, Vrije Universiteit Brussel, Brussels, Belgium
- End-of-Life Care Research Group, Vrije Universiteit Brussel, Brussels, Belgium
| | - Yuka Sumi
- Maternal, Newborn, Child and Adolescent Health and Ageing, World Health Organization, Geneva, Switzerland
| | - Ritu Sadana
- Maternal, Newborn, Child and Adolescent Health and Ageing, World Health Organization, Geneva, Switzerland
| | - Anshu Banerjee
- Maternal, Newborn, Child and Adolescent Health and Ageing, World Health Organization, Geneva, Switzerland
| | - Zee-A Han
- Maternal, Newborn, Child and Adolescent Health and Ageing, World Health Organization, Geneva, Switzerland
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19
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Baragash RS, Aldowah H, Ghazal S. Virtual and augmented reality applications to improve older adults' quality of life: A systematic mapping review and future directions. Digit Health 2022; 8:20552076221132099. [PMID: 36339904 PMCID: PMC9629585 DOI: 10.1177/20552076221132099] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/19/2022] [Accepted: 09/25/2022] [Indexed: 11/06/2022] Open
Abstract
Objective The use of virtual reality and augmented reality to improve older adults' quality of life has rapidly increased in recent years. This systematic mapping review aimed to provide a comprehensive overview of existing research that identifies and classifies current virtual reality and augmented reality applications that enhance the quality of life of older adults to increase the understanding of the impact of these technologies. Methods To reach this objective, a systematic mapping review was conducted of the studies published between 2009 and 2020 in major scientific databases, such as IEEE Xplore, Web of Science, Scopus, and PubMed. A total of 57 studies were analyzed and classified into four main quality of life domains: physical, cognitive, psychological, and social well-being. Results The findings showed that virtual reality and augmented reality have found their places in many quality of life studies of older adults. Although virtual reality and augmented reality applications are notably growing in the physical and cognitive well-being domains in training and rehabilitation settings, they are still in the early stages of development in psychological and social well-being research as well as healthcare settings. Our findings also revealed that virtual reality games, particularly motion-based exergames, and 3D augmented reality systems are the most common virtual reality and augmented reality types among the reviewed studies. Moreover, balance and attention were the most prevalent physical and cognitive functions when using motion-based and immersive virtual reality exergames and augmented reality systems and games, respectively, while confidence and interaction were the most dominant psychological and social functions. Conclusion This mapping review provides a comprehensive overview of potential areas for further research in this field, thereby assisting researchers, technologists, and health practitioners in expanding this field of research.
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Affiliation(s)
- Reem Sulaiman Baragash
- Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Gelugor, Pulau Pinang, Malaysia
| | - Hanan Aldowah
- Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Gelugor, Pulau Pinang, Malaysia
| | - Samar Ghazal
- Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Gelugor, Pulau Pinang, Malaysia
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20
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Marinus N, Hansen D, Feys P, Meesen R, Timmermans A, Spildooren J. Cycling: how can we activate care-dependent older adults with a mild cognitive impairment? Disabil Rehabil Assist Technol 2021:1-8. [PMID: 34102092 DOI: 10.1080/17483107.2021.1936665] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
Abstract
PURPOSE In residential care, 50% of older adults are sedentary in most of their time, regardless of the positive impact of physical exercise on health. This study analysed whether television images positively impact the motivation and exercise intensity of cycling exercises of older adults in residential care. METHODS In this randomised controlled cross-over study, 10 residential older adults (mean age 85.0 ± 5.7 years) with Mild Cognitive Impairment (MCI) participated in 3 different cycling exercise interventions (TV off, TV turned on the National Geographic channel (NG) and TV with MemoRide software (Activ84Health®, Leuven, Belgium) (MR) (cybercycling)) compared with a rest condition. RESULTS The participants cycled significantly more distance during NG compared with TVoff (p = 0.024). In comparison to the rest condition, the mean heart rate was significantly higher in all exercise conditions while the maximal heart rate was only higher during NG (p = 0.022). There was no difference in the Borg scale between the different exercise interventions. Interest and enjoyment scored significantly higher during NG (p = 0.014) and MR (p = 0.047) compared to the rest condition and in the NG versus TVoff (p = 0.018). No significant differences were observed in the emotions of the participants. CONCLUSIONS This study has shown indications that the addition of television images may increase the exercise intensity and motivation to exercise in residential older adults with MCI. However, the overall levels of physical activity were insufficient to meet the recommendations for moderate-intense aerobic exercise according to the International Association of Gerontology and Geriatrics and Global Ageing Research Network.Implications for rehabilitationCycling in front of a television increases the exercise volume and motivation to exercise in residential (pre)frail older adults with MCICybercycling had no additional effect in comparison to television images not linked to the exercise.Even with television images (pre)frail older adults with MCI did not meet the recommendations for moderate-intense aerobic exercise for residential older adults according to the IAGG-GARN.
