Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Survey On Available Solutions and Their Validation

Download as pdf or txt
Download as pdf or txt
You are on page 1of 18

Received 26 August 2022, accepted 21 September 2022, date of publication 28 September 2022, date of current version 7 October 2022.

Digital Object Identifier 10.1109/ACCESS.2022.3210562

Visualization and Interaction Technologies in


Serious and Exergames for Cognitive Assessment
and Training: A Survey on Available Solutions
and Their Validation
CHIARA BASSANO, MANUELA CHESSA , (Member, IEEE), AND FABIO SOLARI
Department of Informatics, Bioengineering, Robotics, and Systems Engineering, University of Genoa, 16126 Genoa, Italy
Corresponding author: Manuela Chessa (manuela.chessa@unige.it)
This work was supported in part by the Interreg ALCOTRA Projects PRO-SOL We-Pro under Grant 4298, and in part by PRO-SOL Senior
under Grant 4128.

ABSTRACT Exergames and serious games, based on standard personal computers, mobile devices and
gaming consoles or on novel immersive Virtual and Augmented Reality techniques, have become popular
in the last few years and are now applied in various research fields, among which cognitive assessment
and training of heterogeneous target populations. Moreover, the adoption of Web based solutions together
with the integration of Artificial Intelligence and Machine Learning algorithms could bring countless advan-
tages, both for the patients and the clinical personnel, as allowing the early detection of some pathological
conditions, improving the efficacy and adherence to rehabilitation processes, through the personalisation of
training sessions, and optimizing the allocation of resources by the healthcare system. The current work pro-
poses a systematic survey of existing solutions in the field of cognitive assessment and training. We evaluate
the visualization and interaction technologies commonly adopted and the measures taken to fulfil the need
of the pathological target populations. Moreover, we analyze how implemented solutions are validated, i.e.
the chosen experimental designs, data collection and analysis. Finally, we consider the availability of the
applications and raw data to the large community of researchers and medical professionals and the actual
application of proposed solutions in the standard clinical practice. Despite the potential of these technologies,
research is still at an early stage. Although the recent release of accessible immersive virtual reality headsets
and the increasing interest on vision-based techniques for tracking body and hands movements, many studies
still rely on non-immersive virtual reality (67.2%), mainly mobile and personal computers, and standard
gaming tools for interactions (41.5%). Finally, we highlight that although the interest of research community
in this field is increasingly higher, the sharing of dataset (10.6%) and implemented applications (3.8%)
should be promoted and the number of healthcare structures which have successfully introduced the new
technological approaches in the treatment of their host patients is limited (10.2%).

INDEX TERMS Augmented reality, cognitive assessment, cognitive training, exergames, human-computer
interaction, interaction technologies, serious games, virtual reality, visualization technologies.

I. INTRODUCTION have started developing and validating new solutions, based


The technological evolution we have witnessed in the recent on serious games (SGs) and exergames (EGs). SGs are digital
years has led to important advances in many research fields, applications designed for a primary purpose other than pure
among which cognitive assessment and training. Researchers entertainment, as education, information, enhancement of
cognitive and physical functions. They usually emulate activ-
The associate editor coordinating the review of this manuscript and ities of daily living (school lessons, doing the shopping, doing
approving it for publication was Charalambos Poullis . housework, exploring environments) and indirectly assess

This work is licensed under a Creative Commons Attribution 4.0 License. For more information, see https://creativecommons.org/licenses/by/4.0/
VOLUME 10, 2022 104295
C. Bassano et al.: Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training

participants cognitive functions during gameplay. EGs are RQ2 Among the available interaction techniques, from
videogames which rely on technologies that track body move- touchful (e.g., mice and keyboards, touchscreens
ments and imply a form of physical exercise, as emulating a and controllers) to touchless (e.g., vision, sensors or
sport, playing an instrument, exercise or do racing. Advan- voice based), which are the most adopted solutions?
tages of using SGs and EGs for the ecological assessment Although the wide diffusion of gaming tools, during
and the rehabilitation of cognitive functions are disparate. the years, was there a rising interest on the search of
Firstly, gamification allows to indirectly evaluate patients alternate solutions?
avoiding causing stress and frustration, which could affect RQ3 In consideration of their eventual adoption in the
results of standard tests. Moreover, they ensure the creation standard clinical practice, how developed solu-
of safe, controlled, standardized settings and a strict control tions are actually validated? Moreover, given the
over experimental conditions and stimulus delivery. Besides, increased number of systems published per year,
thanks to the integration of different sensors, it is possible have we assisted, in parallel, to a growth in the num-
to record different measurements, useful for the assessment ber of available data and finally, subjects/patients
of patients’ cognitive and motor skills and the monitoring of effectively using such solutions?
their well-being state, behaviour and improvements. In the following sections, we first describe the adopted pro-
Another fundamental advantage is the possibility to cre- cedure to gather data (Section II), then we consider the differ-
ate personalized training sessions: in order to be effective ent technologies available for visualisation (Section III) and
and engaging, training difficulty has to match patient abil- interaction (Section IV), their core features, potentials and
ity and to avoid a ceiling effect [1]. Training personaliza- actual application. We then focus on the validation process,
tion approaches usually employ two main strategies, i.e. task in particular on the experimental designs currently adopted
difficulty adaptation (22.6%) and regulation of the training to test proposed solutions (Section V-A) and the way data
session duration (0.9%), which are crucial factors especially are collected and analysed, also considering the application of
when training sessions are self-administered without supervi- ML algorithms for predicting the onset of certain pathological
sion, as home rehabilitation applications. In particular, stan- conditions (Section V-B). Lastly, we evaluate the availability
dard multiple level applications still represent the preferred of proposed frameworks and datasets (Section V-C) and the
solution (21.3%). Access to a higher level is often bound effective adoption of SGs and EGs based solutions by health-
to the achievement of a certain score, accuracy or number care structures.
of consecutive correct trials or to the acquirement of certain
motor and cognitive abilities [2], [3], [4], [5], [6], [7], [8], II. PROCEDURE
[9], [10], [11], [12], [13], [14], [15], [16], [17], [18], [19], The current survey is the result of a systematic search that
[20], [21], [22], [23], [24] and, sometimes, inadequate per- we conducted in several high profile databases, i.e. PubMed,
formance can lead to a negative level adjustment [25], [26], Scopus, Web of Knowledge and Science Direct, using the
[27], [28], [29], [30], [31], [32], [33], [34], [35], [36], [37], search string
[38], [39], [40], [41], [42]. Alternative solutions include the (assessment OR training) AND ((cognitive AND (VR OR
use of AI techniques, as case-based algorithms [43], ontology AR OR serious game OR exergame OR WebGL OR AI))
based models [44], or open learner models [45], or giving OR ((memory OR attention OR executive functions) AND (VR
the therapists [46], [47], [48] and the patients [17], [49], [50] OR AR OR serious game OR exergame)))
the permission to intervene in the difficulty level selection. We included only articles written in English, both
Otherwise, difficulty adjustments can be done real-time, dur- peer-reviewed journal articles and conference proceedings or
ing gameplay, by modifying game parameters according to workshops and excluded abstracts, editorial, book chapters
players performance [51], [52], [53]. and review articles and we excluded articles for which full
The purpose of our review is to provide an analysis of the text was not available for our University. Finally, due to the
advancements of research on SGs and EGs applied to the constantly evolving nature of the technologies considered, the
cognitive assessment and training conjointly with the devel- search was limited to the period 2016 to the present. After
opment of new technologies for visualization and interaction, the first search and selection phase, summarized in Fig. 1,
i.e. Virtual Reality (VR) and Augmented Reality (AR) [54], we have selected 235 works (N = 235, in the following N
platforms for game deployment, i.e. mobile, computer, con- denotes the number of the works for the considered specific
soles and Web platforms, and Artificial Intelligence (AI). topic), including 197 journal articles, 38 conference proceed-
Specifically, this review addresses the following research ings and workshop articles.
questions: Papers included in this survey propose methodologies for
RQ1 Among the different visualization techniques, the cognitive training (N = 151), assessment (N = 83) or both
from non-immersive (e.g., monitor-based) to fully (N = 1) of heterogeneous target populations: elderly and age
immersive (e.g., head-mounted displays) methods, related diseases patients (N = 110); subjects with long term
which are the most adopted solutions? During the acquired disabilities caused by different pathological condi-
years, was there a rise in the use of immersive VR tions, as stroke, cancer, MS, epilepsy, traumatic and acquired
and AR devices? brain injuries (N = 32), or drugs and alcohol abuse (N = 5);

104296 VOLUME 10, 2022


C. Bassano et al.: Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training

to record responses and track participants performance over


time [55]. Considering the level of immersion provided,
VR setups can be classified in three main categories, non-
immersive, semi-immersive and immersive. Non-immersive
systems are based on the use of screens (computers, mobile
devices, monitors and projectors). The VE is presented to the
users without occluding their Field of View (FOV), hence,
even if they feel involved and engaged in the task, the sense of
being in the real world while interacting with the virtual one
persists. Semi-immersive virtual experiences provide users
with a partial VE through the use of drive simulators or mul-
tiple screens. Sense of presence is moderate, since they will
still give the perception of being in a different reality, while
remaining connected to the physical surroundings. Finally,
immersive systems concern room-filling technologies, such
FIGURE 1. Flow diagram of the search and selection phase. as the CAVE1 or the CAREN High End,2 and head-mounted
displays (HMDs), both standalone and tethered, e.g. the Ocu-
lus3 or the Vive4 products. They completely occlude partic-
ipants FOV enhancing the sense of being physically present
in the VE. Moreover, they often include tracking systems,
which, on the one hand, are essential for the correct func-
tioning of the system, while, on the other hand, can provide
additional information on users movements and behaviour
inside the VE.
As shown in Table 2, non-immersive VR is still the most
diffused visualization technology (N = 150), followed by
FIGURE 2. Publications involving the different visualization technologies
immersive VR (N = 59), despite the recent success of VR
over the last five years. HMDs and the release of more affordable and perform-
ing devices, and despite its benefits, in terms of multisen-
people suffering of psychiatric, neurological and emotional sory stimulation, tracking of the head and body movements
disorders (N = 26); children and adolescents with learning, and higher sense of presence. The minor interest towards
social and cognitive impairments (N = 29); visually impaired semi-immersive VR systems (N = 4) can be justified by their
patients (N = 2). All reported studies aim at the imple- high cost and by the fact that they require an adequate space
mentation of solutions based on new interactive technologies for installation and assistance during task execution.
as a substitute or complementary tool to standard physio- The preference towards non-immersive VR may be par-
therapy, occupational or pharmacological therapy, in order tially explained by the fact that these technologies are acces-
to improve patients autonomy, cognitive functions and gen- sible, affordable and portable, which make them ideal for
eral well-being. Around two third of selected works adopt remote use and home rehabilitation applications. Moreover,
SGs (N = 173), whereas less explored alternatives are EGs target populations mainly include children or adolescents
(N = 25), the computerized version of the classic tests (CT, (N = 10) and adults (N = 14), who are used to these tech-
N = 27) or a combination of SGs and EGs (N = 9) and SGs nologies, or elderly (N = 25), who can more handily manage
and CTs (N = 1). a computer or a tablet rather than a headset for immersive
During the categorization and data extraction phase, arti- VR. Home rehabilitation applications are usually videogames
cles were classified considering the visualization and inter- smoothly accessible through Web platforms (N = 25) or
action technologies used as well as the chosen validation playing games directly installed on the devices (N = 24),
approaches, adopting the taxonomy further illustrated in owned by the participants or provided by the experimenter.
Table 1. The majority of works found are based on non-immersive
VR: PC (N = 20), mobile (N = 14), both (N = 8) or console
III. VISUALISATION TECHNOLOGIES (N = 5).
Our search highlights a strong interest in VR technologies Even if studies focusing on the comparison of immer-
(N = 223), which has become increasingly higher in the last sive and non-immersive solutions exist, results are not
few years, see Fig. 2. The popularity of VR is due to its ability
to reproduce realistic and ecologically valid two-dimensional 1 http://www.visbox.com/products/cave/
or three-dimensional objects and virtual environments (VE) 2 https://knowledge.motekmedical.com/product/carenhigh-end/
the user can interact with, while allowing to precisely 3 https://www.oculus.com/experiences/
control test administration and stimulus presentation, 4 https://www.vive.com/us/

VOLUME 10, 2022 104297


C. Bassano et al.: Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training

TABLE 1. Categories used for the classification of articles.

conclusive and strongly depend on the target population and


on the task. Performance in assessing cognitive functions
are usually comparable, whereas preference and usability of
HMDs seem to be more consistent, in terms of increased
motivation, more intuitive action control and greater enjoy-
ment associated with task fulfillment. However, these stud-
ies are often conducted on young subjects, hence, even if
results may encourage the use of immersive VR for the
assessment and treatment of emotional or neurological dis-
orders, they cannot be easily generalized to the senior popu-
lation. In [55], researchers specifically address this problem FIGURE 3. Publications involving the different interaction technologies
over the last five years.
and investigate the effect of the level of immersion (desk-
top screen and HMD) on seniors and young adults perfor-
mance in a virtual supermarket shopping task. While young even if VR outperforms AR in the immediate post-training
adult group score remains stable regardless of the platform test, AR is better suitable for long-term spatial memory
used, seniors’ scores are superior in the non-immersive case, transfer [58]. Nonetheless, physical displacements have been
even if their experiences do not differ between the two plat- shown to be important in acquiring spatial ability skills [59].
forms and only minimal and rare side effects are reported. Solutions combining non-immersive VR and AR technolo-
Moreover, in both groups, trial execution with the HMD gies also exist. Authors in [60] design a tool for screening
seems to be more influenced by fatigue. Opposite results are initial dementia: participants visit a virtual cultural relic exhi-
obtained by authors in [56], who demonstrate that a higher bition and have to complete a test while visiting the exhibition
level of immersion can significantly improve inhibitory con- by scanning the answer’s code shown on a ‘‘cognitive board’’
trol and task switching. Similarly, in [57] two different with a mobile phone.
games to train attention and working memory in children
with Attention-Deficit/Hyperactivity Disorder (ADHD) in IV. INTERACTION TECHNOLOGIES
two modes, immersive and non-immersive, are developed and Interaction is another important factor to consider when
tested on healthy subjects. Electroencephalography (EEG) designing applications in which participants can benefit from
signals and gameplay data are recorded and analyzed as a active learning and are asked to perform a specific task, which
measure of participants’ cognitive abilities and temporal cog- requires to interact with the VE. Thus, intuitive interfaces
nitive ability changes. Better results are associated to the should be promoted, in order to reduce learning time and
immersive trials. optimize the effects of the training. However, the choice of
A less explored alternative to VR is AR (N = 10), which the solution to be adopted is frequently bound to some con-
integrates digital and physical information in real-time and straints, since all target populations exhibit cognitive and/or
allows the user to interact with virtual and real worlds and physical impairments, which should be taken into account
objects at the same time. AR related articles have been during the design phase and the choice of the proper inter-
classified in two overarching categories, i.e. trigger versus face. Moreover, around half of the studies analysed address
view-based augmentation, see Table 2. As shown in Fig. 2, older adults, who are less experienced with Information and
our search reveals an increasingly higher interest in trig- Communication Technologies (ICTs), may have expectations
ger based AR solutions, which include applications for AR strictly anchored to mental models developed in their past
see-through headsets and for mobile devices in which mark- experiences with certain tools and could lack some basic
ers, body movements and locations are used to initiate the knowledge required to effectively interact with the techno-
augmentation. logical solutions proposed.
A comparison of the effect of VR and AR spatial memory Interaction modalities can be mainly classified in touchful
training on short-term and long-term memory, has shown that, and touchless, as shown in Table 3. In the first case, the user

