关键词: augmented reality classification exergaming extended reality mixed reality taxonomy virtual reality

来  源:   DOI:10.3389/fpsyg.2022.1009052   PDF(Pubmed)

Abstract:
Efficient movements require intact motor and cognitive function. There is a growing literature on motor-cognitive interventions to improve the overall quality of life of healthy or diseased older people. For such interventions, novel technological advances are crucial not only in terms of motivation but also to improve the user experience in a multi-stimuli world, usually offered as a mixture of real and virtual environments. This article provides a classification system for movement-related research dealing with motor-cognitive interventions performed in different extents of a virtual environment. The classification is divided into three categories: (a) type of digital device with the associated degree of immersiveness provided; (b) presence or absence of a human-computer interaction; and (c) activity engagement during training, defined by activity >1.5 Metabolic Equivalent of task. Since virtual reality (VR) often categorizes different technologies under the same term, we propose a taxonomy of digital devices ranging from computer monitors and projectors to head-mounted VR technology. All immersive technologies that have developed rapidly in recent years are grouped under the umbrella term Extended Reality (XR). These include augmented reality (AR), mixed reality (MR), and VR, as well as all technologies that have yet to be developed. This technology has potential not only for gaming and entertainment, but also for research, motor-cognitive training programs, rehabilitation, telemedicine, etc. This position paper provides definitions, recommendations, and guidelines for future movement-related interventions based on digital devices, human-computer interactions, and physical engagement to use terms more consistently and contribute to a clearer understanding of their implications.
摘要:
有效的运动需要完整的运动和认知功能。关于运动认知干预以改善健康或患病老年人的整体生活质量的文献越来越多。对于此类干预措施,新的技术进步不仅在动机方面至关重要,而且在多刺激世界中改善用户体验,通常作为真实和虚拟环境的混合体提供。本文为运动相关研究提供了分类系统,该系统涉及在虚拟环境的不同程度上进行的运动认知干预。分类分为三类:(a)具有相关沉浸度的数字设备类型;(b)存在或不存在人机交互;(c)培训期间的活动参与,由活动>1.5任务的代谢当量定义。由于虚拟现实(VR)通常将不同的技术归类为同一术语,我们提出了数字设备的分类法,从计算机显示器和投影仪到头戴式VR技术。近年来迅速发展的所有沉浸式技术都被归类为扩展现实(XR)。这些包括增强现实(AR),混合现实(MR),VR,以及所有尚未开发的技术。这项技术不仅具有游戏和娱乐的潜力,但也是为了研究,运动认知训练计划,康复,远程医疗,等。这篇立场文件提供了定义,recommendations,以及基于数字设备的未来运动相关干预措施的指南,人机交互,和实际参与,以更一致地使用术语,并有助于更清楚地理解其含义。
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