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Affiliation(s)
- Nastasia Marinus
- REVAL - Rehabilitation Research Center, Faculty of Rehabilitation Sciences, Hasselt University, Diepenbeek, Belgium.,BIOMED - Biomedical Research Center, Hasselt University, Diepenbeek, Belgium
| | - Dominique Hansen
- REVAL - Rehabilitation Research Center, Faculty of Rehabilitation Sciences, Hasselt University, Diepenbeek, Belgium.,BIOMED - Biomedical Research Center, Hasselt University, Diepenbeek, Belgium.,Heart Centre Hasselt, Jessa Hospital, Hasselt, Belgium
| | - Peter Feys
- REVAL - Rehabilitation Research Center, Faculty of Rehabilitation Sciences, Hasselt University, Diepenbeek, Belgium.,BIOMED - Biomedical Research Center, Hasselt University, Diepenbeek, Belgium
| | - Raf Meesen
- REVAL - Rehabilitation Research Center, Faculty of Rehabilitation Sciences, Hasselt University, Diepenbeek, Belgium
| | - Annick Timmermans
- REVAL - Rehabilitation Research Center, Faculty of Rehabilitation Sciences, Hasselt University, Diepenbeek, Belgium
| | - Joke Spildooren
- REVAL - Rehabilitation Research Center, Faculty of Rehabilitation Sciences, Hasselt University, Diepenbeek, Belgium
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21
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Huang CM, Liao JY, Lin TY, Hsu HP, Charles Lee TC, Guo JL. Effects of user experiences on continuance intention of using immersive three-dimensional virtual reality among institutionalized older adults. J Adv Nurs 2021; 77:3784-3796. [PMID: 34051116 DOI: 10.1111/jan.14895] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2020] [Revised: 02/19/2021] [Accepted: 04/25/2021] [Indexed: 12/01/2022]
Abstract
AIM To evaluate the acceptance of three-dimensional virtual reality programs and to explore the factors influencing the acceptance of the programs among the institutionalized older adults. DESIGN A cross-sectional explanatory study. METHODS A total of 71 residents completed the program successfully. They were invited to join a 9-week program included eight activities related to horticultural therapy in a virtual environment. Data were collected by structured questionnaires from August 2018 to February 2019. Ten association hypotheses were derived from the literature review. Partial least squares structural equation modelling was used to examine the proposed hypotheses. RESULTS Program acceptance was defined as virtual reality practices and continuous usage intention. Frequency of practice was about 12 times during 9-week free-trial period, and the score of continuance usage intention was 13.06 (maximum value of 15). The findings indicated that virtual reality practices were significantly affected by presence and the presence was significantly affected by involvement and interactivity. Continuance usage intention was significantly affected by involvement; and involvement was significantly affected by interactivity. However, continuance usage intention was not significantly influenced by virtual reality practices. CONCLUSIONS The findings supported that immersive three-dimensional virtual reality program was accepted by the institutionalized older adults. The acceptance, in terms of virtual reality practices and continuous usage intention, was influenced by different paths. The findings have a potential impact on the design of virtual reality technology for the care of institutionalized older adults. IMPACT What problem did the study address? There were controversial findings about the acceptance of immersive 3D virtual reality program among older adults. What were the main findings? Interactivity advanced the sense of presence and, thus, resulted in a higher frequency of virtual reality practices. Interactivity enhanced perception of involvement, thus, contributing to an increased intention of continuous usage Where and on whom will the research have an impact? The immersive 3D virtual reality program was appropriate for older adults, even for first time users or individuals aged over 80 years. The findings revealed new insights for developing immersive 3D virtual reality programs for the older adults.