104298 VOLUME 10, 2022


C. Bassano et al.: Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training

TABLE 2. Classification of articles based on the visualisation technologies and devices.

is required to handle a device and apply a physical pressure frustration. This explains the increased interest of researchers
to a surface to trigger events. Whereas, in the second case, over the year in the development of vision-based solutions,
no physical interaction with the device is needed. This cat- although to a lesser extent than touchless solutions, as shown
egory includes both different approaches for body posture in Fig. 3. Less explored alternative are eye tracking (N = 2)
and hand gesture detection and tracking, such as movement, and EEG (N = 9) based interfaces. Eye tracking is used to
electromyography (EMG) and vision-based techniques, and monitor students with autism spectrum disorders (ASD) dur-
interfaces exploiting gaze or brain activation through eye ing the interaction with their educators and to help direct their
trackers and wearable EEGs. attention [234]. Whereas portable EEG devices are employed
Touchful devices comprise the widely diffused tools to create Brain-Computer Interfaces (BCI), where signals
for gaming (N = 181) and physiotherapic devices (N = detected by the EEG are translated into inputs in the applica-
17), e.g. treadmills, cycle-ergometers and pressure sensi- tion. These BCI are designed with the aim of training atten-
tive plates, which are particularly suitable for rehabilita- tion and concentration in pre adolescents [84] or ADHD [94],
tion programs aimed at improving motor skills in subjects anxiety disorder [51] or Mild Cognitive Impaired (MCI) [73]
with age-related disorders [15], [50], [89], [95], [112], [147], patients.
[148], [149], [150], [204], [209], major neurocognitive disor- A minority of studies explores other solutions, namely ver-
ders (MNCD) [23], stroke [116], [152] and multiple sclero- bal (N = 18) and robot-based (N = 6) interaction. In the
sis (MS) [22] patients. In general, touchful interfaces ensure first case, the user is usually asked to watch a video [64],
stability, reliability and effectiveness. Nonetheless, although [153], observe a scenario [47], [203] or navigate a city [68],
the low ICT education level of some subjects, mice and key- [71], [86], [223] or a maze [199] and recall elements, pick
boards have been widely used since the last century and can up and correctly place objects in a house [193], [201],
be considered familiar tools. Hence, they represent the most solve problems by thinking aloud [78], [229], recall a list
common solution for interaction with a growing interest over of items before buying them [173], [218], listen to a list of
the years, see Fig. 3. However, as interaction is achieved by words and recall them [83], respond to visual or auditory
pressing buttons and triggers or sliding fingers on a touch- targets [217]. The second case includes hand end-effector
pad, which are not natural hand gestures, the transfer of robotic devices [24], exoskeleton gait robots [116], [152] and
skills acquired during training to daily life activities could be humanoid robots, programmed to substitute therapists during
questionable. test administration and provide adequate feedback. For exam-
Touchless approaches are often referred to as ecological, ple, in [134] Pepper humanoid robot administer a music mem-
as they are designed in order to reuse existing skills, through ory based game, requiring MCI patients to recognise songs
intuitive gestures requiring a little cognitive effort. Moreover, from the years they were younger; in [96] Pepper adminis-
they potentially allow for nearly unlimited input options, ters and shows the final score of a MoCA-like psychometric
as they theoretically could exploit all the 27 DOFs of the assessment; in [126] a tablet is mounted on a Lego robot
human hand. However, they often present interaction and that moves its arms and legs when the activity is correctly
tracking challenges, as they are prone to occlusion, noisy completed.
reconstruction and noisy artifacts, which undermine both A classification of articles based both on the interaction
their intuitiveness and their stability and efficiency, causing and visualization technologies used is shown in Table 4.

VOLUME 10, 2022 104299


C. Bassano et al.: Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training

V. VALIDATION
A. EXPERIMENTAL DESIGN AND DATA ANALYSIS
As highlighted by Fig. 4, games for training are usually
validated using three main experimental designs, i.e. within
subjects (N = 61), between subjects (N = 27) and ran-
domized control trial (RCT, N = 39). While in the former
case, all participants follow the same training procedure,
in the latter cases, they are divided in groups and asked
to follow two different training procedures, usually the tra-
ditional one and the videogame-based one, and results are
FIGURE 4. Experimental designs commonly used to validate the proposed
solutions based on the intervention goal, e.g. training, assessment or compared. Test-retest reliability is often used for validation
both. and is obtained by administering standard validated pencil-
and-paper tests at different moment of the training sched-
ule, namely before, after and follow-up. Similarly, games
In addition to the choice of the interaction technology, for cognitive assessment are usually validated using a within
researchers must pay particular attention to the graphic design subjects experimental design (N = 48) or comparing healthy
of the interface. As participants could suffer from visual control (HC) with patients (N = 25) or young and elderly
and hearing problems or have troubles with attention, visual healthy subjects (N = 2), whereas a between subjects exper-
scenes have to be as simple as possible and search space imental design is only used by [224] to compare different
should be reduced. During gameplay, simple and immedi- visualization technologies (immersive and non-immersive).
ate data as a countdown timer, the number of remained In general, participants are asked to play the game, and
chances to guess an answer, the current score or achieved their performance is correlated with the results of standard
goals are often shown to incentive the subject to answer pencil-and-paper tests. High correlations suggest the con-
as quickly and accurately as possible [3], [14], [17], [19], struct validity of the proposed solution, which could become
[20], [22], [24], [26], [28], [29], [30], [31], [33], [38], [39], an alternative to standard assessment methods with the advan-
[40], [41], [44], [49], [50], [52], [53], [72], [73], [80], [84], tage of allowing for ecological assessment in a controlled
[97], [98], [100], [101], [107], [110], [116], [121], [125], environment.
[126], [131], [132], [133], [138], [139], [143], [151], [162],
[165], [180], [192], [210], [212], [213], [232], [233]. More-
over, because of memory impairments, cues and instructions
should be repeatedly provided using redundant channels and
different modalities, while increasing signal strength of mes-
sages, especially warnings, and reducing sources of noise.
For example, in some applications, therapists, automated
audio-visual messages or machine learning agents commu-
nicate with the patient by displaying and/or verbally provid-
ing comprehensive instructions [29], [46], [91], [166], [209],
[233]. Immediate feedback after actions can also be useful,
as it could help the users knowing when they succeeded or FIGURE 5. Number of participants involved in the experimental sessions
over the last five years.
failed and why, recognizing their errors, recovering strategies,
reducing their frustration and increasing their motivation.
To this purpose, multimodal feedback are often provided, The increasing number of participants involved in the
through congratulation messages, hints or events, like objects experimental sessions, as shown in Fig. 5 can be an indi-
disappearing if correctly selected or sounds of clapping hands cator of the research community’s interest and efforts to
to highlight the correctness of a given answer [4], [5], [6], develop solutions for cognitive assessment and training as
[13], [20], [41], [43], [50], [58], [60], [107], [113], [126], well as the level of progress towards actual practical appli-
[134], [163], [209], [211], [212], [213]. Finally, since the cation in standard clinical practice. In fact, even if studies
benefits of cognitive training might only be noticed in the presenting new prototypes, applications at an initial develop-
long term, healthy competition is greatly appreciated as it can ment phase and user tests, which usually involve less than
positively affect patients psychological well-being and pro- 20 participants, are common (N = 77), there is an increasing
mote social networking. To this aim, authors can opt for the number of works that describe solutions at the validation
implementation of rewards systems, which allow patients not phase, which typically involve a larger number of partici-
only to be aware of their performance and progresses but also pants (N = 158). Representative samples in combination with
to share their results with their friends [237], or multiplayer large sample sizes are fundamental indexes when the goal
platforms stimulating competition, as multiplayer racing is collecting informative data and extending the results of a
games [140]. research.

104300 VOLUME 10, 2022


C. Bassano et al.: Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training

TABLE 3. Classification of articles based on the interaction technologies and devices.

B. DATA COLLECTION AND ANALYSIS


During experimental sessions lots of heterogeneous data can
be collected, however, as highlighted by Fig. 6, interest is
often mainly focused on gameplay data and standard cog-
nitive test results. Gameplay scores and parameters or log
data are recorded for the evaluation of performance and
the monitoring of user actions in the VE. These scores are
usually compared with standard cognitive pencil-and-paper
tests results or, rarely, with performance obtained in real
life tasks. In recent years, authors have become more inter-
ested in using a user-centered design approach, and validated FIGURE 6. Data collected during experimental sessions over the last five
years. ’Other’ includes observation from the experimenters and
questionnaires on usability, presence, workload or simulation behavioural data.
sickness have emerged as key tools. Behavioural, observa-
tional, physiological and kinematic data, useful to monitor
patients motor skills, task workload and the possible onset of of pathological and non pathological subjects, in particu-
negative side effects when using a certain technology, instead, lar concerning age related diseases [79], [86], [115], [130],
have always been poorly exploited, although recordings can [196], [208] and ADHD [188]. Since some pathological
be easily acquired using non-invasive methods, which do not conditions can take long periods before being actually diag-
interfere with task execution or reduce sense of presence. nosed with the means currently available, an early diagno-
For example, vision based approaches, as motion tracking sis through prediction methods allows to intervene promptly,
systems and cameras, can provide kinematic information on preventing or limiting the onset of severe symptoms and
body movements, postures and gait, while wearable sensor, debilitating conditions. Digital biomarkers, i.e. kinematics
e.g. armbands, bracelets or EEG headsets, allow to obtain data, gameplay, clinical and neuropsychological data, can
physiological measurements, as heart rate, skin conductance be used for the creation of predictive models for the iden-
or brain activation signals. tification of MCI pathological patterns [220], for scoring
Table 5 proposes a classification of articles based on the elderly brain’s ability [201] or for the clinical developmental
goal of the intervention, the experimental design, the acquired assessment of preschooler [138]. Authors in [143] use Rein-
data and the number of participants, which summarizes the forcement Learning to train bots to generate synthetic data
previously reported results. plausibly emulating a large population of players, at various
In some cases, data acquired during gameplay are used stages of learning, or conversely, various levels of cognitive
in combination with ML techniques for the classification decline. Subsequently a prediction model is applied to new

VOLUME 10, 2022 104301


C. Bassano et al.: Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training

TABLE 4. Classification of articles based on the visualization and interaction technologies and devices.

104302 VOLUME 10, 2022


C. Bassano et al.: Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training

TABLE 5. Classification of articles based on the aim of the study, the experimental design, the data acquired and the number of participants.

VOLUME 10, 2022 104303


C. Bassano et al.: Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training

TABLE 5. (Continued.) Classification of articles based on the aim of the study, the experimental design, the data acquired and the number of participants.

TABLE 6. Classification of the articles according to the practical usability of SGs and EGs in healthcare structures and research centres.

gameplay data to classify different levels of play. These exam- would be very important for the research community and
ples suggest the feasibility of the adoption of ML techniques for the medical doctors. Dataset is sometimes made explic-
in biomedical applications where the number of patients is itly available online [49], [215] or from the corresponding
small, symptoms could be non-homogeneous and the com- author on reasonable request because of privacy policies,
plexity of the setting can be challenging. In other cases, ethical or proprietary constraints [10], [15], [19], [23], [30],
ML techniques are adopted for runtime analysis of data. [34], [44], [60], [78], [80], [108], [110], [113], [115], [121],
In [47] two supervised algorithms, namely random forest [137], [153], [174], [176], [209], [214], [216], [218]. More-
and support vector machine, analyse verbal and non-verbal over, excluding commercial and proprietary applications,
input. Outputs are employed both for the classification of MS we can still find free download [65], [81], [100], [123], [185],
and Parkinson Disease subjects and for the recognition and open source [78] and freely accessible Web applications [21],
automatic verification of the given verbal answers. Authors [30], [107].
in [78] develop a multi-label classification model for driven Finally, considering the effective use of proposed solutions
automatic assessment to track and assess the cognitive and with pathological subjects, patients involved in the experi-
emotional states of individuals with ASD during VR-based mental sessions usually have a diagnosed disease and are
training. In [99] authors describe the implementation and recruited from hospitals, clinics, community-dwelling, spe-
efficacy of a linear regression model for the assessment of cialized day care centers or retirement homes. This implies a
intrinsic motivation and performance using Big Five person- collaboration between these structures and research groups,
ality traits values (openness to experiences, conscientious- however the nature of this collaboration nor the duration
ness, extraversion, agreeableness, and emotional stability). is often unclear, even if specialized research centers having
stable and long-lasting collaborations with health facilities
C. AVAILABILITY AND EFFECTIVE CLINICAL APPLICATION exist (12.3%). For this reason, it is difficult to understand the
Authors frequently do not explicitly share information about practical feasibility and usability in hospitals, rehabilitation
the availability of raw data and applications used, though this centers and daycare centers of the methodologies proposed.

