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Validation of a Motor-Cognitive Assessment for a Stepping Exergame in Older Adults: Use of Game-Specific, Internal Data Stream

机译:验证老年人踩踏Exergame的电动机认知评估:使用特定于游戏的内部数据流

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Objective: To comprehensively validate an assessment tailored to an exergaming training program with motor-cognitive challenges. Materials and Methods: Fifty-eight cognitively intact, multimorbid, independently living older adults (mean age [standard deviation]: 78.3 [6.5] years) with moderate functional limitations participated in the study. For construct validity, Spearman's rank correlations (r(s)) between game parameters and established cognitive (Number-Connection-Test [Zahlen-Verbindungs-Test], Simple Response Time Task, Simon Task) and motor (Short Physical Performance Battery, Physiomat (R) balance tests) measures were calculated. Test-retest reliability was documented by intraclass correlation coefficients (ICCs), sensitivity to change by effect sizes using partial eta squared (eta(2)(p)), and feasibility by mean completion time and completion rates. Results: Good construct validity of the assessment was observed, with on average moderate-to-high correlations between game parameters and cognitive tests, measures of lower extremity function and dynamic balance (range of r(s) including extreme outliers = 0.00-0.70, P < 0.001-0.998). Test-retest reliability was good, with ICCs mostly ranging from moderate to high (ICCs = 0.37-0.93, P < 0.001-0.130), and sensitivity to change was excellent (eta(2)(p) = 0.16-0.81, P < 0.001-0.044). Completion rates for the initial challenge levels were 100%, mean completion time 36.3 minutes, and no clinical events or safety problems were observed. Conclusion: Study results documented on average good validity, test-retest reliability and feasibility, with an extraordinary high responsiveness of the presented game-based assessment in older adults with moderate functional limitations. The innovative, data-based assessment validated in this study may serve as a blueprint for future, tailored assessments for exergaming.
机译:目的:全面验证对具有运动认知挑战的外汇培训计划量身定制的评估。材料和方法:五十八分认知完整,多功能表,独立生活老年人(平均年龄[标准偏差]:78.3 [6.5]年)具有中等功能局限性的研究。对于构造有效性,游戏参数与建立的认知之间的素级相关性(R(s))(Number-Connection-test [Zahlen-verbIndungs-test],简单的响应时间任务,Simon任务)和电机(短的物理性能电池,Physiomat (R)余额测试)计算措施。通过跨周性相关系数(ICC)记录测试 - 重新测试可靠性,使用部分ETA平方(ETA(2)(P)),通过平均完成时间和完成速率来改变效果大小的灵敏度。结果:观察到良好的构建有效性,在游戏参数和认知测试之间的平均中等至高的相关性,下肢函数和动态余额的测量(包括极端异常值的R = 0.00-0.70, P <0.001-0.998)。测试重度可靠性好,ICCS主要从中等到高(ICCS = 0.37-0.93,P <0.001-0.130),并且改变的敏感性优异(ETA(2)(P)= 0.16-0.81,P < 0.001-0.044)。初始挑战率的完成率为100%,平均完成时间36.3分钟,并且没有观察到临床事件或安全问题。结论:研究结果记录了平均良好的有效性,测试 - 保持性可靠性和可行性,具有适中的基于比例的基于比赛的高响应性,具有适中的功能限制。本研究中验证的创新性评估可作为未来的蓝图,针对外国人身份定制评估。

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