Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training: A Survey on Available Solutions and Their Validation

نویسندگان

چکیده

Exergames and serious games, based on standard personal computers, mobile devices gaming consoles or novel immersive Virtual Augmented Reality techniques, have become popular in the last few years are now applied various research fields, among which cognitive assessment training of heterogeneous target populations. Moreover, adoption Web solutions together with integration Artificial Intelligence Machine Learning algorithms could bring countless advantages, both for patients clinical personnel, as allowing early detection some pathological conditions, improving efficacy adherence to rehabilitation processes, through personalisation sessions, optimizing allocation resources by healthcare system. The current work proposes a systematic survey existing field training. We evaluate visualization interaction technologies commonly adopted measures taken fulfil need we analyze how implemented validated, i.e. chosen experimental designs, data collection analysis. Finally, consider availability applications raw large community researchers medical professionals actual application proposed practice. Despite potential these technologies, is still at an stage. Although recent release accessible virtual reality headsets increasing interest vision-based techniques tracking body hands movements, many studies rely non-immersive (67.2%), mainly tools interactions (41.5%). highlight that although this increasingly higher, sharing dataset (10.6%) (3.8%) should be promoted number structures successfully introduced new technological approaches treatment their host limited (10.2%).

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ژورنال

عنوان ژورنال: IEEE Access

سال: 2022

ISSN: ['2169-3536']

DOI: https://doi.org/10.1109/access.2022.3210562