104304 VOLUME 10, 2022


C. Bassano et al.: Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training

Nonetheless, as reported in Table 6, we could find some clin- kinematic (5.1%) data are employed by a minority of
ics (10.2%), which have successfully integrated the new tech- the works, although they can be easily recorded through
nological approaches in the treatment of their host patients. non-invasive methods and could provide additional objective
quantitative information on the pathological conditions, per-
VI. CONCLUSION formance and workload. Moreover, we highlight an increas-
The current survey aims at providing an analysis of the ing interest over the years in the development of validated
research on SGs and EGs for the assessment and training applications aiming at becoming a standard in the clinical
of cognitive dysfunctions related to different pathological practice, since the majority of proposed solutions have been
conditions, conjointly with technological advancements in tested on a number of participants between 20 and 60 (37.9%)
visualization and interaction technologies, platform for game or higher than 60 (29.4%). However, the number of sub-
deployment and AI, in the last five years. After the first search jects/patients effectively using such solutions and their actual
and selection phase conducted in high profile databases, adoption by healthcare structures (10.2%) or research cen-
we categorized articles and extracted data according to the ters having stable and long-lasting collaborations with health
classification shown in Table 1. facilities (12.3%) is still limited. Although results are promis-
Considering RQ1, the analysis of the visualization tech- ing and literature is rich, the exchange and sharing of data and
nologies highlights a greater and increasingly higher inter- applications within the large community of researchers and
est in VR (94.9%), in particular non-immersive (67.2%) and medical professionals is limited. In fact, datasets are some-
immersive VR (28.5%), than AR (4.3%). The diffusion of times available online (0.9%) or can be obtained from the
non-immersive with respect to immersive VR, although the corresponding author on reasonable request (9.8%), whereas
recent success and widespread diffusion of immersive VR implemented applications are rarely freely accessible, i.e.
HMDs, may be justified by the affordability and portability Web applications (1.3%), free downloaded (2.1%) and open
of PCs and mobile devices, their accessibility and easiness source (0.4%), by hampering a real impact of the research
of use, even in absence of supervision, which make them works.
particularly suitable for home rehabilitation and applications
for target population with a low ICTs level. This could also REFERENCES
explain why researchers are becoming more interested in [1] W. J. Boendermaker, T. E. Gladwin, M. Peeters, P. J. M. Prins, and
trigger-based AR solutions for mobile devices. R. W. Wiers, ‘‘Training working memory in adolescents using serious
game elements: Pilot randomized controlled trial,’’ JMIR Serious Games,
Regarding RQ2, touchful interaction modalities have vol. 6, no. 2, p. e8364, May 2018.
been the most diffused over the last five years (84.3%), [2] Z. Huang, A. Javaid, V. K. Devabhaktuni, Y. Li, and X. Yang, ‘‘Devel-
whereas among the touchless solutions, a growing interest opment of cognitive training program with EEG headset,’’ IEEE Access,
vol. 7, pp. 126191–126200, 2019.
for vision-based techniques (18.3%) has been found. Con- [3] H.-T. Jung, J.-F. Daneault, H. Lee, K. Kim, B. Kim, S. Park, T. Ryu,
sidering touchful interaction approaches, half of the solu- Y. Kim, and S. I. Lee, ‘‘Remote assessment of cognitive impairment
tions found use the standard gaming tools (51.5%), e.g. level based on serious mobile game performance: An initial proof of con-
cept,’’ IEEE J. Biomed. Health Informat., vol. 23, no. 3, pp. 1269–1277,
mice and keyboards, controllers, joysticks or gamepads, May 2019.
whereas only a minority of works try to combine standard [4] V. Jyoti and U. Lahiri, ‘‘Virtual reality based joint attention task platform
physiotherapy tools (7.2%) or exoskeleton gait robots and for children with autism,’’ IEEE Trans. Learn. Technol., vol. 13, no. 1,
pp. 198–210, Jan. 2020.
end-effector robotic devices (1.3%) with videogame-based [5] V. Jyoti and U. Lahiri, ‘‘Human-computer interaction based joint attention
training. Among the touchless interactions, excluding vision- cues: Implications on functional and physiological measures for chil-
based techniques, the application of alternative approaches, dren with autism spectrum disorder,’’ Comput. Hum. Behav., vol. 104,
Mar. 2020, Art. no. 106163.
such as eye tracking (0.9%) and EEG for attention training [6] Y.-Y. Liao, I.-H. Chen, Y.-J. Lin, Y. Chen, and W.-C. Hsu, ‘‘Effects of
is still limited (3.8%), even if the recent integration of eye virtual reality-based physical and cognitive training on executive function
trackers with newer HMDs (as HTC Vive Pro Eye) could and dual-task gait performance in older adults with mild cognitive impair-
ment: A randomized control trial,’’ Frontiers Aging Neurosci., vol. 11,
encourage researchers to further investigate its application in p. 162, Jul. 2019.
the cognitive neuroscience field. Finally, the application of [7] L. Martini, F. Vannetti, L. Fabbri, F. Gerli, I. Mosca, S. Pazzi, F. Baglio,
AI techniques for speech recognition and eventual interaction and L. Bocch, ‘‘GOAL (games for olders active life): A web-application
for cognitive impairment tele-rehabilitation,’’ in World Congress on Med-
with chat bots or virtual characters (0.4%) or humanoid robots ical Physics and Biomedical Engineering 2018. Singapore: Springer,
(1.3%) is still poorly exploited, since human therapists still 2019, pp. 177–182.
play a prominent role (7.2%). [8] M. Adcock, M. Fankhauser, J. Post, K. Lutz, L. Zizlsperger, A. R. Luft,
V. Guimarães, A. Schättin, and E. D. de Bruin, ‘‘Effects of an in-home
Concerning RQ3, the most diffused experimental designs multicomponent exergame training on physical functions, cognition, and
for the validation of designed solutions are within sub- brain volume of older adults: A randomized controlled trial,’’ Frontiers
jects (26%), RCT (16.6%) and between subjects (11.5%) Med., vol. 6, p. 321, Jan. 2020.
[9] V. Benzing, J. Spitzhüttl, V. Siegwart, J. Schmid, M. Grotzer, T. Heinks,
for training and within subjects (20.4%) and comparison of and C. M. Roebers, ‘‘Effects of cognitive training and exergaming in
healthy control and patients (10.6%) for assessment. During pediatric cancer survivors—A randomized clinical trial,’’ Med. Sci. Sports
experimental sessions, only gameplay data (63.4%), standard Exerc., vol. 52, no. 11, p. 2293, 2020.
[10] B. Babusiak, M. Hostovecky, M. Smondrk, and L. Huraj, ‘‘Spectral analy-
cognitive tests (66%) and validated questionnaires (22.6%) sis of electroencephalographic data in serious games,’’ Appl. Sci., vol. 11,
are ordinarily used, whereas physiological (13.2%) and no. 6, p. 2480, Mar. 2021.

VOLUME 10, 2022 104305


C. Bassano et al.: Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training

[11] G. Binarelli, M. Lange, M. D. Santos, J.-M. Grellard, A. Lelaidier, [27] L. Zając-Lamparska, M. Wiłkość-Dębczyńska, A. Wojciechowski,
L. Tron, S. L. Arbogast, B. Clarisse, and F. Joly, ‘‘Multimodal web-based M. Podhorecka, A. Polak-Szabela, Ł. Warchoł, K. Kędziora-
intervention for cancer-related cognitive impairment in breast cancer Kornatowska, A. Araszkiewicz, and P. Izdebski, ‘‘Effects of virtual
patients: Cog-Stim feasibility study protocol,’’ Cancers, vol. 13, no. 19, reality-based cognitive training in older adults living without and with
p. 4868, Sep. 2021. mild dementia: A pretest–posttest design pilot study,’’ BMC Res. Notes,
[12] K. Han, K. Park, K.-H. Choi, and J. Lee, ‘‘Mobile augmented reality vol. 12, no. 1, pp. 1–8, Dec. 2019.
serious game for improving old adults’ working memory,’’ Appl. Sci., [28] A. Chaldogeridis and T. Tsiatsos, ‘‘Implementation and evaluation of a
vol. 11, no. 17, p. 7843, Aug. 2021. serious game for working memory enhancement,’’ Appl. Sci., vol. 10,
[13] A. Jaramillo-Alcázar, E. Venegas, S. Criollo-C, and S. Luján-Mora, no. 24, p. 9128, Dec. 2020.
‘‘An approach to accessible serious games for people with dyslexia,’’ [29] S.-J. Eun and J. Y. Kim, ‘‘Design and implementation of ADL content
Sustainability, vol. 13, no. 5, p. 2507, Feb. 2021. with VR sensor at a smart human-care service,’’ J. Sensors, vol. 2020,
[14] J. M. Kang, N. Kim, S. Y. Lee, S. K. Woo, G. Park, B. K. Yeon, pp. 1–14, Jul. 2020.
J. W. Park, J.-H. Youn, S.-H. Ryu, J.-Y. Lee, and S.-J. Cho, ‘‘Effect of [30] A. L. Faria, M. S. Pinho, and S. B. I. Badia, ‘‘A comparison of two per-
cognitive training in fully immersive virtual reality on visuospatial func- sonalization and adaptive cognitive rehabilitation approaches: A random-
tion and frontal-occipital functional connectivity in predementia: Ran- ized controlled trial with chronic stroke patients,’’ J. NeuroEng. Rehabil.,
domized controlled trial,’’ J. Med. Internet Res., vol. 23, no. 5, May 2021, vol. 17, no. 1, pp. 1–15, Dec. 2020.
Art. no. e24526. [31] H.-T. Jung, J.-F. Daneault, T. Nanglo, H. Lee, B. Kim, Y. Kim, and
[15] E. I. Konstantinidis, P. D. Bamidis, A. Billis, P. Kartsidis, D. Petsani, S. I. Lee, ‘‘Effectiveness of a serious game for cognitive training in
and S. G. Papageorgiou, ‘‘Physical training in-game metrics for cognitive chronic stroke survivors with mild-to-moderate cognitive impairment:
assessment: Evidence from extended trials with the fitforall exergaming A pilot randomized controlled trial,’’ Appl. Sci., vol. 10, no. 19, p. 6703,
platform,’’ Sensors, vol. 21, no. 17, p. 5756, Aug. 2021. Sep. 2020.
[16] S. Leonardi, M. G. Maggio, M. Russo, A. Bramanti, F. A. Arcadi, [32] R. Capizzi, M. Fisher, B. Biagianti, N. Ghiasi, A. Currie, K. Fitzpatrick,
A. Naro, R. S. Calabrò, and R. De Luca, ‘‘Cognitive recovery in people N. Albertini, and S. Vinogradov, ‘‘Testing a novel web-based neurocog-
with relapsing/remitting multiple sclerosis: A randomized clinical trial nitive battery in the general community: Validation and usability study,’’
on virtual reality-based neurorehabilitation,’’ Clin. Neurol. Neurosurg., J. Med. Internet Res., vol. 23, no. 5, May 2021, Art. no. e25082.
vol. 208, Sep. 2021, Art. no. 106828. [33] S.-C. Kim and H.-S. Lee, ‘‘Effect of game-based cognitive training pro-
[17] X. Li, K. S. Niksirat, S. Chen, D. Weng, S. Sarcar, and X. Ren, grams on cognitive learning of children with intellectual disabilities,’’
‘‘The impact of a multitasking-based virtual reality motion video game Appl. Sci., vol. 11, no. 18, p. 8582, Sep. 2021.
on the cognitive and physical abilities of older adults,’’ Sustainability, [34] C. Kalafatis, M. H. Modarres, P. Apostolou, H. Marefat, M. Khanbagi,
vol. 12, no. 21, p. 9106, Nov. 2020. H. Karimi, Z. Vahabi, D. Aarsland, and S.-M. Khaligh-Razavi, ‘‘Validity
[18] S. J. Macoun, I. Schneider, B. Bedir, J. Sheehan, and A. Sung, ‘‘Pilot study and cultural generalisability of a 5-minute AI-based, computerised cogni-
of an attention and executive function cognitive intervention in children tive assessment in mild cognitive impairment and Alzheimer’s dementia,’’
with autism spectrum disorders,’’ J. Autism Develop. Disorders, vol. 51, Frontiers Psychiatry, vol. 12, p. 1155, Jul. 2021.
no. 8, pp. 2600–2610, Oct. 2020. [35] S. E. J. Knobel, B. C. Kaufmann, S. M. Gerber, P. Urwyler, D. Cazzoli,
[19] E. C. McWilliams, F. M. Barbey, J. F. Dyer, M. N. Islam, B. McGuinness, R. M. Müri, T. Nef, and T. Nyffeler, ‘‘Development of a search task using
B. Murphy, H. Nolan, P. Passmore, L. M. Rueda-Delgado, and immersive virtual reality: Proof-of-concept study,’’ JMIR Serious Games,
A. R. Buick, ‘‘Feasibility of repeated assessment of cognitive func- vol. 9, no. 3, Jul. 2021, Art. no. e29182.
tion in older adults using a wireless, mobile, dry-EEG headset [36] S. H. Kollins, D. J. DeLoss, E. Cañadas, J. Lutz, R. L. Findling,
and tablet-based games,’’ Frontiers Psychiatry, vol. 12, Jun. 2021, R. S. E. Keefe, J. N. Epstein, A. J. Cutler, and S. V. Faraone, ‘‘A novel
Art. no. 574482. digital intervention for actively reducing severity of paediatric ADHD
[20] H. Perez, W. D. Moscoso-Barrera, and L. A. Paipa-Galeano, ‘‘Design and (STARS-ADHD): A randomised controlled trial,’’ Lancet Digit. Health,
implementation of a cognitive ability virtual reality training tool,’’ in Proc. vol. 2, no. 4, pp. e168–e178, Apr. 2020.
3rd Int. Congr. Hum.-Comput. Interact., Optim. Robotic Appl. (HORA), [37] H. Song, D.-J. Yi, and H.-J. Park, ‘‘Validation of a mobile game-based
Jun. 2021, pp. 1–6. assessment of cognitive control among children and adolescents,’’ PLoS
[21] P. Robert, V. Manera, A. Derreumaux, M. Ferrandez Y Montesino, ONE, vol. 15, no. 3, Mar. 2020, Art. no. e0230498.
E. Leone, R. Fabre, and J. Bourgeois, ‘‘Efficacy of a web app for cog- [38] V. Guimarães, E. Oliveira, A. Carvalho, N. Cardoso, J. Emerich,
nitive training (MeMo) regarding cognitive and behavioral performance C. Dumoulin, N. Swinnen, J. De Jong, and E. D. de Bruin, ‘‘An exergame
in people with neurocognitive disorders: Randomized controlled trial,’’ solution for personalized multicomponent training in older adults,’’ Appl.
J. Med. Internet Res., vol. 22, no. 3, Mar. 2020, Art. no. e17167. Sci., vol. 11, no. 17, p. 7986, Aug. 2021.
[22] A. Schättin, S. Häfliger, A. Meyer, B. Früüh, S. Böckler, Y. Hungerbühler, [39] N. Mistarz, A. S. Nielsen, K. Andersen, A. E. Goudriaan, L. Skøt,
E. D. de Bruin, S. Frese, R. Steinlin Egli, U. Götz, R. Bauer, K. Mathiasen, T. M. Michel, and A. I. Mellentin, ‘‘Brain+ AlcoRecover:
and A. L. Martin-Niedecken, ‘‘Design and evaluation of user-centered A randomized controlled pilot-study and feasibility study of multiple-
exergames for patients with multiple sclerosis: Multilevel usability and domain cognitive training using a serious gaming app for treating alcohol
feasibility studies,’’ JMIR Serious Games, vol. 9, no. 2, May 2021, use disorders,’’ Frontiers Psychiatry, vol. 12, Oct. 2021, Art. no. 727001.
Art. no. e22826. [40] N. Swinnen, E. D. de Bruin, C. Dumoulin, M. Thalmann, V. Guimarães,
[23] N. Swinnen, M. Vandenbulcke, E. D. de Bruin, R. Akkerman, B. Stubbs, J. De Jong, M. Vandenbulcke, and D. Vancampfort, ‘‘The VITAAL step-
J. Firth, and D. Vancampfort, ‘‘The efficacy of exergaming in people with ping exergame prototype for older adults with major neurocognitive dis-
major neurocognitive disorder residing in long-term care facilities: A pilot order: A usability study,’’ Frontiers Aging Neurosci., vol. 13, Nov. 2021,
randomized controlled trial,’’ Alzheimer’s Res. Therapy, vol. 13, no. 1, Art. no. 701319.
pp. 1–13, Dec. 2021. [41] O. Yildirim and E. Surer, ‘‘Developing adaptive serious games for chil-
[24] M. Torrisi, M. G. Maggio, M. C. De Cola, C. Zichittella, C. Carmela, dren with specific learning difficulties: A two-phase usability and tech-
B. Porcari, G. la Rosa, R. De Luca, A. Naro, and R. S. Calabrò, ‘‘Beyond nology acceptance study,’’ JMIR Serious Games, vol. 9, no. 2, May 2021,
motor recovery after stroke: The role of hand robotic rehabilitation Art. no. e25997.
plus virtual reality in improving cognitive function,’’ J. Clin. Neurosci., [42] S. Wagner, J. Belger, F. Joeres, A. Thöne-Otto, C. Hansen, B. Preim, and
vol. 92, pp. 11–16, Oct. 2021. P. Saalfeld, ‘‘IVRoad: Immersive virtual road crossing as an assessment
[25] A. L. Faria, M. S. Cameirão, J. F. Couras, J. R. O. Aguiar, tool for unilateral spatial neglect,’’ Comput. Graph., vol. 99, pp. 70–82,
G. M. Costa, and S. Bermúdez I Badia, ‘‘Combined cognitive- Oct. 2021.
motor rehabilitation in virtual reality improves motor outcomes in [43] R. Medina, J. Bouhaben, I. de Ramón, P. Cuesta, L. Antón-Toro, J.
chronic stroke—A pilot study,’’ Frontiers Psychol., vol. 9, p. 854, Pacios, J. Quintero, J. A. Ramos-Quiroga, and F. Maestú, ‘‘Electrophysi-
May 2018. ological brain changes associated with cognitive improvement in a pedi-
[26] H. S. Neto, J. Cerejeira, and L. Roque, ‘‘Cognitive screening of older atric attention deficit hyperactivity disorder digital artificial intelligence-
adults using serious games: An empirical study,’’ Entertainment Comput., driven intervention: Randomized controlled trial,’’ J. Med. Internet Res.,
vol. 28, pp. 11–20, Dec. 2018. vol. 23, no. 11, Nov. 2021, Art. no. e25466.