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Affiliation(s)
- Chiu-Mieh Huang
- Institute of Clinical Nursing, College of Nursing, National Yang Ming Chiao Tung University, Taipei, Taiwan
| | - Jung-Yu Liao
- Department of Public Health, Kaohsiung Medical University, Kaohsiung, Taiwan
| | - Tsung-Yi Lin
- Department of Marketing and Distribution Management, Hsing Wu University, Taipei, Taiwan
| | - Hsiao-Pei Hsu
- Department of Nursing, College of Nursing, National Yang Ming Chiao Tung University, Taipei, Taiwan
| | - Tzu-Chi Charles Lee
- Department of Health Promotion and Health Education, College of Education, National Taiwan Normal University, Taipei, Taiwan
| | - Jong-Long Guo
- Department of Health Promotion and Health Education, College of Education, National Taiwan Normal University, Taipei, Taiwan
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22
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Sokołowska B. A novel virtual reality approach for functional lateralization in healthy adults. Brain Res 2021; 1766:147537. [PMID: 34052260 DOI: 10.1016/j.brainres.2021.147537] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/23/2021] [Revised: 05/21/2021] [Accepted: 05/24/2021] [Indexed: 12/12/2022]
Abstract
Functional lateralization relates to a natural asymmetry in the dominance right or left body side, and is a fundamental principle of the brain. The hemispheres of the brain control the contralateral body side, and show subtle, yet striking, anatomical asymmetries and functional lateralization. Innovative technologies, including Virtual Reality (VR), are entering the areas of experimental research, modeling and simulation related to the study of lateralization, with new perspectives of different applications in modern medical practice. Researchers/clinicians note that there are fewer VR studies with healthy participants, and which are important in evaluating/interpreting clinical outcomes, and testing the usefulness, limitations, and sensitivity of VR. The presented influence of the domination of upper/lower limbs on the performance of VR exercises was studied in healthy right-handed adults. Virtual testing sessions were performed independently with both/ dominant/ non-dominant hands, and the similar VR sessions were conduced on a Wii Balance Board (WBB) with the choice of body side, at different levels of the difficulty. The obtained results are consistent with other studies which show that cognitive-motor training in VR with the WBB platform is a very sensitive and promising tool for recognizing/assessing functional asymmetries of the right-left body side not only in disturbed lateralization, but also in the test training of healthy subjects.
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Affiliation(s)
- Beata Sokołowska
- Bioinformatics Laboratory, Mossakowski Medical Research Centre Polish Academy of Sciences, Warsaw, Poland.
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23
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Støme LN, Wilhelmsen CR, Kværner KJ. Enabling Guidelines for the Adoption of eHealth Solutions: Scoping Review. JMIR Form Res 2021; 5:e21357. [PMID: 33929330 PMCID: PMC8122291 DOI: 10.2196/21357] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/12/2020] [Revised: 09/15/2020] [Accepted: 04/13/2021] [Indexed: 01/20/2023] Open
Abstract
BACKGROUND Globally, public health care is under increasing pressure, an economic burden currently amplified by the COVID-19 outbreak. With the recognition that universal health coverage improves the health of a population and reduces health inequalities, universal health coverage has been acknowledged as a priority goal. To meet the global needs in a population with increased chronic illness and longer life expectancy, the health care system is in dire need of new, emerging technologies. eHealth solutions as a method of delivery may have an impact on quality of care and health care costs. As such, it is important to study methods previously used to avoid suboptimal implementation and promote general guidelines to further develop eHealth solutions. OBJECTIVE This study aims to explore and thematically categorize a selected representation of early phase studies on eHealth technologies, focusing on papers that are under development or undergoing testing. Further, we want to assess enablers and barriers in terms of usability, scaling, and data management of eHealth implementation. The aim of this study to explore early development phase and feasibility studies was an intentional effort to provide applicable guidelines for evaluation at different stages of implementation. METHODS A structured search was performed in PubMed, MEDLINE, and Cochrane to identify and provide insight in current eHealth technology and methodology under development and gain insight in the future potential of eHealth technologies. RESULTS In total, 27 articles were included in this review. The clinical studies were categorized thematically by illness comparing 4 technology types deemed relevant: apps/web-based technology, sensor technology, virtual reality, and television. All eHealth assessment and implementation studies were categorized by their focus point: usability, scaling, or data management. Studies assessing the effect of eHealth were divided into feasibility studies, qualitative studies, and heuristic assessments. Studies focusing on usability (16/27) mainly addressed user involvement and learning curve in the adoption of eHealth, while the majority of scaling studies (6/27) focused on strategic and organizational aspects of upscaling eHealth solutions. Studies focusing on data management (5/27) addressed data processing and data sensitivity in adoption and diffusion of eHealth. Efficient processing of data in a secure manner, as well as user involvement and feedback, both throughout small studies and during upscaling, were the important enablers considered for successful implementation of eHealth. CONCLUSIONS eHealth interventions have considerable potential to improve lifestyle changes and adherence to treatment recommendations. To promote efficient implementation and scaling, user involvement to promote user-friendliness, secure and adaptable data management, and strategical considerations needs to be addressed early in the development process. eHealth should be assessed during its development into health services. The wide variation in interventions and methodology makes comparison of the results challenging and calls for standardization of methods.
