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  4. Development and Evaluation of a Computer Game Combining Physical and Cognitive Activities for the Elderly
 
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Development and Evaluation of a Computer Game Combining Physical and Cognitive Activities for the Elderly

Journal
IEEE ACCESS
Journal Volume
8
Pages
216822
Date Issued
2020
Author(s)
Lin, YH
HUI-FEN MAO  
Lin, KN
Tang, YL
Yang, CL
Chou, JJ
DOI
10.1109/ACCESS.2020.3041017
URI
https://scholars.lib.ntu.edu.tw/handle/123456789/551025
URL
https://api.elsevier.com/content/abstract/scopus_id/85097797490
Abstract
© 2013 IEEE. This study develops a cognitive computer game system for the motor-cognitive dual-task training of the elderly. This system simultaneously combines musical rhythm games with exercises for cognitive training, while the exercises are designed to correlatively combine movements with the concept of acupressure points. Incorporating the concept of acupressure points can motivate participants to complete the exercises. The system has the features of being improvable and expandable based on modular design. The system framework is divided into three parts: first, the motion sensing controller (MSC) can detect a trainee's slapping motions during cognitive training; a variety of installation methods are designed to flexibly coordinate with a user's conditions, slapping motions and acupressure points for application. Next, the rhythm game is a set of games combining images and musical rhythms. Games can be developed to correspond with different cognitive skills; in this study, relevant games have been developed for cognitive skills like processing speed, short-term memory, working memory, divided attention, and inhibitory function. Finally, the cognitive skill evaluation (CSE) uses the cognitive computer games to evaluate the user's relevant cognitive skills. Sixteen healthy elderly people aged 65 or older are recruited for evaluation of the various modes and functions of this system. After four weeks of interventional training twice a week, the subjects' cognitive skills such as short-term memory, divided attention, and inhibitory function improved significantly, and their overall cognitive function assessed by the Montreal Cognitive Assessment (MoCA) are also found to have improved. On the user's feedback questionnaire, their self-evaluation of physical conditions, the difficulty levels of the games, and their continued willingness to use the system all receive good appraisals. It can be seen that the rhythmic cognitive computer games in combination with exercises as developed in this study is helpful and feasible for the cognitive training of the elderly.
Subjects
Games; Training; Senior citizens; Rhythm; Aging; Licenses; Statistics; Cognitive training; physical activity; computer game; rhythm game; short-term memory; divided attention; inhibitory function; FRAIL OLDER-ADULTS; DETECTABLE CHANGE; EXERCISE; RELIABILITY; REHABILITATION
SDGs

[SDGs]SDG3

[SDGs]SDG4

Publisher
IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC
Type
journal article

臺大位居世界頂尖大學之列,為永久珍藏及向國際展現本校豐碩的研究成果及學術能量,圖書館整合機構典藏(NTUR)與學術庫(AH)不同功能平台,成為臺大學術典藏NTU scholars。期能整合研究能量、促進交流合作、保存學術產出、推廣研究成果。

To permanently archive and promote researcher profiles and scholarly works, Library integrates the services of “NTU Repository” with “Academic Hub” to form NTU Scholars.

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