104306 VOLUME 10, 2022


C. Bassano et al.: Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training

[44] C. Karapapas and C. Goumopoulos, ‘‘Mild cognitive impairment detec- [64] C. R. Oliveira, B. J. P. Lopes Filho, C. S. Esteves, T. Rossi, D. S. Nunes,
tion using machine learning models trained on data collected from serious M. M. B. M. P. Lima, T. Q. Irigaray, and I. I. L. Argimon, ‘‘Neuropsy-
games,’’ Appl. Sci., vol. 11, no. 17, p. 8184, Sep. 2021. chological assessment of older adults with virtual reality: Association of
[45] N. Hocine, ‘‘Personalized serious games for self-regulated attention train- age, schooling, and general cognitive status,’’ Frontiers Psychol., vol. 9,
ing,’’ in Proc. 27th Conf. User Modeling, Adaptation Personalization, p. 1085, Jun. 2018.
Jun. 2019, pp. 251–255. [65] P. Gamito, J. Oliveira, C. Alves, N. Santos, C. Coelho, and R. Brito, ‘‘Vir-
[46] S.-Y. J. Lau and H. Agius, ‘‘A framework and immersive serious game tual reality-based cognitive stimulation to improve cognitive functioning
for mild cognitive impairment,’’ Multimedia Tools Appl., vol. 80, no. 20, in community elderly: A controlled study,’’ Cyberpsychol., Behav., Social
pp. 1–55, 2021. Netw., vol. 23, no. 3, pp. 150–156, Mar. 2020.
[47] F. Borgnis, F. Baglio, E. Pedroli, F. Rossetto, G. Riva, and P. Cipresso, [66] S. Serino, E. Pedroli, C. Tuena, G. De Leo, M. Stramba-Badiale,
‘‘A simple and effective way to study executive functions by using 360◦ K. Goulene, N. G. Mariotti, and G. Riva, ‘‘A novel virtual reality-based
videos,’’ Frontiers Neurosci., vol. 15, p. 296, Apr. 2021. training protocol for the enhancement of the ‘mental frame syncing’ in
[48] D. Baschieri, M. Gaspari, and F. Zini, ‘‘A planning-based serious game individuals with Alzheimer’s disease: A development-of-concept trial,’’
for cognitive rehabilitation in multiple sclerosis,’’ in Proc. 4th EAI Int. Frontiers Aging Neurosci., vol. 9, p. 240, Jul. 2017.
Conf. Smart Objects Technol. Social Good, 2018, pp. 214–219. [67] S. I. L. Chua, N. C. Tan, W. T. Wong, J. C. Allen, Jr., J. H. M. Quah,
[49] K. Tsiakas, E. Barakova, J. V. Khan, and P. Markopoulos, ‘‘BrainHood: R. Malhotra, and T. Østbye, ‘‘Virtual reality for screening of cognitive
Towards an explainable recommendation system for self-regulated cogni- function in older persons: Comparative study,’’ J. Med. Internet Res.,
tive training in children,’’ in Proc. 13th ACM Int. Conf. Pervasive Technol. vol. 21, no. 8, Aug. 2019, Art. no. e14821.
Rel. Assistive Environments, Jun. 2020, pp. 1–6. [68] G. Lecouvey, A. Morand, J. Gonneaud, P. Piolino, E. Orriols, A. Pélerin,
[50] R. Y. C. Kwan, J. Y. W. Liu, K. N. K. Fong, J. Qin, P. K.-Y. Leung, L. F. D. Silva, V. de La Sayette, F. Eustache, and B. Desgranges,
O. S. K. Sin, P. Y. Hon, L. W. Suen, M.-K. Tse, and C. K. Lai, ‘‘Feasibil- ‘‘An impairment of prospective memory in mild Alzheimer’s disease:
ity and effects of virtual reality motor-cognitive training in community- A ride in a virtual town,’’ Frontiers Psychol., vol. 10, p. 241, Feb. 2019.
dwelling older people with cognitive frailty: Pilot randomized controlled [69] T. Fasilis, P. Patrikelis, A. Siatouni, A. Alexoudi, A. Veretzioti, L. Zachou,
trial,’’ JMIR Serious Games, vol. 9, no. 3, Aug. 2021, Art. no. e28400. and S.-S. Gatzonis, ‘‘A pilot study and brief overview of rehabilitation via
[51] M. Zhang, J. Zhang, and D. Zhang, ‘‘ATVR: An attention training system virtual environment in patients suffering from dementia,’’ Psychiatriki,
using multitasking and neurofeedback on virtual reality platform,’’ in vol. 29, no. 1, pp. 42–51, Apr. 2018.
Proc. IEEE Int. Conf. Artif. Intell. Virtual Reality (AIVR), Dec. 2019, [70] A. Alloni, E. Sinforiani, C. Zucchella, G. Sandrini, S. Bernini, B. Cattani,
pp. 1–4. D. T. Pardell, S. Quaglini, and C. Pistarini, ‘‘Computer-based cognitive
[52] L. Reidy, D. Chan, C. Nduka, and H. Gunes, ‘‘Facial electromyography- rehabilitation: The CoRe system,’’ Disability Rehabil., vol. 39, no. 4,
based adaptive virtual reality gaming for cognitive training,’’ in Proc. Int. pp. 407–417, Feb. 2017.
Conf. Multimodal Interact., Oct. 2020, pp. 174–183. [71] I. Amado, L. Brénugat-Herné, E. Orriols, C. Desombre, M. D. Santos,
[53] P. Israsena, S. Jirayucharoensak, S. Hemrungrojn, and S. Pan-Ngum, Z. Prost, M.-O. Krebs, and P. Piolino, ‘‘A serious game to improve cog-
‘‘Brain exercising games with consumer-grade single-channel electroen- nitive functions in schizophrenia: A pilot study,’’ Frontiers Psychiatry,
cephalogram neurofeedback: Pre-post intervention study,’’ JMIR Serious vol. 7, p. 64, Apr. 2016.
Games, vol. 9, no. 2, Jun. 2021, Art. no. e26872. [72] P. Barros, M. Almeida, A. Breda, and E. Rocha, ‘‘A digital puzzle
[54] R. T. Azuma, ‘‘A survey of augmented reality,’’ Presence, vol. 6, no. 4, game for the elderly,’’ in Proc. EDULEARN, Palma, Spain, Jul. 2019,
pp. 355–385, Aug. 1997.. pp. 3435–3443.
[55] A. Plechatá, V. Sahula, D. Fayette, and I. Fajnerová, ‘‘Age-related dif- [73] S. Jirayucharoensak, P. Israsena, S. Pan-Ngum, S. Hemrungrojn, and
ferences with immersive and non-immersive virtual reality in memory M. Maes, ‘‘A game-based neurofeedback training system to enhance cog-
assessment,’’ Frontiers Psychol., vol. 10, p. 1330, Jun. 2019. nitive performance in healthy elderly subjects and in patients with amnes-
[56] K.-T. Huang, ‘‘Exergaming executive functions: An immersive vir- tic mild cognitive impairment,’’ Clin. Intervent. Aging, vol. 14, p. 347,
tual reality-based cognitive training for adults aged 50 and older,’’ Jan. 2019.
Cyberpsychol., Behav., Social Netw., vol. 23, no. 3, pp. 143–149, [74] M. N. A. V. D. Kuil, J. M. A. Visser-Meily, A. W. M. Evers, and
Mar. 2020. I. J. M. V. D. Ham, ‘‘A usability study of a serious game in cognitive reha-
[57] B. Wan, Q. Wang, K. Su, C. Dong, W. Song, and M. Pang, ‘‘Measuring bilitation: A compensatory navigation training in acquired brain injury
the impacts of virtual reality games on cognitive ability using EEG signals patients,’’ Frontiers Psychol., vol. 9, p. 846, Jun. 2018.
and game performance data,’’ IEEE Access, vol. 9, pp. 18326–18344, [75] C. Cuevas-Lara, M. Izquierdo, F. Zambom-Ferraresi, M. L. S. de Asteasu,
2021. I. Marín-Epelde, C. Chenhuichen, and F. Zambom-Ferraresi, ‘‘A feasibil-
[58] N. R. Caluya, A. Plopski, J. F. Ty, C. Sandor, T. Taketomi, and H. Kato, ity study for implementation ‘health arcade’: A study protocol for proto-
‘‘Transferability of spatial maps: Augmented versus virtual reality train- type of multidomain intervention based on gamification technologies in
ing,’’ in Proc. IEEE Conf. Virtual Reality 3D User Interfaces (VR), acutely hospitalized older patients,’’ Int. J. Environ. Res. Public Health,
Mar. 2018, pp. 387–393. vol. 17, no. 21, p. 8058, 2020.
[59] F. Munoz-Montoya, M.-C. Juan, M. Mendez-Lopez, R. Molla, F. Abad, [76] T. Mondéjar, R. Hervás, E. Johnson, C. Gutiérrez-López-Franca, and
and C. Fidalgo, ‘‘SLAM-based augmented reality for the assess- J. M. Latorre, ‘‘Analyzing EEG waves to support the design of serious
ment of short-term spatial memory. A comparative study of visual games for cognitive training,’’ J. Ambient Intell. Hum. Comput., vol. 10,
versus tactile stimuli,’’ PLoS ONE, vol. 16, no. 2, Feb. 2021, no. 6, pp. 2161–2174, 2019.
Art. no. e0245976. [77] H. Li, D. Wei, M. Browning, X. Du, Q. Zhang, and J. Qiu, ‘‘Attentional
[60] C.-L. Liu and S.-R. Chang, ‘‘A pilot tool of the virtual scenario initial bias modification (ABM) training induces spontaneous brain activity
dementia cognitive screening (VSIDCS) with a cultural exhibition for changes in young women with subthreshold depression: A randomized
improving the standard traditional test,’’ Healthcare, vol. 9, no. 9, p. 1160, controlled trial,’’ Psychol. Med., vol. 46, no. 5, pp. 909–920, Apr. 2016.
Sep. 2021. [78] J. Moon, F. Ke, and Z. Sokolikj, ‘‘Automatic assessment of cogni-
[61] B. Torpil, S. Şahin, S. Pekçetin, and M. Uyanık, ‘‘The effective- tive and emotional states in virtual reality-based flexibility training for
ness of a virtual reality-based intervention on cognitive functions in four adolescents with autism,’’ Brit. J. Educ. Technol., vol. 51, no. 5,
older adults with mild cognitive impairment: A single-blind, random- pp. 1766–1784, Sep. 2020.
ized controlled trial,’’ Games Health J., vol. 10, no. 2, pp. 109–114, [79] K. Mengoudi, D. Ravi, K. X. X. Yong, S. Primativo, I. M. Pavisic,
Apr. 2021. E. Brotherhood, K. Lu, J. M. Schott, S. J. Crutch, and D. C. Alexander,
[62] Z. Chang, B. Pires, and D. Krawczyk, ‘‘Functional performance in a ‘‘Augmenting dementia cognitive assessment with instruction-less eye-
virtual reality task with differential executive functional loads,’’ Comput. tracking tests,’’ IEEE J. Biomed. Health Informat., vol. 24, no. 11,
Hum. Behav. Rep., vol. 2, Aug. 2020, Art. no. 100035. pp. 3066–3075, Nov. 2020.
[63] K. E. Greenwood, R. Morris, V. Smith, A.-M. Jones, D. Pearman, and [80] A. L. Faria, A. Andrade, L. Soares, and S. B. I. Badia, ‘‘Benefits of virtual
T. Wykes, ‘‘Virtual shopping: A viable alternative to direct assessment of reality based cognitive rehabilitation through simulated activities of daily
real life function?’’ Schizophrenia Res., vol. 172, nos. 1–3, pp. 206–210, living: A randomized controlled trial with stroke patients,’’ J. NeuroEng.
Apr. 2016. Rehabil., vol. 13, no. 1, pp. 1–12, Dec. 2016.