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Choi HK, Lee SH. Trends and Effectiveness of ICT Interventions for the Elderly to Reduce Loneliness: A Systematic Review. Healthcare (Basel) 2021; 9:293. [PMID: 33800099 PMCID: PMC8002106 DOI: 10.3390/healthcare9030293] [Citation(s) in RCA: 34] [Impact Index Per Article: 11.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/08/2021] [Revised: 02/25/2021] [Accepted: 03/03/2021] [Indexed: 01/22/2023] Open
Abstract
Elderly people are sensitive to loneliness, which may contribute to mental and physical health, serious illness, and increased mortality. This study investigates the development trend of information communication technology (ICT) interventions designed for the elderly to reduce loneliness and synthesize its effect. We searched relevant articles on 23 May 2020 using three databases: Ovid-Medline, Ovid-EMBASE, and the Cochrane library. Data extraction and quality assessment were independently performed by two authors. The development is changing from animal robots to online social platforms and from simple emotional support to a multifaceted system that promotes social participation, cognition, physical activity, and nutrition. Our systematic review reported that ICT interventions are being developed to alleviate loneliness and increase social participation. Our study revealed an increase in the use of ICT interventions among the elderly and a positive change in their attitude toward ICT interventions. ICT interventions in the field of nursing should continue to be developed in the future to meet social, health, and safety needs. In the context of coronavirus disease 2019 (COVID-19), ICT interventions are needed to respond effectively to the needs of the elderly. This study is expected to provide basic knowledge for the development of ICT interventions for the elderly.
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Affiliation(s)
| | - Seon Heui Lee
- Department of Nursing Science, College of Nursing, Gachon University, Incheon 21936, Korea;
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Panerai S, Raggi A, Tasca D, Musso S, Gelardi D, Prestianni G, Catania V, Muratore S, Ferri R. Telephone-Based Reality Orientation Therapy for Patients With Dementia: A Pilot Study During the COVID-19 Outbreak. Am J Occup Ther 2021; 75:7502205130p1-7502205130p9. [PMID: 33657355 DOI: 10.5014/ajot.2021.046672] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022] Open
Abstract
IMPORTANCE When in-person rehabilitation is not feasible, interventions delivered in remote telephone-based sessions may be an option. OBJECTIVE To determine whether telephone-based reality orientation therapy (T-ROT) can improve cognition, mood, and neuropsychiatric symptoms among patients with major neurocognitive disorders (NCDs) who are forced to isolate and also whether T-ROT can relieve the burden of distress among their caregivers. DESIGN Nonrandomized interventional comparison study. SETTING Individual telephone calls between practitioners and patients and their caregivers. PARTICIPANTS Twenty-seven patients (14 in the experimental group, 13 in the control group) with a major NCD and their primary caregivers. INTERVENTION Ten T-ROT sessions and a pretest-posttest neuropsychological evaluation over 4 wk. OUTCOMES AND MEASURES Outcomes measured included cognitive and behavioral symptoms of patients with major NCDs and correlations between changes in patient clinical condition and caregiver stress. Primary outcome measures were two measures of depressive symptoms, the Neuropsychiatric Inventory Questionnaire and the Telephone Mini-Mental State Examination, administered at baseline and program discharge. RESULTS T-ROT significantly outperformed nontreatment on all measures of depression, behavior, cognition, and caregiver burden. CONCLUSIONS AND RELEVANCE T-ROT combined with emotional support appears to be an effective intervention for monitoring and managing the behavioral symptoms of patients with major NCDs who are forced to isolate. WHAT THIS ARTICLE ADDS Occupational therapy practitioners can use T-ROT or similar procedures not only during a pandemic but also when it is not possible to treat patients in person at a hospital or at home. Telephone-based treatment may also represent a good practice to be integrated into traditional rehabilitation programs.
