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Combining physical and virtual worlds for motor-cognitive training interventions : position paper with guidelines on technology classification in movement-related research
ID Šlosar, Luka (Author), ID Voelcker-Rehage, Claudia (Author), ID Paravlić, Armin (Author), ID Abazović, Ensar (Author), ID de Bruin, Eling D. (Author), ID Marušič, Uroš (Author)

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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.

Language:English
Keywords:extended reality, virtual reality, augmented reality, mixed reality, exergaming, taxonomy, classification
Work type:Article
Typology:1.02 - Review Article
Organization:FŠ - Faculty of Sport
Publication status:Published
Publication version:Version of Record
Year:2022
Number of pages:8 str.
Numbering:Vol. 13, art. 1009052
PID:20.500.12556/RUL-155270 This link opens in a new window
UDC:794-028.23:796.012
ISSN on article:1664-1078
DOI:10.3389/fpsyg.2022.1009052 This link opens in a new window
COBISS.SI-ID:134916867 This link opens in a new window
Publication date in RUL:22.03.2024
Views:744
Downloads:454
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Record is a part of a journal

Title:Frontiers in psychology
Shortened title:Front. psychol.
Publisher:Frontiers Media
ISSN:1664-1078
COBISS.SI-ID:519967513 This link opens in a new window

Licences

License:CC BY 4.0, Creative Commons Attribution 4.0 International
Link:http://creativecommons.org/licenses/by/4.0/
Description:This is the standard Creative Commons license that gives others maximum freedom to do what they want with the work as long as they credit the author.

Secondary language

Language:Slovenian
Keywords:razširjena resničnost, mešana resničnost, aktivne videoigre, taksonomija, motorične funkcije, kognitivne funkcije, obogatena resničnost, navidezna resničnost, videoigre, klasifikacija

Projects

Funder:EC - European Commission
Funding programme:H2020
Project number:952401
Name:TWINning the BRAIN with machine learning for neuro-muscular efficiency
Acronym:TwinBrain

Funder:ARRS - Slovenian Research Agency
Project number:P5-0381
Name:Kineziologija za kakovost življenja

Funder:Other - Other funder or multiple funders
Funding programme:Deutsche Forschungsgemeinschaf
Project number:416228727

Funder:Other - Other funder or multiple funders
Funding programme:Deutsche Forschungsgemeinschaft
Project number:SFB 1410

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