VOLUME 10, 2022 104307


C. Bassano et al.: Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training

[81] P. Gamito, J. Oliveira, C. Coelho, D. Morais, P. Lopes, J. Pacheco, [99] A. Nagle, R. Riener, and P. Wolf, ‘‘Personality-based reward contingency
R. Brito, F. Soares, N. Santos, and A. F. Barata, ‘‘Cognitive training on selection: A player-centered approach to gameplay customization in a
stroke patients via virtual reality-based serious games,’’ Disability Reha- serious game for cognitive training,’’ Entertainment Comput., vol. 28,
bil., vol. 39, no. 4, pp. 385–388, Feb. 2017. pp. 70–77, Dec. 2018.
[82] A. Mitrovic, M. Mathews, S. Ohlsson, J. Holland, and A. McKinlay, [100] P. Gamito, D. Morais, J. Oliveira, P. Ferreira Lopes, L. F. Picareli,
‘‘Computer-based post-stroke rehabilitation of prospective memory,’’ M. Matias, S. Correia, and R. Brito, ‘‘Systemic Lisbon battery: Normative
J. Appl. Res. Memory Cognition, vol. 5, no. 2, pp. 204–214, Jun. 2016. data for memory and attention assessments,’’ JMIR Rehabil. Assistive
[83] B. Bier, E. Ouellet, and S. Belleville, ‘‘Computerized attentional training Technol., vol. 3, no. 1, p. e5, May 2016.
and transfer with virtual reality: Effect of age and training type,’’ Neu- [101] P. Gamito, J. Oliveira, D. Alghazzawi, H. Fardoun, P. Rosa, T. Sousa,
ropsychology, vol. 32, no. 5, p. 597, 2018. I. Maia, D. Morais, P. Lopes, and R. Brito, ‘‘The art gallery test:
[84] T. Mondéjar, R. Hervás, E. Johnson, C. Gutierrez, and J. M. Latorre, A preliminary comparison between traditional neuropsychological
‘‘Correlation between videogame mechanics and executive functions and ecological VR-based tests,’’ Frontiers Psychol., vol. 8, p. 1911,
through EEG analysis,’’ J. Biomed. Informat., vol. 63, pp. 131–140, Nov. 2017.
Oct. 2016. [102] C. Mei, B. T. Zahed, L. Mason, and J. Ouarles, ‘‘Towards joint attention
[85] A. Achiron, R. Alonix, B. Croisile, M. Gurevich, G. Doniger, and training for children with ASD—A VR game approach and eye gaze
F. Tarpin-Bernard, ‘‘Design and evaluation of computerized cognitive exploration,’’ in Proc. IEEE Conf. Virtual Reality 3D User Interfaces
games to improve cognitive performance in multiple sclerosis: A corre- (VR), Mar. 2018, pp. 289–296.
lation and validation study,’’ in Proc. IEEE 7th Int. Conf. Serious Games [103] D. Martínez-Pernía, J. Núñez-Huasaf, Á. del Blanco, A. Ruiz-Tagle,
Appl. Health (SeGAH), Aug. 2019, pp. 1–7. J. Velásquez, M. Gomez, C. R. Blesius, A. Ibañez, B. Fernández-Manjón,
[86] S. Valladares-Rodriguez, R. Perez-Rodriguez, D. Facal, and A. Slachevsky, ‘‘Using game authoring platforms to develop screen-
M. J. Fernandez-Iglesias, L. Anido-Rifon, and M. Mouriño-Garcia, based simulated functional assessments in persons with executive dys-
‘‘Design process and preliminary psychometric study of a video game function following traumatic brain injury,’’ J. Biomed. Informat., vol. 74,
to detect cognitive impairment in senior adults,’’ PeerJ, vol. 5, p. e3508, pp. 71–84, Oct. 2017.
Jun. 2017. [104] P. D. Harvey, A. Khan, A. Atkins, and R. S. Keefe, ‘‘Virtual reality
[87] Y.-H. Lin, H.-F. Mao, Y.-C. Tsai, and J.-J. Chou, ‘‘Developing a serious assessment of functional capacity in people with schizophrenia:
game for the elderly to do physical and cognitive hybrid activities,’’ Associations with reduced emotional experience and prediction
in Proc. IEEE 6th Int. Conf. Serious Games Appl. Health (SeGAH), of functional outcomes,’’ Psychiatry Res., vol. 277, pp. 58–63,
May 2018, pp. 1–8. Jul. 2019.
[88] C. R. Oliveira, B. J. P. Lopes Filho, M. A. Sugarman, C. S. Esteves, [105] P. Gamito, J. Oliveira, M. Matias, E. Cunha, R. Brito, P. F. Lopes,
M. M. B. M. P. Lima, C. Moret-Tatay, T. Q. Irigaray, and I. I. L. Argimon, and A. Deus, ‘‘Virtual reality cognitive training among individuals with
‘‘Development and feasibility of a virtual reality task for the cognitive alcohol use disorder undergoing residential treatment: Pilot random-
assessment of older adults: The ECO-VR,’’ Spanish J. Psychol., vol. 19, ized controlled trial,’’ J. Med. Internet Res., vol. 23, no. 1, Jan. 2021,
p. E95, Dec. 2016. Art. no. e18482.
[89] A. Schättin, C. Baier, D. Mai, V. Klamroth-Marganska, I. Herter-Aeberli, [106] J. Oliveira, P. Gamito, T. Souto, R. Conde, M. Ferreira, T. Corotnean,
and E. D. de Bruin, ‘‘Effects of exergame training combined with omega- A. Fernandes, H. Silva, and T. Neto, ‘‘Virtual reality-based cognitive
3 fatty acids on the elderly brain: A randomized double-blind placebo- stimulation on people with mild to moderate dementia due to Alzheimer’s
controlled trial,’’ BMC Geriatrics, vol. 19, no. 1, pp. 1–16, Dec. 2019. disease: A pilot randomized controlled trial,’’ Int. J. Environ. Res. Public
[90] Y.-B. Oh, G.-W. Kim, K.-S. Han, Y. H. Won, S.-H. Park, J.-H. Seo, and Health, vol. 18, no. 10, p. 5290, May 2021.
M.-H. Ko, ‘‘Efficacy of virtual reality combined with real instrument [107] K. Prior, E. Salemink, R. W. Wiers, B. A. Teachman, M. Piggott,
training for patients with stroke: A randomized controlled trial,’’ Arch. N. C. Newton, M. Teesson, A. J. Baillie, V. Manning, L. F. McLel-
Phys. Med. Rehabil., vol. 100, no. 8, pp. 1400–1408, Aug. 2019. lan, A. Mahoney, and L. A. Stapinski, ‘‘A web-based cognitive bias
[91] S. Goedeken, C. Potempa, E. M. Prager, and E. R. Foster, ‘‘Encoding modification intervention (re-train your brain) for emerging adults with
strategy training and self-reported everyday prospective memory in peo- co-occurring social anxiety and hazardous alcohol use: Protocol for a
ple with Parkinson disease: A randomized-controlled trial,’’ Clin. Neu- multiarm randomized controlled pilot trial,’’ JMIR Res. Protocols, vol. 10,
ropsychologist, vol. 32, no. 7, pp. 1282–1302, Oct. 2018. no. 7, Jul. 2021, Art. no. e28667.
[92] I. A. C. Giglioli, C. de Juan Ripoll, E. Parra, and M. A. Raya, ‘‘EXPANSE: [108] J. Güsten, G. Ziegler, E. Düüzel, and D. Berron, ‘‘Age impairs
A novel narrative serious game for the behavioral assessment of cognitive mnemonic discrimination of objects more than scenes: A web-based,
abilities,’’ PLoS ONE, vol. 13, no. 11, Nov. 2018, Art. no. e0206925. large-scale approach across the lifespan,’’ Cortex, vol. 137, pp. 138–148,
[93] D. Petsani, E. I. Kostantinidis, V. I. Zilidou, and P. D. Bamidis, ‘‘Explor- Apr. 2021.
ing health profiles from physical and cognitive serious game analytics,’’ [109] K. Barzykowski, M. Wereszczyński, S. Hajdas, and R. Radel,
in Proc. 2nd Int. Conf. Technol. Innov. Sports, Health Wellbeing (TISHW), ‘‘An inquisit-web protocol for calculating composite inhibitory control
Jun. 2018, pp. 1–6. capacity score: An individual differences approach,’’ MethodsX, vol. 8,
[94] A. E. Alchalabi, S. Shirmohammadi, A. N. Eddin, and M. Elsharnouby, Jan. 2021, Art. no. 101530.
‘‘FOCUS: Detecting ADHD patients by an EEG-based serious [110] C. Hogan, P. Cornwell, J. Fleming, D. W. K. Man, and D. H. K. Shum,
game,’’ IEEE Trans. Instrum. Meas., vol. 67, no. 7, pp. 1512–1520, ‘‘Assessment of prospective memory after stroke utilizing virtual reality,’’
Jul. 2018. Virtual Reality, vol. 2021, pp. 1–14, Sep. 2021.
[95] P. Eggenberger, S. Annaheim, K. A. Kündig, R. M. Rossi, T. Münzer, and [111] B. Wang, Z. Xu, T. Luo, and J. Pan, ‘‘EEG-based closed-loop neurofeed-
E. D. de Bruin, ‘‘Heart rate variability mainly relates to cognitive exec- back for attention monitoring and training in young adults,’’ J. Healthcare
utive functions and improves through exergame training in older adults: Eng., vol. 2021, pp. 1–13, Jun. 2021.
A secondary analysis of a 6-month randomized controlled trial,’’ Frontiers [112] D. Salisbury, T. Plocher, and F. Yu, ‘‘Efficacy of simultaneous aerobic
Aging Neurosci., vol. 12, p. 197, Jul. 2020. exercise and cognitive training in subjective cognitive decline: Study
[96] S. Varrasi, A. Lucas, A. Soranzo, J. McNamara, and A. Di Nuovo, ‘‘IBM protocol for randomized controlled trial of the exergames study,’’ Trials,
cloud services enhance automatic cognitive assessment via human–robot vol. 22, no. 1, pp. 1–10, Dec. 2021.
interaction,’’ in New Trends in Medical and Service Robotics. Cham, [113] M. Calamia, D. S. Weitzner, A. N. De Vito, J. P. K. Bernstein, R. Allen,
Switzerland: Springer, 2019, pp. 169–176. and J. N. Keller, ‘‘Feasibility and validation of a web-based platform for
[97] J. Parong, R. E. Mayer, L. Fiorella, A. MacNamara, B. D. Homer, and J. the self-administered patient collection of demographics, health status,
L. Plass, ‘‘Learning executive function skills by playing focused video anxiety, depression, and cognition in community dwelling elderly,’’ PLoS
games,’’ Contemp. Educ. Psychol., vol. 51, pp. 141–151, Oct. 2017. ONE, vol. 16, no. 1, Jan. 2021, Art. no. e0244962.
[98] G. Shochat, S. Maoz, A. Stark-Inbar, B. Blumenfeld, D. Rand, [114] K. W. Miskowiak, A. E. Jespersen, K. Obenhausen, P. Hafiz, E. Hestbæk,
S. Preminger, and Y. Sacher, ‘‘Motion-based virtual reality cogni- L. Gulyas, L. V. Kessing, and J. E. Bardram, ‘‘Internet-based cognitive
tive training targeting executive functions in acquired brain injury assessment tool: Sensitivity and validity of a new online cognition screen-
community-dwelling individuals: A feasibility and initial efficacy pilot,’’ ing tool for patients with bipolar disorder,’’ J. Affect. Disorders, vol. 289,
in Proc. Int. Conf. Virtual Rehabil. (ICVR), Jun. 2017, pp. 1–8. pp. 125–134, Jun. 2021.