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Affiliation(s)
- Simonetta Panerai
- Simonetta Panerai, PsyD, is Head, Unit of Psychology of Brain Aging (I.C.), Oasi Research Institute-Istituto di Ricovero e Cura a Carattere Scientifico (IRCCS), Troina, Italy;
| | - Alberto Raggi
- Alberto Raggi, MD, is Neurologist, Unit of Neurology, G. B. Morgagni-L. Pierantoni Hospital, Forlì, Italy
| | - Domenica Tasca
- Domenica Tasca, PsyD, is Psychologist, Unit of Psychology I.C., Oasi Research Institute-IRCCS, Troina, Italy
| | - Sabrina Musso
- Sabrina Musso, PsyD, is Psychologist, Unit of Psychology I.C., Oasi Research Institute-IRCCS, Troina, Italy
| | - Donatella Gelardi
- Donatella Gelardi, PsyD, is Psychologist, Unit of Psychology I.C., Oasi Research Institute-IRCCS, Troina, Italy
| | - Giuseppina Prestianni
- Giuseppina Prestianni, PsyD, is Psychologist, Unit of Psychology I.C., Oasi Research Institute-IRCCS, Troina, Italy
| | - Valentina Catania
- Valentina Catania, PsyD, is Psychologist, Unit of Psychology I.C., Oasi Research Institute-IRCCS, Troina, Italy
| | - Stefano Muratore
- Stefano Muratore, PsyD, is Psychologist, Unit of Psychology I.C., Oasi Research Institute-IRCCS, Troina, Italy
| | - Raffaele Ferri
- Raffaele Ferri, MD, is Scientific Director, Oasi Research Institute-IRCCS, Troina, Italy
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A Survey on Gamification for Health Rehabilitation Care: Applications, Opportunities, and Open Challenges. INFORMATION 2021. [DOI: 10.3390/info12020091] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022] Open
Abstract
Research trends in gamification have shown a significant diversity in various areas of e-health, particularly in addressing the issues of rehabilitation and physical activity. Rehabilitation requires better engaging tools that help to increase the patient’s motivation and engagement in particular forms of rehabilitation training. Adopting gamification in rehabilitation offers different treatment and care environments when implementing rehabilitation training. As gamification is increasingly being explored in rehabilitation, one might not realize that using various techniques in gamified applications yields a different effect on gameplay. To date, varied gamification techniques have been utilized to provide useful experiences from the perspective of health applications. However, a limited number of surveys have investigated the gamification of rehabilitation and the use of suitable game techniques for rehabilitation in the literature. The objective of this paper is to examine and analyze the existing gamification techniques for rehabilitation applications. A classification of rehabilitation gamification is developed based on the rehabilitation gamifying requirements and the gamification characteristics that are commonly applied in rehabilitation applications. This classification is the main contribution of this paper. It provides insight for researchers and practitioners into suitable techniques to design and apply gamification with increased motivation and sustainable engagement for rehabilitation treatment and care. In addition, different game elements, selection blocks, and gamification techniques are identified for application in rehabilitation. In conclusion, several challenges and research opportunities are discussed to improve gamification deployment in rehabilitation in the future.
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Jamin A, Duval G, Annweiler C, Abraham P, Humeau-Heurtier A. Age-related alterations on the capacities to navigate on a bike: use of a simulator and entropy measures. Med Biol Eng Comput 2020; 59:13-22. [PMID: 33185831 DOI: 10.1007/s11517-020-02257-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/17/2020] [Accepted: 08/29/2020] [Indexed: 11/26/2022]
Abstract
Studying the impact of age is important to understand the phenomenon of aging and the disorders that are associated with it. In this work, we analyze age-related alterations on the capacities to navigate on a bike. For this purpose, we use CycléoONE, a bike simulator, and entropy measures. We thus record navigation data (handlebar angle and speed) during the ride. They are processed with two cross-distribution entropy methods (time-shift multiscale cross-distribution entropy and multiscale cross-distribution entropy). We also analyze the time series with a detrended cross-correlation analysis to determine which method can best underline age-related alterations. Our results show that methods based on cross-distribution entropy may be efficient to stress the decrease in navigation capacities with age. The results are very encouraging for our future goal of adding medical benefits to a leisure equipment. They also show the value of using virtual reality to study the impact of age. Graphical Abstract This study deals with the use of the signal processing methods (multiscale cross-entropy and multiscale cross-correlation) applied on naviagtion data, acquired with a bike simulator, to study the impact of age on two populations (young healthy subjects and older adults with loss of autonomy).
