TY - GEN
T1 - An interactive cognitive-motor training system for children with intellectual disability
AU - Senette, Caterina
AU - Trujillo, Amaury
AU - Perrone, Erico
AU - Bargagna, Stefania
AU - Buzzi, Maria Claudia
AU - Buzzi, Marina
AU - Leporini, Barbara
AU - Piatti, Alice Elena
PY - 2018/1/1
Y1 - 2018/1/1
N2 - 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 Cognitive-Motor Training system (ICMT) created to encourage physical activity in children with cognitive disabilities by combining cognitive and gross motor training. 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. Performance 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 activity.
AB - 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 Cognitive-Motor Training system (ICMT) created to encourage physical activity in children with cognitive disabilities by combining cognitive and gross motor training. 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. Performance 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 activity.
KW - Cognitive impairment
KW - Physical activity
KW - Video game
UR - http://www.scopus.com/inward/record.url?scp=85050629040&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85050629040&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-92049-8_42
DO - 10.1007/978-3-319-92049-8_42
M3 - Conference contribution
AN - SCOPUS:85050629040
SN - 9783319920511
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 571
EP - 582
BT - Universal Access in Human-Computer Interaction. Methods, Technologies, and Users - 12th International Conference, UAHCI 2018, Held as Part of HCI International 2018, Proceedings
PB - Springer Verlag
T2 - 12th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2018 Held as Part of HCI International 2018
Y2 - 15 July 2018 through 20 July 2018
ER -