studi e ricerche

An integrated intervention of computerized cognitive training and physical exercise in virtual reality for people with Alzheimer’s disease: The jDome study protocol

Alzheimer’s disease is a neurodegenerative syndrome characterized by cognitive deficits, loss of daily functions, and mental and behavioral disorders, which cause stress and negatively affect the quality of life. Studies in the field suggest that combining cognitive training with physical activity can reduce the risk of developing the disease and, once neurodegeneration has begun, it slows its progress. In particular, virtual reality and augmented reality administer cognitive stimulation while providing a link to autobiographical memory through reminiscence, enabling the improvement of the person’s quality of life. The present protocol aims to evaluate the effectiveness of cognitive and physical treatments, integrated

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Facial Emotions Are Accurately Encoded in the Neural Signal of Those With Autism Spectrum Disorder: A Deep Learning Approach

Background Individuals with autism spectrum disorder (ASD) exhibit frequent behavioral deficits in facial emotion recognition (FER). It remains unknown whether these deficits arise because facial emotion information is not encoded in their neural signal or because it is encodes but fails to translate to FER behavior (deployment). This distinction has functional implications, including constraining when differences in social information processing occur in ASD, and guiding interventions (i.e., developing prosthetic FER vs. reinforcing existing skills). Methods We utilized a discriminative and contemporary machine learning approach—deep convolutional neural networks—to classify facial emotions viewed by individuals with and without ASD (N = 88) from concurrently recorded electroencephalography signals. Results The convolutional neural

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Enhance VR: A Multisensory Approach to Cognitive Training and Monitoring

Cognitive training systems aim to improve specific domains or global cognition by engaging users in cognitively demanding tasks. While screen-based applications can improve performance in the trained cognitive abilities, they are often criticized for their poor transferability to activities of daily living. These systems, however, exclude the user’s body and motor skills, which invariably serves to restrict the user experience. Immersive Virtual Reality (IVR) systems, in contrast, present the user with body-related information, such as proprioceptive and visuomotor information, allowing for an immersive and embodied experience of the environment. This feature renders VR a very appealing tool for cognitive training

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Applications of Virtual Reality for Autism Inclusion. A review

Children with Autism Spectrum Disorder present several difficulties in social interaction, communication obstaclesand restricted and repeated behaviors. Social connection with others is typically challenging for them, and they are frequentlyunsure of how to react to other people’s emotions, facial expressions, and movements of their body, and especially of how torespond to various social circumstances. Recent review studies regarding VR for children with ASD have found that most ofthe relevant interventions aimed at improving social and emotional skills, as well as common activities of everyday life. In thiswork, we are going to present studies of the most current applications of VR

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Cognitive Training with Neurofeedback Using NIRS Improved Cognitive Functions in Young Adults: Evidence from a Randomized Controlled Trial

(1) Background: A previous study has shown that cognitive training with neurofeedback (CT-NF) using down-regulation improves cognitive functions in young adults. Neurofeedback has two strategies for manipulating brain activity (down-regulation and upregulation). However, the benefit of CT-NF with the upregulation of cognitive functions is still unknown. In this study, we investigated whether the upregulation of CT-NF improves a wide range of cognitive functions compared to cognitive training alone. (2) Methods: In this double-blinded randomized control trial (RCT), 60 young adults were randomly assigned to one of three groups: CT-NF group, CT alone group, and an active control (ACT) group who

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Fundamental relationships of executive functions and physiological abilities with game intelligence, game time and injuries in elite soccer players

The study examined the (1) interrelation of cognitive-athletic performance concerning game time and (2) injuries; (3) relation between executive functions and game intelligence. A total of 172 elite soccer players (age: 12–34 years) performed tests assessing multiple-object-tracking, working memory capacity (WMC), cognitive flexibility (CF), and inhibition. General and specific-endurance-performance, and physical performance (jumps and sprint) were also measured. Game intelligence, time and injuries were tracked. WMC, CF, and a total cognition score showed correlations with game intelligence, and the same parameter, along with selective attention and game intelligence were also correlated with game time. Sprint and specific-endurance were connected with game

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Robot and virtual reality-based intervention in autism: a comprehensive review

Autism Spectrum Disorder is a neurological and developmental disorder. Children diagnosed with this disorder have persistent deficits in their social-emotional reciprocity skills, nonverbal communication, and developing, maintaining, and understanding relationships. Besides, autistic children usually have motor deficits that influence their imitation and gesture production ability. The present study aims to review and analyze the current research findings in using robot-based and virtual reality-based intervention to support the therapy of improving the social, communication, emotional, and academic deficits of children with autism. Experimental data from the surveyed works are analyzed regarding the target behaviors and how each technology, robot, or virtual

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Executive functions in elite athletes – Comparing open-skill and closed-skill sports and considering the role of athletes’ past involvement in both sport categories

Previous research documented differences in executive functions between elite athletes in different sports. It was argued that athletes in sport disciplines with higher cognitive demands (i.e., open-skill) show better executive functions than athletes in less cognitively challenging sport disciplines (i.e., closed-skill). In the current study, we aimed at detecting differences in executive functions between elite athletes in open-skill versus closed-skill sports and questioned the role of their total involvement in these sports until the age of 18 on executive functions. Seventy-five elite athletes (45 males and 30 females; Mage = 23.03 ± 4.41 years) from various sports were classified as open- or closed-skill athletes based

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Impact of Virtual Reality (VR) Experience on Older Adults’ Well-Being

Aging often leads to decreased social engagement.While technology has the potential to improve the quality of life among older adults, not much is known about effects of new technologies, including virtual reality (VR) appli- cations, on their well-being. This paper reports on a field study conducted with older adults in assisted living communities to understand how use of a VR system may contribute to their emotional and social well-being. During the study, a two-week intervention was done with an experimental group that used a VR system to view contents related to travel and relaxation, and a control group that used

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The Use of Virtual and Augmented Reality by Older Adults: Potentials and Challenges

The use of virtual reality (VR) and augmented reality (AR) promises many benefits for older adults, such as promoting a healthy lifestyle with health-related gaming, maintaining social contact via digital interfaces, supporting rehabilitation, and aiding in everyday life tasks (Czaja et al., 2019; Schlomann et al., 2019; Appel et al., 2020; Dermody et al., 2020). AR allows users to interact in new ways with their real environment, whereas VR provides them with new experiences in virtual environments. Although VR/AR user experiences may enhance well-being among older adults (e.g., Montana et al., 2020; Tuena et al., 2020), this group is largely neglected in current VR/AR participatory

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