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Affiliation(s)
- Antoine Jamin
- COTTOS Médical, Allée du 9 novembre 1989, 49240, Avrillé, France.
- LARIS - Laboratoire Angevin de Recherche en Ingénierie des Systèmes, University of Angers, 62 avenue Notre-Dame du Lac, 49000, Angers, France.
| | - Guillaume Duval
- Department of Geriatric Medicine, Angers University Hospital, 4 rue du Larrey, 49933 cedex 9, Angers, France
- Angers University Memory Clinic, Research Center on Autonomy and Longevity, UPRES EA 4638, University of Angers, 4 rue du Larrey, 49933 cedex 9, Angers, France
| | - Cédric Annweiler
- Department of Geriatric Medicine, Angers University Hospital, 4 rue du Larrey, 49933 cedex 9, Angers, France
- Angers University Memory Clinic, Research Center on Autonomy and Longevity, UPRES EA 4638, University of Angers, 4 rue du Larrey, 49933 cedex 9, Angers, France
- Robarts Research Institute, Department of Medical Biophysics, Schulich School of Medicine and Dentistry, The University of Western Ontario, London, ON, Canada
| | - Pierre Abraham
- Sports Medicine Department, UMR Mitovasc CNRS 6015 INSERM 1228, Angers University Hospital, 4 rue du Larrey, 49933, Angers, France
| | - Anne Humeau-Heurtier
- LARIS - Laboratoire Angevin de Recherche en Ingénierie des Systèmes, University of Angers, 62 avenue Notre-Dame du Lac, 49000, Angers, France
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Bentlage E, Ammar A, How D, Ahmed M, Trabelsi K, Chtourou H, Brach M. Practical Recommendations for Maintaining Active Lifestyle during the COVID-19 Pandemic: A Systematic Literature Review. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:E6265. [PMID: 32872154 PMCID: PMC7503956 DOI: 10.3390/ijerph17176265] [Citation(s) in RCA: 108] [Impact Index Per Article: 27.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 07/09/2020] [Revised: 08/16/2020] [Accepted: 08/25/2020] [Indexed: 12/27/2022]
Abstract
Diminished volumes of habitual physical activity and increased sedentary levels have been observed as a result of COVID-19 home-confinement. Consequences of inactivity, including a higher mortality rate and poorer general health and fitness, have been reported. This systematic review aimed to provide practical recommendations for maintaining active lifestyles during pandemics. In May 2020, two electronic databases (PubMed; Web of Science) were used to search for relevant studies. A total of 1206 records were screened by two researchers. Thirty-one relevant studies were included in this systematic review, in which the methodological quality was assessed. With regard to six studies, which explicitly dealt with physical activity during COVID-19, the evidence level is classified by three articles to level II, and in the other three to level VI. Regarding the physical activity recommendations in these papers, three of them were classified to a medium, and the same number to a weak evidence base. Of the 25 papers which refer to other pandemics and/or isolation situations, one was classified to evidence level I, four were ranged to level II, three to level III, one to level V, and the others to level VI. This systematic review revealed that reduced physical activity levels are of serious concern during home confinement in pandemic times. The recommendations provided by many international organizations to maintain active lifestyles during these times mainly target the general population, with less consideration for vulnerable populations (e.g., older adults, people with health issues). Therefore, personalized and supervised physical activity programs are urgently needed, with the option to group-play physical activity programs (e.g., exergames). These can be assisted, delivered, and disseminated worldwide through information and communication technology solutions. If it is permitted and safe, being active outside in daylight is advised, with an effort level of mild to moderate using the rating of perceived exertion scale. Relaxation techniques should be integrated into the daily routine to reduce stress levels. On the evidence base and levels of the included articles in this review, the results need to be interpreted with caution. Given that policies are different across regions and countries, further research is needed to categorize recommendations according to different social-distancing scenarios.
