• français
    • English
    français
  • Login
Help
View Item 
  •   Home
  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)
  • View Item
  • Home
  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)
  • View Item
JavaScript is disabled for your browser. Some features of this site may not work without it.

Scoping Review on the Interactive Digital Tools Used for the Physical and Cognitive Stimulation of Healthy Older Adults

Article dans une revue avec comité de lecture
Author
ccBUSSER, Auriane
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccFLEURY, Sylvain
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccKADRI, Abdelmajid
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
HAJ MAHMOUD, Olfa
504935 HRV Simulation [HRV]
ccRICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/25342
DOI
10.1155/2024/2109977
Date
2024-06-18
Journal
Human Behavior and Emerging Technologies

Abstract

As more of our lives are spent using electronic devices, it comes as a natural deduction that those digital tools could be used to maintain people’s health. Gamified exercise or exergames are indeed promising means to motivate the population to get physically active and even cognitively active if paired with the appropriate games. Considering the global concern of an aging population which could benefit from both physical and cognitive stimulation, these tools appear to be an encouraging solution to keep the population healthier over time. This scoping review reports on the digital tools used in publications between January 2015 and December 2023 regarding the physical and cognitive stimulation of healthy elderly people. The search was conducted in PubMed, Web of Science, and ScienceDirect databases. Of the 1579 publications retrieved, a total of 68 publications were analyzed in this review. A wide variety of digital tools were used in the corpus for the combined physical and cognitive stimulation of the elderly. These tools can be categorized into six types of hardware: pressure plates, optical motion capture, inertial motion capture, virtual reality, ergometers, and driving simulators. The apparition of publications using virtual reality and an increase in publications using inertial motion capture in 2020 could be an indicator that digital tools used for cognitive and physical stimulation of the elderly are evolving. Another finding is the wide variety in evaluation tools used to monitor the outcomes of each protocol. A standardization of the testing process might be needed in order to improve comparisons between experiments.

Files in this item

Name:
LAMPA_HBET_2024_BUSSER.pdf
Size:
1.676Mb
Format:
PDF
View/Open

Collections

  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)

Related items

Showing items related by title, author, creator and subject.

  • Les humains virtuels expressifs dans les simulateurs en santé 
    Communication sans acte
    MILCENT, Anne-Sophie; KADRI, Abdelmajid; GESLIN, Erik; ccRICHIR, Simon (2019)
    Healthcare simulators are considered as interactive and playful learning environments offering many training opportunities. Medical students wish to train with virtual simulators for a few years to prepare their encounter ...
  • Expressive Virtual Human : Impact of expressive wrinkles and pupillary size on emotion recognition 
    Communication avec acte
    MILCENT, Anne-Sophie; KADRI, Abdelmajid; GESLIN, Erik; ccRICHIR, Simon (2019)
    Improving the expressiveness of virtual humans is essential for qualitative interactions and development of an emotional bond. It is certainly indicated for all applications using the user’s cognitive processes, such as ...
  • Using facial expressiveness of a virtual agent to induce empathy in users 
    Article dans une revue avec comité de lecture
    MILCENT, Anne-Sophie; KADRI, Abdelmajid; ccRICHIR, Simon (Taylor and Francis, 2021)
    Healthcare simulators are learning environments that offer many training opportunities. The integration of expressive virtual patients in these simulators encourages the exchanges and provokes emotional reactions in the ...
  • Effets de stimuli externes non pertinents sur la créativité. 
    Communication avec acte
    MILLE, Charles; ccFLEURY, Sylvain; PASI, Simon; FOURNIER, Kevin; IZZOUZI, Lisa; DUCHAUSSOY, Sébastien; JEAN-LOUIS, Thomas; ccCHRISTMANN, Olivier; ccRICHIR, Simon (ARPEGE Science Publishing, 2019)
    Lors d’activités de créativité, les stimuli externes à la tâche peuvent être considérés comme potentiellement inspirants ou à l’inverse gênants. L’hypothèse de la présente étude était que les activités créatives, lorsqu’elles ...
  • I am a Genius! Influence of Virtually Embodying Leonardo da Vinci on Creative Performance 
    Article dans une revue avec comité de lecture
    ccGORISSE, Geoffrey; WELLENREITER, Simon; ccFLEURY, Sylvain; L´ECUYER, Anatole; ccRICHIR, Simon; ccCHRISTMANN, Olivier (Institute of Electrical and Electronics Engineers, 2023-10-02)
    Virtual reality (VR) provides users with the ability to substitute their physical appearance by embodying virtual characters (avatars) using head-mounted displays and motion-capture technologies. Previous research demonstrated ...

Browse

All SAMCommunities & CollectionsAuthorsIssue DateCenter / InstitutionThis CollectionAuthorsIssue DateCenter / Institution

Newsletter

Latest newsletterPrevious newsletters

Statistics

Most Popular ItemsStatistics by CountryMost Popular Authors

ÉCOLE NATIONALE SUPERIEURE D'ARTS ET METIERS

  • Contact
  • Mentions légales

ÉCOLE NATIONALE SUPERIEURE D'ARTS ET METIERS

  • Contact
  • Mentions légales