104308 VOLUME 10, 2022


C. Bassano et al.: Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training

[115] A. García-Rudolph, A. García-Molina, E. Opisso, J. M. Tormos, [132] P. García-Redondo, T. García, D. Areces, J. C. Núñez, and C. Rodríguez,
V. I. Madai, D. Frey, and M. Bernabeu, ‘‘Neuropsychological assess- ‘‘Serious games and their effect improving attention in students with
ments of patients with acquired brain injury: A cluster analysis approach learning disabilities,’’ Int. J. Environ. Res. Public Health, vol. 16, no. 14,
to address heterogeneity in web-based cognitive rehabilitation,’’ Frontiers p. 2480, Jul. 2019.
Neurol., vol. 12, p. 1288, Aug. 2021. [133] M. Simoes, R. Abreu, H. Goncalves, A. Rodrigues, I. Bernardino, and
[116] B. Kayabinar, İ. Alemdaroğlu-Gürbüz, and Ö. Yilmaz, ‘‘The effects of M. Castelo-Branco, ‘‘Serious games for ageing: A pilot interventional
virtual reality augmented robot-assisted gait training on dual-task perfor- study in a cohort of heterogeneous cognitive impairment,’’ in Proc.
mance and functional measures in chronic stroke: A randomized con- IEEE 7th Int. Conf. Serious Games Appl. Health (SeGAH), Aug. 2019,
trolled single-blind trial,’’ Eur. J. Phys. Rehabil. Med., vol. 57, no. 2, pp. 1–8.
pp. 227–237, May 2021. [134] M. Manca, F. Paternò, C. Santoro, E. Zedda, C. Braschi, R. Franco, and
[117] M. Chessa, C. Bassano, and F. Solari, ‘‘A WebGL virtual reality exergame A. Sale, ‘‘The impact of serious games with humanoid robots on mild
for assessing the cognitive capabilities of elderly people: A study about cognitive impairment older adults,’’ Int. J. Hum.-Comput. Stud., vol. 145,
digital autonomy for web-based applications,’’ in Proc. Int. Conf. Pattern Jan. 2021, Art. no. 102509.
Recognit. Cham, Switzerland: Springer, 2021, pp. 163–170. [135] R. Lizio, G. Lacidogna, L. Gesualdo, R. Ferri, A. Soricelli, C. Babiloni,
[118] V. Vallejo, P. Wyss, L. Rampa, A. V. Mitache, R. M. Müri, C. Del Percio, G. Noce, J. Janson, M. R. Barulli, G. Logroscino,
U. P. Mosimann, and T. Nef, ‘‘Evaluation of a novel serious game based C. Musaro, G. Scianatico, and P. M. Rossini, ‘‘Two weeks of a comput-
assessment tool for patients with Alzheimer’s disease,’’ PLoS ONE, erized cognitive training may produce beneficial effects in Alzheimer’s
vol. 12, no. 5, May 2017, Art. no. e0175999. disease patients,’’ in Proc. IEEE Int. Conf. Syst., Man Cybern. (SMC),
[119] S. Bottiroli, S. Bernini, E. Cavallini, E. Sinforiani, C. Zucchella, Oct. 2019, pp. 1276–1279.
S. Pazzi, P. Cristiani, T. Vecchi, D. Tost, G. Sandrini, and C. Tassorelli, [136] P. de Souto Barreto, K. Pothier, G. Soriano, M. Lussier, L. Bherer,
‘‘The smart aging platform for assessing early phases of cognitive impair- S. Guyonnet, A. Piau, P.-J. Ousset, and B. Vellas, ‘‘A web-based mul-
ment in patients with neurodegenerative diseases,’’ Frontiers Psychol., tidomain lifestyle intervention for older adults: The eMIND randomized
vol. 12, p. 500, Mar. 2021. controlled trial,’’ The J. Prevention Alzheimer’s Disease, vol. 8, no. 2,
[120] L. Qi, Y. Yin, L. Bu, Z. Tang, L. Tang, and G. Dong, ‘‘Acute VR com- pp. 142–150, 2021.
petitive cycling exercise enhanced cortical activations and brain func- [137] F. Van den Bempt, M. Economou, S. Van Herck, J. Vanderauwera,
tional network efficiency in MA-dependent individuals,’’ Neurosci. Lett., T. Glatz, M. Vandermosten, J. Wouters, and P. Ghesquière, ‘‘Digital
vol. 757, Jul. 2021, Art. no. 135969. game-based phonics instruction promotes print knowledge in pre-readers
[121] C.-J. Hou, Y.-T. Chen, M. Capilayan, Y.-S. Lin, M.-W. Huang, and at cognitive risk for dyslexia,’’ Frontiers Psychol., vol. 12, p. 3906,
J.-J. Huang, ‘‘Analysis of heart rate variability in response to serious Sep. 2021.
games in elderly people,’’ Sensors, vol. 21, no. 19, p. 6549, Sep. 2021. [138] S. Bhavnani, D. Mukherjee, S. Bhopal, K. K. Sharma, J. Dasgupta,
[122] S. Bottiroli, C. Tassorelli, M. Lamonica, C. Zucchella, E. Cavallini, G. Divan, S. Soremekun, R. Roy, B. Kirkwood, and V. Patel, ‘‘The asso-
S. Bernini, E. Sinforiani, S. Pazzi, P. Cristiani, T. Vecchi, D. Tost, and ciation of a novel digital tool for assessment of early childhood cogni-
G. Sandrini, ‘‘Smart aging platform for evaluating cognitive functions in tive development, ‘developmental assessment on an E-platform (DEEP)’,
aging: A comparison with the MoCA in a normal population,’’ Frontiers with growth in rural India: A proof of concept study,’’ eClinicalMedicine,
Aging Neurosci., vol. 9, p. 379, Nov. 2017. vol. 37, Jul. 2021, Art. no. 100964.
[123] V. Vallejo, P. Wyss, A. Chesham, A. V. Mitache, R. M. Müri,
[139] B. Bonnechère, J.-C. Bier, O. Van Hove, S. Sheldon, S. Samadoulougou,
U. P. Mosimann, and T. Nef, ‘‘Evaluation of a new serious game based
F. Kirakoya-Samadoulougou, and M. Klass, ‘‘Age-associated capacity to
multitasking assessment tool for cognition and activities of daily living:
progress when playing cognitive mobile games: Ecological retrospective
Comparison with a real cooking task,’’ Comput. Hum. Behav., vol. 70,
observational study,’’ JMIR Serious Games, vol. 8, no. 2, Jun. 2020,
pp. 500–506, May 2017.
Art. no. e17121.
[124] S. Valladares-Rodriguez, M. J. Fernández-Iglesias, L. Anido-Rifón,
[140] Y. A. Sekhavat, ‘‘Collaboration or battle between minds? An attention
D. Facal, C. Rivas-Costa, and R. Pérez-Rodríguez, ‘‘Touchscreen games
training game through collaborative and competitive reinforcement,’’
to detect cognitive impairment in senior adults. A user-interaction pilot
Entertainment Comput., vol. 34, May 2020, Art. no. 100360.
study,’’ Int. J. Med. Informat., vol. 127, pp. 52–62, Jul. 2019.
[125] T. Tong, M. Chignell, M. C. Tierney, and J. Lee, ‘‘A serious game for [141] T. G. Stavropoulos, I. Lazarou, D. Strantsalis, S. Nikolopoulos,
clinical assessment of cognitive status: Validation study,’’ JMIR Serious I. Kompatsiaris, G. Koumanakos, M. Frouda, and M. Tsolaki, ‘‘Human
Games, vol. 4, no. 1, p. e7, May 2016. factors and requirements of people with mild cognitive impairment, their
caregivers and healthcare professionals for eHealth systems with wear-
[126] L. Lopez-Samaniego and B. Garcia-Zapirain, ‘‘A robot-based tool for
able trackers,’’ in Proc. IEEE Int. Conf. Hum.-Mach. Syst. (ICHMS),
physical and cognitive rehabilitation of elderly people using biofeed-
Sep. 2020, pp. 1–6.
back,’’ Int. J. Environ. Res. Public Health, vol. 13, no. 12, p. 1176,
Nov. 2016. [142] Q. Xu, V. Subbaraju, C. H. Cheong, A. Wang, K. Kang, M. Bashir,
[127] S. Zygouris, P. Iliadou, E. Lazarou, D. Giakoumis, K. Votis, A. Alexiadis, Y. Dong, L. Li, and J.-H. Lim, ‘‘Personalized serious games for cognitive
and A. Triantafyllidis, ‘‘Detection of mild cognitive impairment in an at- intervention with lifelog visual analytics,’’ in Proc. 26th ACM Int. Conf.
risk group of older adults: Can a novel self-administered serious game- Multimedia, Oct. 2018, pp. 328–336.
based screening test improve diagnostic accuracy?’’ J. Alzheimer’s Dis- [143] M. Aljumaili, R. McLeod, and M. Friesen, ‘‘Serious games and ML for
ease, vol. 78, no. 1, pp. 1–8, 2020. detecting MCI,’’ in Proc. IEEE Global Conf. Signal Inf. Process. (Glob-
[128] S. Bhavnani, D. Mukherjee, J. Dasgupta, D. Verma, D. Parameshwaran, alSIP), Nov. 2019, pp. 1–5.
G. Divan, K. K. Sharma, T. Thiagarajan, and V. Patel, ‘‘Development, fea- [144] M. Ciman, O. Gaggi, T. M. Sgaramella, L. Nota, M. Bortoluzzi, and
sibility and acceptability of a gamified cognitive developmental assess- L. Pinello, ‘‘Serious games to support cognitive development in children
ment on an E-platform (DEEP) in rural Indian pre-schoolers—A pilot with cerebral visual impairment,’’ Mobile Netw. Appl., vol. 23, no. 6,
study,’’ Global Health Action, vol. 12, no. 1, Jan. 2019, Art. no. 1548005. pp. 1703–1714, Dec. 2018.
[129] D. A. Raichlen, P. K. Bharadwaj, L. A. Nguyen, M. K. Franchetti, [145] L. Chen, L. Lin, J. Weizhou, S. Lin, and W. Lin, ‘‘The research
E. K. Zigman, A. R. Solorio, and G. E. Alexander, ‘‘Effects of simultane- of cognitive rehabilitation training system for ADHD children,’’ in
ous cognitive and aerobic exercise training on dual-task walking perfor- Proc. 11th Int. Conf. E-Educ., E-Bus., E-Manag., E-Learn., Jan. 2020,
mance in healthy older adults: Results from a pilot randomized controlled pp. 422–425.
trial,’’ BMC Geriatrics, vol. 20, no. 1, pp. 1–10, Dec. 2020. [146] P. Brauner and M. Ziefle, ‘‘Social acceptance of serious games for
[130] S. Valladares-Rodriguez, M. J. Fernández-Iglesias, L. Anido-Rifón, physical and cognitive training in older adults residing in ambient
D. Facal, and R. Pérez-Rodríguez, ‘‘Episodix: A serious game to detect assisted living environments,’’ J. Public Health, vol. 30, no. 1, pp. 1–13,
cognitive impairment in senior adults. A psychometric study,’’ PeerJ, 2021.
vol. 6, p. e5478, Sep. 2018. [147] E. G. A. Karssemeijer, J. A. Aaronson, W. J. R. Bossers, R. Donders,
[131] B. Bonnechère, C. Fabris, J.-C. Bier, S. Van Sint Jan, V. Feipel, and M. G. M. O. Rikkert, and R. P. C. Kessels, ‘‘The quest for synergy
B. Jansen, ‘‘Evaluation of cognitive functions of aged patients using video between physical exercise and cognitive stimulation via exergaming in
games,’’ in Proc. 4th Workshop ICTs Improving Patients Rehabil. Res. people with dementia: A randomized controlled trial,’’ Alzheimer’s Res.
Techn., 2016, pp. 21–24. Therapy, vol. 11, no. 1, pp. 1–13, Dec. 2019.