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Affiliation(s)
- Ellen Bentlage
- Institute of Sport and Exercise Sciences, University of Münster, 48149 Münster, Germany; (D.H.); (M.A.); (M.B.)
| | - Achraf Ammar
- Institute of Sport Sciences, Otto-von-Guericke University, 39104 Magdeburg, Germany;
| | - Daniella How
- Institute of Sport and Exercise Sciences, University of Münster, 48149 Münster, Germany; (D.H.); (M.A.); (M.B.)
| | - Mona Ahmed
- Institute of Sport and Exercise Sciences, University of Münster, 48149 Münster, Germany; (D.H.); (M.A.); (M.B.)
| | - Khaled Trabelsi
- High Institute of Sport and Physical Education of Sfax, University of Sfax, Sfax 3000, Tunisia; (K.T.); (H.C.)
- Research Laboratory: Education, Motricité, Sport et Santé, EM2S, LR19JS01, Sfax 3000, Tunisia
| | - Hamdi Chtourou
- High Institute of Sport and Physical Education of Sfax, University of Sfax, Sfax 3000, Tunisia; (K.T.); (H.C.)
- Research Unit: Physical Activity, Sport, and Health, UR18JS01, National Observatory of Sport, Tunis 1003, Tunisia
| | - Michael Brach
- Institute of Sport and Exercise Sciences, University of Münster, 48149 Münster, Germany; (D.H.); (M.A.); (M.B.)
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Abstract
The contributions of researchers at a global level in the journal Electronics in the period 2012–2020 are analyzed. The objective of this work is to establish a global vision of the issues published in the Electronic magazine and their importance, advances and developments that have been particularly relevant for subsequent research. The magazine has 15 thematic sections and a general one, with the programming of 385 special issues for 2020–2021. Using the Scopus database and bibliometric techniques, 2310 documents are obtained and distributed in 14 thematic communities. The communities that contribute to the greatest number of works are Power Electronics (20.13%), Embedded Computer Systems (13.59%) and Internet of Things and Machine Learning Systems (8.11%). A study of the publications by authors, affiliations, countries as well as the H index was undertaken. The 7561 authors analyzed are distributed in 87 countries, with China being the country of the majority (2407 authors), followed by South Korea (763 authors). The H-index of most authors (75.89%) ranges from 0 to 9, where the authors with the highest H-Index are from the United States, Denmark, Italy and India. The main publication format is the article (92.16%) and the review (5.84%). The magazine publishes topics in continuous development that will be further investigated and published in the near future in fields as varied as the transport sector, energy systems, the development of new broadband semiconductors, new modulation and control techniques, and more.
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30
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Eghtesadi M. Breaking Social Isolation Amidst COVID-19: A Viewpoint on Improving Access to Technology in Long-Term Care Facilities. J Am Geriatr Soc 2020; 68:949-950. [PMID: 32277470 PMCID: PMC7262151 DOI: 10.1111/jgs.16478] [Citation(s) in RCA: 60] [Impact Index Per Article: 15.0] [Reference Citation Analysis] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/31/2020] [Revised: 04/04/2020] [Accepted: 04/07/2020] [Indexed: 12/23/2022]
Affiliation(s)
- Marzieh Eghtesadi
- Department of Family Medicine, Centre de Santé et de Services Sociaux de Dorval-Lachine-LaSalle, Montréal, Québec, Canada.,Department of Clinical Neurosciences, Pain Center of Centre Hospitalier de l'Université de Montréal, Montréal, Québec, Canada
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31
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Measuring the Use of the Active and Assisted Living Prototype CARIMO for Home Care Service Users: Evaluation Framework and Results. APPLIED SCIENCES-BASEL 2019. [DOI: 10.3390/app10010038] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
To address the challenges of aging societies, various information and communication technology (ICT)-based systems for older people have been developed in recent years. Currently, the evaluation of these so-called active and assisted living (AAL) systems usually focuses on the analyses of usability and acceptance, while some also assess their impact. Little is known about the actual take-up of these assistive technologies. This paper presents a framework for measuring the take-up by analyzing the actual usage of AAL systems. This evaluation framework covers detailed information regarding the entire process including usage data logging, data preparation, and usage data analysis. We applied the framework on the AAL prototype CARIMO for measuring its take-up during an eight-month field trial in Austria and Italy. The framework was designed to guide systematic, comparable, and reproducible usage data evaluation in the AAL field; however, the general applicability of the framework has yet to be validated.
