Research Article
Normative data for a cognitive VR rehab serious games-based approach
@INPROCEEDINGS{10.4108/icst.pervasivehealth.2014.255277, author={Pedro Gamito and Jorge Oliveira and Ludmila Pinto and Luis Rodelo and Paulo Lopes and Rodrigo Brito and Diogo Morais}, title={Normative data for a cognitive VR rehab serious games-based approach}, proceedings={REHAB 2014}, publisher={ICST}, proceedings_a={REHAB}, year={2014}, month={7}, keywords={virtual reality cognitive rehabilitation normative data}, doi={10.4108/icst.pervasivehealth.2014.255277} }
- Pedro Gamito
Jorge Oliveira
Ludmila Pinto
Luis Rodelo
Paulo Lopes
Rodrigo Brito
Diogo Morais
Year: 2014
Normative data for a cognitive VR rehab serious games-based approach
REHAB
ICST
DOI: 10.4108/icst.pervasivehealth.2014.255277
Abstract
Acquired brain impairments are responsible for cognitive dysfunctions that affect daily life activities. Promoting cognitive exercise through ecologically-based interactive media such as virtual reality is an emerging option. Although the first step towards ecological ways to stimulate cognitive functions has been given, assessment still relies on non-ecological measures such as pencil-and-paper protocols. We propose that an effective alternative to these traditional evaluation methods is to assess patients while they execute exercises that mimic real-life tasks, such as shopping, dressing, or preparing breakfast. For this, normative data is required. This paper reports a study designed to gather normative data on several daily-life exercises run by a non-clinical sample. The descriptive data on task performance and effects of prior experience with video-games are discussed.