It is increasingly evident that engaging in regular physical activity is important for people's health and well-being. However, physical training is still a big challenge for individuals with cognitive disabilities since it is difficult to motivate them and provide them with sustained pleasant training experiences over time. Active Video Games and Exergames may help achieve this, especially in the younger population. This paper describes an accessible Interactive Cogni-tive-Motor Training system (ICMT) created to encourage physical activity in children with cognitive disabilities by combining cognitive and gross motor train-ing. The system was developed at a low cost, on top of an open source rhythm game, which has built-in support for dance pads and large video screens. The application employs user profiling in order to deliver personalized training. Per-formance data are recorded for further analysis to verify the training's efficacy and if needed, to tune the intervention. A pilot study showed the effectiveness of the proposed system, which by taking advantage of the positive effects of playing videogames, appears to encourage cognitively impaired people's physical activ-ity.

An interactive cognitive-motor training system for children with intellectual disability

Leporini B;
2018-01-01

Abstract

It is increasingly evident that engaging in regular physical activity is important for people's health and well-being. However, physical training is still a big challenge for individuals with cognitive disabilities since it is difficult to motivate them and provide them with sustained pleasant training experiences over time. Active Video Games and Exergames may help achieve this, especially in the younger population. This paper describes an accessible Interactive Cogni-tive-Motor Training system (ICMT) created to encourage physical activity in children with cognitive disabilities by combining cognitive and gross motor train-ing. The system was developed at a low cost, on top of an open source rhythm game, which has built-in support for dance pads and large video screens. The application employs user profiling in order to deliver personalized training. Per-formance data are recorded for further analysis to verify the training's efficacy and if needed, to tune the intervention. A pilot study showed the effectiveness of the proposed system, which by taking advantage of the positive effects of playing videogames, appears to encourage cognitively impaired people's physical activ-ity.
2018
978-3-319-92048-1
File in questo prodotto:
File Dimensione Formato  
Senette2018_Chapter_AnInteractiveCognitive-MotorTr.pdf

non disponibili

Tipologia: Versione finale editoriale
Licenza: NON PUBBLICO - accesso privato/ristretto
Dimensione 891.13 kB
Formato Adobe PDF
891.13 kB Adobe PDF   Visualizza/Apri   Richiedi una copia

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11568/1219242
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus 3
  • ???jsp.display-item.citation.isi??? 3
social impact