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Yu X, Xiong S. A Dynamic Time Warping Based Algorithm to Evaluate Kinect-Enabled Home-Based Physical Rehabilitation Exercises for Older People. SENSORS 2019; 19:s19132882. [PMID: 31261746 PMCID: PMC6651850 DOI: 10.3390/s19132882] [Citation(s) in RCA: 16] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/09/2019] [Revised: 06/13/2019] [Accepted: 06/24/2019] [Indexed: 11/16/2022]
Abstract
Older people face difficulty engaging in conventional rehabilitation exercises for improving physical functions over a long time period due to the passive nature of the conventional exercise, inconvenience, and cost. This study aims to develop and validate a dynamic time warping (DTW) based algorithm for assessing Kinect-enabled home-based physical rehabilitation exercises, in order to support auto-coaching in a virtual gaming environment. A DTW-based algorithm was first applied to compute motion similarity between two time series from an individual user and a virtual coach. We chose eight bone vectors of the human skeleton and body orientation as the input features and proposed a simple but innovative method to further convert the DTW distance to a meaningful performance score in terms of the percentage (0-100%), without training data and experience of experts. The effectiveness of the proposed algorithm was validated through a follow-up experiment with 21 subjects when playing a Tai Chi exergame. Results showed that the algorithm scores had a strong positive linear relationship (r = 0.86) with experts' ratings and the calibrated algorithm scores were comparable to the gold standard. These findings suggested that the DTW-based algorithm could be effectively used for automatic performance evaluation of an individual when performing home-based rehabilitation exercises.
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Affiliation(s)
- Xiaoqun Yu
- Department of Industrial and Systems Engineering, Korea Advanced Institute of Science and Technology (KAIST), Daejeon 34141, Korea
| | - Shuping Xiong
- Department of Industrial and Systems Engineering, Korea Advanced Institute of Science and Technology (KAIST), Daejeon 34141, Korea.
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Bilal M, Gani A, Lali MIU, Marjani M, Malik N. Social Profiling: A Review, Taxonomy, and Challenges. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2019; 22:433-450. [PMID: 31074639 DOI: 10.1089/cyber.2018.0670] [Citation(s) in RCA: 20] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
Social media has taken an important place in the routine life of people. Every single second, users from all over the world are sharing interests, emotions, and other useful information that leads to the generation of huge volumes of user-generated data. Profiling users by extracting attribute information from social media data has been gaining importance with the increasing user-generated content over social media platforms. Meeting the user's satisfaction level for information collection is becoming more challenging and difficult. This is because of too much noise generated, which affects the process of information collection due to explosively increasing online data. Social profiling is an emerging approach to overcome the challenges faced in meeting user's demands by introducing the concept of personalized search while keeping in consideration user profiles generated using social network data. This study reviews and classifies research inferring users social profile attributes from social media data as individual and group profiling. The existing techniques along with utilized data sources, the limitations, and challenges are highlighted. The prominent approaches adopted include Machine Learning, Ontology, and Fuzzy logic. Social media data from Twitter and Facebook have been used by most of the studies to infer the social attributes of users. The studies show that user social attributes, including age, gender, home location, wellness, emotion, opinion, relation, influence, and so on, still need to be explored. This review gives researchers insights of the current state of literature and challenges for inferring user profile attributes using social media data.
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Affiliation(s)
- Muhammad Bilal
- 1 School of Computing and IT, Taylor's University, Subang Jaya, Malaysia.,2 Centre for Data Science and Analytics, Taylor's University, Subang Jaya, Malaysia
| | - Abdullah Gani
- 3 Faculty of Computer Science and Information Technology, University of Malaya, Kuala Lumpur, Malaysia
| | | | - Mohsen Marjani
- 1 School of Computing and IT, Taylor's University, Subang Jaya, Malaysia.,2 Centre for Data Science and Analytics, Taylor's University, Subang Jaya, Malaysia
| | - Nadia Malik
- 5 Department of Management Sciences, COMSATS University Islamabad, Islamabad, Pakistan
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