Memo-VR: Exercício Cognitivo para Idosos Utilizando Realidade Virtual e Interface com as Mãos

  • Flavio Farias UFF
  • Eyre Montevecchi UFF
  • José Bokehi UFF
  • Rosimere Santana UFF
  • Débora Muchaluat-Saade UFF

Abstract


Electronic games can be used as a support tool for treating depression, anxiety, and depression, as well as stimulating the brain through cognitive exercises. Virtual Reality (VR) can enhance the emotional engagement and immersion level in those exercises. Thus, this article proposes a novel cognitive exercise, called Memo-VR, which uses VR combined with interaction techniques, such as scanning and virtualization of the user’s hands, in a version of the classic Concentration game. The tests with the elderly indicated as preliminary results good usability.

References

Bangor, A., Kortum, P., and Miller, J. (2009). Determining what individual SUS scores mean: Adding an adjective rating scale. Journal of usability studies, 4(3):114–123.

Barnes, D. E., Cauley, J. A., Lui, L. Y., Fink, H. A., McCulloch, C., Stone, K. L., and Yaffe, K. (2007). Women who maintain optimal cognitive function into old age. Journal of the American Geriatrics Society, 55(2):259–264.

De Paula, G. L., De Melo, L. F., Dos Santos, M. H., Seixas, F. L., Santana, R. F., and Muchaluat-Saade, D. (2019). Efeitos Sensoriais em Jogos Cognitivos para Idosos: Jogo do Stroop. In Anais Principais do XIX Simpósio Brasileiro de Computação Aplicada à Saúde, pages 187–198. SBC, Sociedade Brasileira de Computação – SBC

Glass, B. D., Maddox,W. T., and Love, B. C. (2013). Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait. PLoS ONE, 8(8).

Likert, R. (1974). A method of constructing an attitude scale. Scaling: A sourcebook for behavioral scientists, pages 233–243.

Matos, L. F., Santos, M. H., Boechat, Y., Amorim, G., and Muchaluat-Saade, D. C. (2018). MemoGinga: Jogo Interativo para TV Digital como Exercício Cognitivo para Idosos. In Anais do Simpósio Brasileiro de Computação Aplicada à Saúde (SBCAS). Sociedade Brasileira de Computação - SBC.

Nouchi, R., Taki, Y., Takeuchi, H., Hashizume, H., Nozawa, T., Kambara, T., Sekiguchi, A., Miyauchi, C. M., Kotozaki, Y., Nouchi, H., et al. (2013). Brain training game boosts executive functions, working memory and processing speed in the young adults: a randomized controlled trial. PloS one, 8(2).

Oei, A. C. and Patterson, M. D. (2013). Enhancing Cognition with Video Games: A Multiple Game Training Study. PLoS ONE, 8(3).

outros Brooke, J. e. (1996). SUS-A quick and dirty usability scale. Avaliaç ao de usabilidade na industria, 189:4–7.

Pietrzak, E., Pullman, S., and McGuire, A. (2014). Using virtual reality and videogames for traumatic brain injury rehabilitation: a structured literature review. GAMES FOR HEALTH: Research, Development, and Clinical Applications, 3(4):202–214.

Silva, R. S., Carlos, C. A., Mol, A. M., and Ishitani, L. (2018). Avaliaç ao da Experiencia da Terceira Idade com Realidade Virtual na A rea de Jogos Digitais para Smartphone. Art Des Track, pages 79–87.

Vazini Taher, A., Khalil Ahmadi, M., and Zamir, P. (2015). Effects of multi-sensory stimulation on cognition function, depression, anxiety and quality of life in elderly persons with dementia. International Journal of Sport Studies, 5(3):355–360.
Published
2020-09-15
FARIAS, Flavio; MONTEVECCHI, Eyre; BOKEHI, José; SANTANA, Rosimere; MUCHALUAT-SAADE, Débora. Memo-VR: Exercício Cognitivo para Idosos Utilizando Realidade Virtual e Interface com as Mãos. In: BRAZILIAN SYMPOSIUM ON COMPUTING APPLIED TO HEALTH (SBCAS), 20. , 2020, Evento Online. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2020 . p. 434-439. ISSN 2763-8952. DOI: https://doi.org/10.5753/sbcas.2020.11536.