VOLUME 10, 2022 104309


C. Bassano et al.: Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training

[148] C. Werner, R. Rosner, S. Wiloth, N. C. Lemke, J. M. Bauer, and K. Hauer, [165] L. Paletta, M. Fellner, M. Pszeida, A. Lerch, C. Kemp, L. Pittino,
‘‘Time course of changes in motor-cognitive exergame performances dur- J. Steiner, M. Panagl, and M. Künstner, ‘‘Playful multimodal training
ing task-specific training in patients with dementia: Identification and for persons with dementia with executive function based decision sup-
predictors of early training response,’’ J. NeuroEng. Rehabil., vol. 15, port,’’ in Proc. 11th Pervasive Technol. Rel. Assistive Environments Conf.,
no. 1, pp. 1–13, Dec. 2018. Jun. 2018, pp. 237–240.
[149] S. Wiloth, N. Lemke, C. Werner, and K. Hauer, ‘‘Validation of a com- [166] M. J. Rodriguez-Fortiz, C. Rodriguez-Dominguez, P. Cano, J. Revelles,
puterized, game-based assessment strategy to measure training effects M. L. Rodriguez-Almendros, M. V. Hurtado-Torres, and S. Rute-Perez,
on motor-cognitive functions in people with dementia,’’ JMIR Serious ‘‘Serious games for the cognitive stimulation of elderly people,’’ in
Games, vol. 4, no. 2, p. e5696, Jul. 2016. Proc. IEEE Int. Conf. Serious Games Appl. Health (SeGAH), May 2016,
[150] S. Mrakic-Sposta, S. G. Di Santo, F. Franchini, S. Arlati, A. Zangiacomi, pp. 1–7.
L. Greci, S. Moretti, N. Jesuthasan, M. Marzorati, G. Rizzo, M. Sacco, [167] B. C. Braun and M. I. Baritz, ‘‘Visual function testing and training for
and A. Vezzoli, ‘‘Effects of combined physical and cognitive virtual children with different visual impairments, by using a software interface,
reality-based training on cognitive impairment and oxidative stress in serious game type for laptop and tablet,’’ in Proc. Int. Sci. Conf. eLearning
MCI patients: A pilot study,’’ Frontiers Aging Neurosci., vol. 10, p. 282, Softw. Educ., vol. 1, 2019, pp. 53–60.
Oct. 2018. [168] K. V. Papp, A. Samaroo, H. Chou, R. Buckley, O. R. Schneider, S. Hsieh,
[151] Z. Liu, D. Ke, R. Sato, T. Takami, and L. Zhao, ‘‘A privacy-aware D. Soberanes, Y. Quiroz, M. Properzi, A. Schultz, I. García-Magariño,
exergame platform for multi-domain cognitive training,’’ in Proc. Nico- G. A. Marshall, J. G. Burke, R. Kumar, N. Snyder, K. Johnson,
graph Int. (NicoInt), Jun. 2018, pp. 58–61. D. M. Rentz, R. A. Sperling, and R. E. Amariglio, ‘‘Unsupervised mobile
[152] A. Manuli, M. G. Maggio, D. Latella, A. Cannavò, T. Balletta, cognitive testing for use in preclinical Alzheimer’s disease,’’ Alzheimer’s
R. De Luca, A. Naro, and R. S. Calabrò, ‘‘Can robotic gait rehabilitation Dementia, Diagnosis, Assessment Disease Monitor., vol. 13, no. 1,
plus virtual reality affect cognitive and behavioural outcomes in patients Jan. 2021, Art. no. e12243.
with chronic stroke? A randomized controlled trial involving three dif- [169] A. E. Martis, C. Bassano, F. Solari, and M. Chessa, ‘‘Going to a vir-
ferent protocols,’’ J. Stroke Cerebrovascular Diseases, vol. 29, no. 8, tual supermarket: Comparison of different techniques for interacting in
Aug. 2020, Art. no. 104994. a serious game for the assessment of the cognitive status,’’ in Proc.
[153] J. Jonsdottir, F. Baglio, P. Gindri, S. Isernia, C. Castiglioni, C. Gramigna, Int. Conf. Image Anal. Process. Cham, Switzerland: Springer, 2017,
G. Palumbo, C. Pagliari, S. Di Tella, G. Perini, T. Bowman, M. Salza, and pp. 281–289.
F. Molteni, ‘‘Virtual reality for motor and cognitive rehabilitation from [170] V. Palumbo and F. Paterno, ‘‘Micogito: A serious gamebook based on
clinic to home: A pilot feasibility and efficacy study for persons with daily life scenarios to cognitively stimulate older adults,’’ in Proc. Conf.
chronic stroke,’’ Frontiers Neurol., vol. 12, p. 440, Apr. 2021. Inf. Technol. Social Good, Sep. 2021, pp. 163–168.
[154] Y.-Y. Liao, I.-H. Chen, W.-C. Hsu, H.-Y. Tseng, and R.-Y. Wang, ‘‘Effect [171] C. Harand, A. Mondou, D. Chevanne, M. Bocca, and G. Defer, ‘‘Evi-
of exergaming versus combined exercise on cognitive function and brain dence of attentional impairments using virtual driving simulation in mul-
activation in frail older adults: A randomised controlled trial,’’ Ann. Phys. tiple sclerosis,’’ Multiple Sclerosis Rel. Disorders, vol. 25, pp. 251–257,
Rehabil. Med., vol. 64, no. 5, Sep. 2021, Art. no. 101492. Oct. 2018.
[155] M. M. Cavalcante, I. Fraga, B. Dalbosco, P. De Marchi, L. Iraci, [172] M. L. Ettenhofer, B. Guise, B. Brandler, K. Bittner, S. I. Gimbel,
M. E. B. da Silva, C. Dani, A. D. Bosco, and V. Elsner, ‘‘Exergame E. Cordero, S. N. Schmitt, K. Williams, D. Cox, M. J. Roy, and
training-induced neuroplasticity and cognitive improvement in institu- L. Chan, ‘‘Neurocognitive driving rehabilitation in virtual environments
tionalized older adults: A preliminary investigation,’’ Physiol. Behav., (NeuroDRIVE): A pilot clinical trial for chronic traumatic brain injury,’’
vol. 241, Nov. 2021, Art. no. 113589. NeuroRehabilitation, vol. 44, no. 4, pp. 531–544, Jul. 2019.
[156] M. D. Bell, H. Laws, B. Pittman, and J. K. Johannesen, ‘‘Comparison [173] L. B. Dehn, L. Kater, M. Piefke, M. Botsch, M. Driessen, and T. Beblo,
of focused cognitive training and portable ‘brain-games’ on functional ‘‘Training in a comprehensive everyday-like virtual reality environment
outcomes for vocational rehabilitation participants,’’ Sci. Rep., vol. 8, compared to computerized cognitive training for patients with depres-
no. 1, pp. 1–9, Dec. 2018. sion,’’ Comput. Hum. Behav., vol. 79, pp. 40–52, Feb. 2018.
[157] V. Benzing and M. Schmidt, ‘‘Cognitively and physically demanding [174] R. De Luca, M. G. Maggio, G. Maresca, D. Latella, A. Cannavò,
exergaming to improve executive functions of children with attention F. Sciarrone, E. L. Voi, M. Accorinti, P. Bramanti, and R. S. Calabrò,
deficit hyperactivity disorder: A randomised clinical trial,’’ BMC Pedi- ‘‘Improving cognitive function after traumatic brain injury: A clinical trial
atrics, vol. 17, no. 1, pp. 1–8, Dec. 2017. on the potential use of the semi-immersive virtual reality,’’ Behavioural
[158] M. Ordnung, M. Hoff, E. Kaminski, A. Villringer, and P. Ragert, Neurol., vol. 2019, pp. 1–7, Jul. 2019.
‘‘No overt effects of a 6-week exergame training on sensorimotor and [175] P. J. F. White and Z. Moussavi, ‘‘Neurocognitive treatment for a patient
cognitive function in older adults. A preliminary investigation,’’ Frontiers with Alzheimer’s disease using a virtual reality navigational environ-
Hum. Neurosci., vol. 11, p. 160, Apr. 2017. ment,’’ J. Exp. Neurosci., vol. 10, Jan. 2016, Art. no. S40827.
[159] V. Benzing and M. Schmidt, ‘‘The effect of exergaming on executive [176] B. Coleman, S. Marion, A. Rizzo, J. Turnbull, and A. Nolty, ‘‘Virtual real-
functions in children with ADHD: A randomized clinical trial,’’ Scandin. ity assessment of classroom—Related attention: An ecologically relevant
J. Med. Sci. Sports, vol. 29, no. 8, pp. 1243–1253, Aug. 2019. approach to evaluating the effectiveness of working memory training,’’
[160] V. Benzing, N. Eggenberger, J. Spitzhüüttl, V. Siegwart, Frontiers Psychol., vol. 10, p. 1851, Aug. 2019.
M. Pastore-Wapp, C. Kiefer, N. Slavova, M. Grotzer, T. Heinks, [177] J. E. Lim, W. T. Wong, T. A. Teh, S. H. Lim, J. C. Allen, J. H. M. Quah,
M. Schmidt, A. Conzelmann, M. Steinlin, R. Everts, and K. Leibundgut, R. Malhotra, and N. C. Tan, ‘‘A fully-immersive and automated vir-
‘‘The brainfit study: Efficacy of cognitive training and exergaming tual reality system to assess the six domains of cognition: Protocol
in pediatric cancer survivors—A randomized controlled trial,’’ BMC for a feasibility study,’’ Frontiers Aging Neurosci., vol. 12, p. 482,
Cancer, vol. 18, no. 1, pp. 1–10, Dec. 2018. Jan. 2021.
[161] P. Iliadou, I. Paliokas, S. Zygouris, E. Lazarou, K. Votis, D. Tzovaras, and [178] N. Thapa, H. J. Park, J.-G. Yang, H. Son, M. Jang, J. Lee, S. W. Kang,
M. Tsolaki, ‘‘A comparison of traditional and serious game-based digital K. W. Park, and H. Park, ‘‘The effect of a virtual reality-based interven-
markers of cognition in older adults with mild cognitive impairment and tion program on cognition in older adults with mild cognitive impairment:
healthy controls,’’ J. Alzheimer’s Disease, vol.79, no. 4, pp. 1–13, 2021. A randomized control trial,’’ J. Clin. Med., vol. 9, no. 5, p. 1283,
[162] J. Chen, G. Wang, K. Zhang, G. Wang, and L. Liu, ‘‘A pilot study on eval- Apr. 2020.
uating children with autism spectrum disorder using computer games,’’ [179] S. Masoumzadeh and Z. Moussavi, ‘‘Does practicing with a vir-
Comput. Hum. Behav., vol. 90, pp. 204–214, Jan. 2019. tual reality driving simulator improve spatial cognition in older
[163] L. Colautti, D. Baldassini, V. Colombo, S. Mottura, M. Sacco, M. Sozzi, adults? A pilot study,’’ Neurosci. Insights, vol. 15, Jan. 2020,
M. Corbo, M. L. Rusconi, and A. Antonietti, ‘‘CREC: The role of serious Art. no. 2633105520967930.
games in improving flexibility in thinking in neuropsychological rehabil- [180] P. Kourtesis, S. Collina, L. A. A. Doumas, and S. E. MacPherson,
itation,’’ Brit. J. Educ. Technol., vol. 49, no. 4, pp. 717–727, Jul. 2018. ‘‘Validation of the virtual reality everyday assessment lab (VR-EAL):
[164] B. C. Braun, ‘‘Innovative method for visual acuity and memory functions An immersive virtual reality neuropsychological battery with enhanced
evaluation and recovery due to ‘serious games on tablet and smart phone ecological validity,’’ J. Int. Neuropsycholog. Soc., vol. 27, no. 2,
gadgets,’’ in Proc. E-Health Bioeng. Conf. (EHB), Nov. 2019, pp. 1–4. pp. 181–196, Feb. 2021.

104310 VOLUME 10, 2022


C. Bassano et al.: Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training

[181] J.-H. Park, Y. Liao, D.-R. Kim, S. Song, J. H. Lim, H. Park, Y. Lee, [198] P. H. Chau, Y. Y. J. Kwok, M. K. M. Chan, K. Y. D. Kwan, K. L. Wong,
and K. W. Park, ‘‘Feasibility and tolerability of a culture-based virtual Y. H. Tang, K. L. P. Chau, S. W. M. Lau, Y. Y. Y. Yiu, M. Y. F. Kwong,
reality (VR) training program in patients with mild cognitive impairment: W. T. T. Lai, and M. K. Leung, ‘‘Feasibility, acceptability, and efficacy of
A randomized controlled pilot study,’’ Int. J. Environ. Res. Public Health, virtual reality training for older adults and people with disabilities: Single-
vol. 17, no. 9, p. 3030, Apr. 2020. arm pre-post study,’’ J. Med. Internet Res., vol. 23, no. 5, May 2021,
[182] B. Boller, É. Ouellet, and S. Belleville, ‘‘Using virtual reality to assess Art. no. e27640.
and promote transfer of memory training in older adults with memory [199] J. Varela-Aldás, G. Palacios-Navarro, R. Amariglio, and
complaints: A randomized controlled trial,’’ Frontiers Psychol., vol. 12, I. García-Magariño, ‘‘Head-mounted display-based application for
Mar. 2021, Art. no. 627242. cognitive training,’’ Sensors, vol. 20, no. 22, p. 6552, Nov. 2020.
[183] É. Ouellet, B. Boller, N. Corriveau-Lecavalier, S. Cloutier, and [200] E. Redlinger, B. Glas, and Y. Rong, ‘‘Impact of screen size on cogni-
S. Belleville, ‘‘The virtual shop: A new immersive virtual reality environ- tive training task performance: An HMD study,’’ Int. J. Psychophysiol.,
ment and scenario for the assessment of everyday memory,’’ J. Neurosci. vol. 166, pp. 166–173, Aug. 2021.
Methods, vol. 303, pp. 126–135, Jun. 2018. [201] M. Intraraprasit, W. Sunhem, and C. Jinjakam, ‘‘Interaction behavior of
[184] N. C. Lecavalier, É. Ouellet, B. Boller, and S. Belleville, ‘‘Use of immer- older adults with immersive virtual reality application for cognitive train-
sive virtual reality to assess episodic memory: A validation study in ing,’’ in Proc. 3rd Int. Conf. Comput. Commun. Syst. (ICCCS), Apr. 2018,
older adults,’’ Neuropsycholog. Rehabil., vol. 30, no. 3, pp. 462–480, pp. 506–510.
Mar. 2020. [202] L. Ma, A.-W. Kruijt, A.-K. Ek, G. Åbyhammar, T. Furmark,
[185] S. M. C. Davison, C. Deeprose, and S. Terbeck, ‘‘A comparison of G. Andersson, and P. Carlbring, ‘‘Seeking neutral: A VR-based
immersive virtual reality with traditional neuropsychological measures in person-identity-matching task for attentional bias modification—A
the assessment of executive functions,’’ Acta Neuropsychiatrica, vol. 30, randomised controlled experiment,’’ Internet Intervent., vol. 21,
no. 2, pp. 79–89, Apr. 2018. Sep. 2020, Art. no. 100334.
[186] Y. Fang and H. L. D. Han, ‘‘A virtual reality application for assessment [203] L. Pieri, S. Serino, P. Cipresso, V. Mancuso, G. Riva, and E. Pedroli,
for attention deficit hyperactivity disorder in school-aged children,’’ Neu- ‘‘The ObReco-360◦ : A new ecological tool to memory assessment using
ropsychiatric Disease Treatment, vol. 15, p. 1517, Jan. 2019. 360◦ immersive technology,’’ Virtual Reality, vol. 26, no. 2, pp. 1–10,
[187] E. Dulau, C. R. Botha-Ravyse, M. Luimula, P. Markopoulos, 2021.
E. Markopoulos, and K. Tarkkanen, ‘‘A virtual reality game for [204] S. Cárdenas-Delgado, M. Méndez-López, M.-C. Juan,
cognitive impairment screening in the elderly: A user perspective,’’ E. Pérez-Hernández, J. Lluch, and R. Vivó, ‘‘Using a virtual maze
in Proc. 10th IEEE Int. Conf. Cognit. Infocommun. (CogInfoCom), task to assess spatial short-term memory in adults,’’ in Proc. 12th Int.
Oct. 2019, pp. 403–410. Joint Conf. Comput. Vis., Imag. Comput. Graph. Theory Appl., 2017,
[188] S.-C. Yeh, S.-Y. Lin, E. H.-K. Wu, K.-F. Zhang, X. Xiu, A. Rizzo, pp. 46–57.
and C.-R. Chung, ‘‘A virtual-reality system integrated with neuro- [205] Y.-Y. Liao, H.-Y. Tseng, Y.-J. Lin, C.-J. Wang, and W.-C. Hsu, ‘‘Using
behavior sensing for attention-deficit/hyperactivity disorder intelligent virtual reality-based training to improve cognitive function, instrumen-
assessment,’’ IEEE Trans. Neural Syst. Rehabil. Eng., vol. 28, no. 9, tal activities of daily living and neural efficiency in older adults with
pp. 1899–1907, Sep. 2020. mild cognitive impairment,’’ Eur. J. Phys. Rehabil. Med., vol. 56, no. 1,
[189] M. Mondellini, S. Arlati, S. Pizzagalli, L. Greci, M. Sacco, S. Arlati, pp. 1–11, Feb. 2020.
and G. Ferrigno, ‘‘Assessment of the usability of an immersive virtual [206] B. Huang, S. Li, B. Sun, H. Lyu, W. Xu, J. Jiao, F. Pan, J. Hu, J. Chen,
supermarket for the cognitive rehabilitation of elderly patients: A pilot Y. Chen, M. Huang, and Y. Xu, ‘‘Verification of using virtual real-
study on young adults,’’ in Proc. IEEE 6th Int. Conf. Serious Games Appl. ity to evaluate deficiencies in cognitive function among patients with
Health (SeGAH), May 2018, pp. 1–8. schizophrenia in the remission stage: A cross-sectional study,’’ BMC
[190] N. Kakoschke, R. Page, B. de Courten, A. Verdejo-Garcia, and Psychiatry, vol. 21, no. 1, pp. 1–8, Dec. 2021.
J. McCormack, ‘‘Brain training with the body in mind: Towards gamified [207] A. Chirico, T. Giovannetti, P. Neroni, S. Simone, L. Gallo, F. Galli,
approach-avoidance training using virtual reality,’’ Int. J. Hum.-Comput. F. Giancamilli, M. Predazzi, F. Lucidi, G. De Pietro, and A. Giordano,
Stud., vol. 151, Jul. 2021, Art. no. 102626. ‘‘Virtual reality for the assessment of everyday cognitive functions in
[191] S. Vidhusha, B. Divya, A. Kavitha, R. V. Narayanan, and D. Yaamini, older adults: An evaluation of the virtual reality action test and two
‘‘Cognitive attention in autism using virtual reality learning tool,’’ in interaction devices in a 91-year-old woman,’’ Frontiers Psychol., vol. 11,
Proc. IEEE 18th Int. Conf. Cognit. Informat. Cognit. Comput., Jul. 2019, p. 123, Feb. 2020.
pp. 159–165. [208] C.-F. Tsai, C.-C. Chen, E. H.-K. Wu, C.-R. Chung, C.-Y. Huang,
[192] S. J. Yun, M.-G. Kang, D. Yang, Y. Choi, H. Kim, B.-M. Oh, and P.-Y. Tsai, and S.-C. Yeh, ‘‘A machine-learning-based assessment method
H. G. Seo, ‘‘Cognitive training using fully immersive, enriched environ- for early-stage neurocognitive impairment by an immersive virtual super-
ment virtual reality for patients with mild cognitive impairment and mild market,’’ IEEE Trans. Neural Syst. Rehabil. Eng., vol. 29, pp. 2124–2132,
dementia: Feasibility and usability study,’’ JMIR Serious Games, vol. 8, 2021.
no. 4, Oct. 2020, Art. no. e18127. [209] M. Hassandra, E. Galanis, A. Hatzigeorgiadis, M. Goudas,
[193] M. Intraraprasit, P. Phanpanya, and C. Jinjakam, ‘‘Cognitive training C. Mouzakidis, E. M. Karathanasi, N. Petridou, M. Tsolaki,
using immersive virtual reality,’’ in Proc. 10th Biomed. Eng. Int. Conf. P. Zikas, G. Evangelou, G. Papagiannakis, G. Bellis, C. Kokkotis,
(BMEiCON), Aug. 2017, pp. 1–5. S. R. Panagiotopoulos, G. Giakas, and Y. Theodorakis, ‘‘A virtual
[194] C. Rodríguez, D. Areces, T. García, M. Cueli, and P. González-Castro, reality app for physical and cognitive training of older people with mild
‘‘Comparison between two continuous performance tests for identifying cognitive impairment: Mixed methods feasibility study,’’ JMIR Serious
ADHD: Traditional vs. virtual reality,’’ Int. J. Clin. Health Psychol., Games, vol. 9, no. 1, Mar. 2021, Art. no. e24170.
vol. 18, no. 3, pp. 254–263, Sep. 2018. [210] M. Rodrigo-Yanguas, M. Martin-Moratinos, A. Menendez-Garcia,
[195] Y.-K. Ou, Y.-L. Wang, H.-C. Chang, S.-Y. Yen, Y.-H. Zheng, C. Gonzalez-Tardon, A. Royuela, and H. Blasco-Fontecilla, ‘‘A vir-
and B.-O. Lee, ‘‘Development of virtual reality rehabilitation games tual reality game (the secret trail of moon) for treating attention-
for children with attention-deficit hyperactivity disorder,’’ J. Ambi- deficit/hyperactivity disorder: Development and usability study,’’ JMIR
ent Intell. Humanized Comput., vol. 11, no. 11, pp. 5713–5720, Serious Games, vol. 9, no. 3, Sep. 2021, Art. no. e26824.
Nov. 2020. [211] P. Kourtesis, S. Collina, L. A. Doumas, and S. E. MacPherson,
[196] Y. Ji, Y. Xu, Y. Huang, L. Wei, H.-K. Wu, S.-C. Yeh, M. Li, and ‘‘An ecologically valid examination of event-based and time-based
C.-H. Liang, ‘‘Diagnostic and rehabilitation system for Alzheimer’s prospective memory using immersive virtual reality: The effects of delay
disease based on virtual reality technology in rehabilitation rooms,’’ and task type on everyday prospective memory,’’ Memory, vol. 29, no. 4,
in Proc. IEEE Int. Conf. Ind. Cyber Phys. Syst. (ICPS), May 2019, pp. 1–21, 2021.
pp. 411–416. [212] W. T. Wong, N. C. Tan, J. E. Lim, J. C. Allen, W. S. Lee, J. H. M. Quah,
[197] S. M. Cochran, C. A. Aiken, C. K. Rhea, and L. D. Raisbeck, M. Paulpandi, T. A. Teh, S. H. Lim, and R. Malhotra, ‘‘Comparison
‘‘Effects of an external focus of attention and target occlusion on per- of time taken to assess cognitive function using a fully immersive and
formance in virtual reality,’’ Hum. Movement Sci., vol. 76, Apr. 2021, automated virtual reality system vs. the Montreal cognitive assessment,’’
Art. no. 102753. Frontiers Aging Neurosci., vol. 13, Nov. 2021, Art. no. 756891.

