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Going to a Virtual Supermarket: Comparison of Different Techniques for Interacting in a Serious Game for the Assessment of the Cognitive Status

机译:去虚拟超市:在严重游戏中进行不同技术的比较,以评估认知状态

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An increasing number of people suffers from cognitive impairments, also related to aging. Several approaches are used to evaluate the mental status of people affected by cognitive diseases, and there is a growing interest toward approaches that allow a quantitative and personalized evaluation of such impairments. Such approaches comprise serious games and VR-based cognitive assessment systems. Nevertheless, few works attempt to understand how people interact in such systems, and which human-computer interaction modalities are to be preferred when targeting impaired people. The aim of this work is to quantitative and qualitative compare two solutions to play in a virtual supermarket (a PC and a tablet-based solution). The obtained results can be used as a starting point to design VR-based serious games to be used instead of questionnaire-based approaches, thus improving both clinical evaluation performances and patients' motivation.
机译:越来越多的人患有认知障碍,也与老龄化有关。几种方法用于评估受认知疾病影响的人们的精神状态,对允许对这些损伤进行定量和个性化评估的方法越来越兴趣。这种方法包括严重的游戏和基于VR的认知评估系统。尽管如此,很少有工程试图了解人们如何在这种系统中互动,并且在瞄准受损人时是首选的人机互动模式。这项工作的目的是定量和定性比较两个在虚拟超市(PC和基于平板电脑的解决方案)中的解决方案。所获得的结果可用作设计基于VR的严重游戏的起点而不是基于问卷的方法,从而改善临床评估表演和患者的动机。

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