首页> 美国卫生研究院文献>Journal of Experimental Neuroscience >Do Older and Young Adults Learn to Integrate Geometry WhileNavigating in an Environment of a Serious Game?
【2h】

Do Older and Young Adults Learn to Integrate Geometry WhileNavigating in an Environment of a Serious Game?

机译:老年人和年轻的成年人学会融合几何在一个严肃的游戏的环境中导航?

代理获取
本网站仅为用户提供外文OA文献查询和代理获取服务,本网站没有原文。下单后我们将采用程序或人工为您竭诚获取高质量的原文,但由于OA文献来源多样且变更频繁,仍可能出现获取不到、文献不完整或与标题不符等情况,如果获取不到我们将提供退款服务。请知悉。

摘要

We evaluated the outcomes of an intervention using a serious game designed to beplayed on iPads for improving spatial reorientation by training users tointegrate geometry of the environment, instead of relying solely on featuralcues. Using data logged online through a clinical study of using this game, theeffect of training among 16 older adults (69.3 ± 6.4 years, 4 males), who playedthe game repeatedly (self-administered) over a period of 8 weeks, wasinvestigated. The game contains a hexagonal room with 3 objects, textured walls,and grids on the floor, which are removed one by one as the participant playedthe game. In each level, the room also rotates such that the viewpoint of theuser is different from that of the previous level. Participants cannot play ahigher level unless they make no mistake during the trials of the lower testlevel. In addition to data of older adults available from that clinical trial,we recruited 16 young adults (27.3 ± 5.6 years, 4 males) to play the game for 5sessions and compared their results with those of the older adults. We evaluatedthe error type made in each test level and the scores for each session amongolder adults. Further, we compared the frequency of each error type betweenyoung and older adults during the test levels that a landmark adjacent to thetarget was removed over the first 5 sessions. The results of older adults’performance suggest they learned to make fewer mistakes over the sessions. Also,both young and older adults learned to integrate the geometrical cues ratherthan relying on the landmark cue adjacent to the target to find the target.Overall, the results indicate the designed hexagonal room game can enhancespatial cognition among all age groups of adults.
机译:我们评估了使用旨在的严重游戏的干预的结果在iPad上播放,通过培训用户来提高空间重新定位整合环境的几何形状,而不是仅仅依赖于特征提示。使用通过在线记录的数据通过使用这款游戏的临床研究来研究16名老年人的培训效果(69.3±6.4岁,4名男性)扮演在8周内重复(自我管理)的游戏是调查。游戏包含一个带3个物体,纹理墙壁的六角形室,和地板上的网格,因为参与者打了一个逐个被删除游戏。在每个级别中,房间也旋转,使得这方面的观点旋转用户与前一级的不同。参与者不能玩更高的水平,除非他们在较低测试期间没有错误等级。除了从该临床试验中获得的老年人的数据,我们招募了16名年轻人(27.3±5.6岁,4名男性)播放5会议并将其结果与老年人的结果进行比较。我们评估了每个测试级别的错误类型以及每个会话中的分数老年人。此外,我们将每个误差类型的频率进行比较年轻人和老年人在测试水平期间,毗邻的地标目标被删除在前5个会议上。老年人的结果'表现表明他们学会了在会议上减少误差。还,年轻人和老年人都学会了整合几何线索而不是依赖于与目标相邻的地标提示找到目标。总体而言,结果表明设计的六角室游戏可以增强所有年龄段成人群体中的空间认知。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
代理获取

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号