Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training: A Survey on Available Solutions and Their Validation
Exergames and serious games, based on standard personal computers, mobile devices and gaming consoles or on novel immersive Virtual and Augmented Reality techniques, have become popular in the last few years and are now applied in various research fields, among which cognitive assessment and trainin...
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Format: | Article |
Language: | English |
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IEEE
2022-01-01
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Series: | IEEE Access |
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Online Access: | https://ieeexplore.ieee.org/document/9905564/ |
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author | Chiara Bassano Manuela Chessa Fabio Solari |
author_facet | Chiara Bassano Manuela Chessa Fabio Solari |
author_sort | Chiara Bassano |
collection | DOAJ |
description | Exergames and serious games, based on standard personal computers, mobile devices and gaming consoles or on novel immersive Virtual and Augmented Reality techniques, have become popular in the last few years and are now applied in various research fields, among which cognitive assessment and training of heterogeneous target populations. Moreover, the adoption of Web based solutions together with the integration of Artificial Intelligence and Machine Learning algorithms could bring countless advantages, both for the patients and the clinical personnel, as allowing the early detection of some pathological conditions, improving the efficacy and adherence to rehabilitation processes, through the personalisation of training sessions, and optimizing the allocation of resources by the healthcare system. The current work proposes a systematic survey of existing solutions in the field of cognitive assessment and training. We evaluate the visualization and interaction technologies commonly adopted and the measures taken to fulfil the need of the pathological target populations. Moreover, we analyze how implemented solutions are validated, i.e. the chosen experimental designs, data collection and analysis. Finally, we consider the availability of the applications and raw data to the large community of researchers and medical professionals and the actual application of proposed solutions in the standard clinical practice. Despite the potential of these technologies, research is still at an early stage. Although the recent release of accessible immersive virtual reality headsets and the increasing interest on vision-based techniques for tracking body and hands movements, many studies still rely on non-immersive virtual reality (67.2%), mainly mobile and personal computers, and standard gaming tools for interactions (41.5%). Finally, we highlight that although the interest of research community in this field is increasingly higher, the sharing of dataset (10.6%) and implemented applications (3.8%) should be promoted and the number of healthcare structures which have successfully introduced the new technological approaches in the treatment of their host patients is limited (10.2%). |
first_indexed | 2024-04-11T17:03:55Z |
format | Article |
id | doaj.art-b99ca4d45ffb4feba1f529597ee9523e |
institution | Directory Open Access Journal |
issn | 2169-3536 |
language | English |
last_indexed | 2024-04-11T17:03:55Z |
publishDate | 2022-01-01 |
publisher | IEEE |
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series | IEEE Access |
spelling | doaj.art-b99ca4d45ffb4feba1f529597ee9523e2022-12-22T04:13:06ZengIEEEIEEE Access2169-35362022-01-011010429510431210.1109/ACCESS.2022.32105629905564Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training: A Survey on Available Solutions and Their ValidationChiara Bassano0Manuela Chessa1https://orcid.org/0000-0003-3098-5894Fabio Solari2https://orcid.org/0000-0002-8111-0409Department of Informatics, Bioengineering, Robotics, and Systems Engineering, University of Genoa, Genoa, ItalyDepartment of Informatics, Bioengineering, Robotics, and Systems Engineering, University of Genoa, Genoa, ItalyDepartment of Informatics, Bioengineering, Robotics, and Systems Engineering, University of Genoa, Genoa, ItalyExergames and serious games, based on standard personal computers, mobile devices and gaming consoles or on novel immersive Virtual and Augmented Reality techniques, have become popular in the last few years and are now applied in various research fields, among which cognitive assessment and training of heterogeneous target populations. Moreover, the adoption of Web based solutions together with the integration of Artificial Intelligence and Machine Learning algorithms could bring countless advantages, both for the patients and the clinical personnel, as allowing the early detection of some pathological conditions, improving the efficacy and adherence to rehabilitation processes, through the personalisation of training sessions, and optimizing the allocation of resources by the healthcare system. The current work proposes a systematic survey of existing solutions in the field of cognitive assessment and training. We evaluate the visualization and interaction technologies commonly adopted and the measures taken to fulfil the need of the pathological target populations. Moreover, we analyze how implemented solutions are validated, i.e. the chosen experimental designs, data collection and analysis. Finally, we consider the availability of the applications and raw data to the large community of researchers and medical professionals and the actual application of proposed solutions in the standard clinical practice. Despite the potential of these technologies, research is still at an early stage. Although the recent release of accessible immersive virtual reality headsets and the increasing interest on vision-based techniques for tracking body and hands movements, many studies still rely on non-immersive virtual reality (67.2%), mainly mobile and personal computers, and standard gaming tools for interactions (41.5%). Finally, we highlight that although the interest of research community in this field is increasingly higher, the sharing of dataset (10.6%) and implemented applications (3.8%) should be promoted and the number of healthcare structures which have successfully introduced the new technological approaches in the treatment of their host patients is limited (10.2%).https://ieeexplore.ieee.org/document/9905564/Augmented realitycognitive assessmentcognitive trainingexergameshuman-computer interactioninteraction technologies |
spellingShingle | Chiara Bassano Manuela Chessa Fabio Solari Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training: A Survey on Available Solutions and Their Validation IEEE Access Augmented reality cognitive assessment cognitive training exergames human-computer interaction interaction technologies |
title | Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training: A Survey on Available Solutions and Their Validation |
title_full | Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training: A Survey on Available Solutions and Their Validation |
title_fullStr | Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training: A Survey on Available Solutions and Their Validation |
title_full_unstemmed | Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training: A Survey on Available Solutions and Their Validation |
title_short | Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training: A Survey on Available Solutions and Their Validation |
title_sort | visualization and interaction technologies in serious and exergames for cognitive assessment and training a survey on available solutions and their validation |
topic | Augmented reality cognitive assessment cognitive training exergames human-computer interaction interaction technologies |
url | https://ieeexplore.ieee.org/document/9905564/ |
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