VOLUME 10, 2022 104311


C. Bassano et al.: Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training

[213] R. M. Williams, K. Alikhademi, and J. E. Gilbert, ‘‘Design of a toolkit for [232] C. Li, X. Song, S. Chen, C. Wang, J. He, Y. Zhang, S. Xu, Z. Yan,
real-time executive function assessment in custom-made virtual experi- J. Jia, and P. Shull, ‘‘Long-term effectiveness and adoption of a cellphone
ences and interventions,’’ Int. J. Hum.-Comput. Stud., vol. 158, Feb. 2022, augmented reality system on patients with stroke: Randomized controlled
Art. no. 102734. trial,’’ JMIR Serious Games, vol. 9, no. 4, Nov. 2021, Art. no. e30184.
[214] F. Borgnis, F. Baglio, E. Pedroli, F. Rossetto, S. Isernia, L. Uccellatore, [233] F. Ghorbani, M. F. Taghavi, and M. Delrobaei, ‘‘Towards an intelligent
G. Riva, and P. Cipresso, ‘‘EXecutive-functions innovative tool assistive system based on augmented reality and serious games,’’ Enter-
(EXIT 360◦ ): A usability and user experience study of an original tainment Comput., vol. 40, Jan. 2022, Art. no. 100458.
360◦ -based assessment instrument,’’ Sensors, vol. 21, no. 17, p. 5867, [234] N. U. Keshav, K. Vogt-Lowell, A. Vahabzadeh, and N. T. Sahin, ‘‘Dig-
Aug. 2021. ital attention-related augmented-reality game: Significant correlation
[215] V. Delvigne, H. Wannous, T. Dutoit, L. Ris, and J.-P. Vandeborre, ‘‘Phy- between Student game performance and validated clinical measures of
DAA: Physiological dataset assessing attention,’’ IEEE Trans. Circuits attention-deficit/hyperactivity disorder (ADHD),’’ Children, vol. 6, no. 6,
Syst. Video Technol., vol. 32, no. 5, pp. 2612–2623, May 2022. p. 72, May 2019.
[216] Y. Pratviel, V. Deschodt-Arsac, F. Larrue, and L. M. Arsac, ‘‘Reliability of [235] F. Nenna, M. Zorzi, and L. Gamberini, ‘‘Augmented reality as a research
the Dynavision task in virtual reality to explore visuomotor phenotypes,’’ tool: Investigating cognitive-motor dual-task during outdoor navigation,’’
Sci. Rep., vol. 11, no. 1, pp. 1–12, Dec. 2021. Int. J. Hum.-Comput. Stud., vol. 152, Aug. 2021, Art. no. 102644.
[217] A. Voinescu, K. Petrini, D. S. Fraser, R.-A. Lazarovicz, I. Papavă, [236] I.-J. Lee, C.-H. Chen, and K.-P. Chang, ‘‘Augmented reality technology
L. A. Fodor, and D. David, ‘‘The effectiveness of a virtual reality attention combined with three-dimensional holography to train the mental rotation
task to predict depression and anxiety in comparison with current clinical ability of older adults,’’ Comput. Hum. Behav., vol. 65, pp. 488–500,
measures,’’ Virtual Reality, vol. 2021, pp. 1–22, Apr. 2021. Dec. 2016.
[218] A. Deblock-Bellamy, A. Lamontagne, B. J. McFadyen, M.-C. Ouellet, [237] A. Vasconcelos, P. A. Silva, J. Caseiro, F. Nunes, and L. F. Teixeira,
and A. K. Blanchette, ‘‘Virtual reality-based assessment of cognitive- ‘‘Designing tablet-based games for seniors: The example of CogniPlay,
locomotor interference in healthy young adults,’’ J. NeuroEng. Rehabil., a cognitive gaming platform,’’ in Proc. 4th Int. Conf. Fun Games, 2012,
vol. 18, no. 1, pp. 1–10, Dec. 2021. pp. 1–10.
[219] M. Plotnik, G. M. Doniger, Y. Bahat, A. Gottleib, O. B. Gal, E. Arad,
L. Kribus-Shmiel, S. Kimel-Naor, G. Zeilig, M. Schnaider-Beeri,
R. Yanovich, I. Ketko, and Y. Heled, ‘‘Immersive trail making: Construct
validity of an ecological neuropsychological test,’’ in Proc. Int. Conf.
Virtual Rehabil. (ICVR), Jun. 2017, pp. 1–6.
[220] S. Cavedoni, A. Chirico, E. Pedroli, P. Cipresso, and G. Riva, ‘‘Digital
biomarkers for the early detection of mild cognitive impairment: Artificial CHIARA BASSANO received the Ph.D. degree
intelligence meets virtual reality,’’ Frontiers Hum. Neurosci., vol. 14, in computer science and systems engineering,
p. 245, Jul. 2020. in 2020. She is a Research Fellow with the Depart-
[221] K. Seo, A. Lee, J. Kim, H. Ryu, and H. Choi, ‘‘Measuring the kinematics ment of Informatics, Bioengineering, Robotics,
of daily living movements with motion capture systems in virtual reality,’’ and Systems Engineering, University of Genoa,
J. Visualized Exp., vol. 134, Apr. 2018, Art. no. e57284.
Italy. Her research interests include natural
[222] S. Korecko, B. Sobota, M. Hudak, R. F. Edorco, and M. Sivy, ‘‘Testing
human–computer interaction and perception in
of visuospatial cognitive functions in virtual reality environment,’’ in
Proc. 18th Int. Conf. Emerg. eLearn. Technol. Appl. (ICETA), Nov. 2020, immersive VR environment.
pp. 336–341.
[223] P. Srivastava, A. Rimzhim, P. Vijay, S. Singh, and S. Chandra, ‘‘Desktop
VR is better than non-ambulatory HMD VR for spatial learning,’’ Fron-
tiers Robot. AI, vol. 6, p. 50, Jul. 2019.
[224] A. Kittel, P. Larkin, N. Elsworthy, and M. Spittle, ‘‘Using 360◦ virtual
reality as a decision-making assessment tool in sport,’’ J. Sci. Med. Sport,
vol. 22, no. 9, pp. 1049–1053, Sep. 2019. MANUELA CHESSA (Member, IEEE) is an
[225] R. Ge, Z. Wang, X. Yuan, Q. Li, Y. Gao, H. Liu, Z. Fan, and L. Bu, Assistant Professor with the Department of Infor-
‘‘The effects of two game interaction modes on cortical activation in
matics, Bioengineering, Robotics, and Systems
subjects of different ages: A functional near-infrared spectroscopy study,’’
Engineering, University of Genoa, Italy. Her
IEEE Access, vol. 9, pp. 11405–11415, 2021.
[226] M. Chessa, C. Bassano, E. Gusai, A. E. Martis, and F. Solari, ‘‘Human- research interests include the study of biologi-
computer interaction approaches for the assessment and the practice of cal and artificial vision systems, the development
the cognitive capabilities of elderly people,’’ in Proc. Eur. Conf. Comput. of bio-inspired computer vision models, natural
Vis. (ECCV) Workshops, 2018, pp. 1–17. human–machine interfaces based on virtual, aug-
[227] A. Y. Bayahya, W. AlHalabi, and S. H. Al-Amri, ‘‘Virtual reality in mented and mixed reality, and the perceptual and
dementia diseases,’’ Proc. Comput. Sci., vol. 163, pp. 275–282, Jan. 2019. cognitive aspects of interaction in VR and AR.
[228] F. Savazzi, S. Isernia, J. Jonsdottir, S. Di Tella, S. Pazzi, and F. Baglio,
‘‘Engaged in learning neurorehabilitation: Development and validation
of a serious game with user-centered design,’’ Comput. Educ., vol. 125,
pp. 53–61, Oct. 2018.
[229] Z.-Y. Hoe, I.-J. Lee, C.-H. Chen, and K.-P. Chang, ‘‘Using an augmented
reality-based training system to promote spatial visualization ability for FABIO SOLARI is an Associate Professor with
the elderly,’’ Universal Access Inf. Soc., vol. 18, no. 2, pp. 327–342,
the Department of Informatics, Bioengineering,
Jun. 2019.
Robotics, and Systems Engineering, University
[230] J. Zhang, X. Xia, R. Liu, and N. Li, ‘‘Enhancing human indoor cogni-
tive map development and wayfinding performance with immersive aug-
of Genoa, Italy. His research interests include
mented reality-based navigation systems,’’ Adv. Eng. Informat., vol. 50, the study of visual perception with the aim to
Oct. 2021, Art. no. 101432. develop computational models of vision process-
[231] D. Avila-Pesantez, L. A. Rivera, L. Vaca-Cardenas, S. Aguayo, and ing and to design virtual and mixed reality environ-
L. Zuniga, ‘‘Towards the improvement of ADHD children through aug- ments for natural interaction and ecological visual
mented reality serious games: Preliminary results,’’ in Proc. IEEE Global stimulation.
Eng. Educ. Conf. (EDUCON), Apr. 2018, pp. 843–848.

Open Access funding provided by ‘Università degli Studi di Genova’ within the CRUI CARE Agreement

104312 VOLUME 10, 2022

You might also like