Skip to main content Skip to main navigation menu Skip to site footer
Articles
Published: 2021-10-31

Virtual reality immersive environments for motor and cognitive training of elderly people – a scoping review

Lodz University of Technology
Lodz University of Technology
Collegium Medicum in Bydgoszcz, Nicolaus Copernicus University in Toruń
Kazimierz Wielki University
Kazimierz Wielki University
Virtual Reality COGNITIVE TRAINING immersive virtual reality

Abstract

The contemporary development of immersive virtual reality interfaces holds untapped potential for the rehabilitation and motor-cognitive training of older adults. Despite the parallel development of gamification methods involving users in interactive experiences and the dynamic development of sensors and techniques for tracking human bio-physiological activities, the cognitive and motor experiments for the elderly, proposed in the literature, are relatively schematic, have limited modalities, and fail to exploit the capabilities of contemporary VR infrastructure. Moreover, the proposed state-of-the-art solutions are arbitrary and their authors usually do not go beyond a simple compilation of popular computer games supported with alternative displays. There is a shortage of exploration of new scenarios combining contemporary immersive virtual environments and the results of experiments on cognitive and motor stimulation of elderly people in an acceptable way for seniors. This paper provides a critical analysis of the contemporary state-of-the-art, followed by constructive insights into the potential of technology and provides inspiration and proposals for solutions that represent a new quality in cognitive-motor rehabilitation.

Metrics

Metrics Loading ...

References

  1. Alemanno, F., Houdayer, E., Emedoli, D., Locatelli, M., Mortini, P., Mandelli, C., ... & Iannaccone, S. (2019). Efficacy of virtual reality to reduce chronic low back pain: Proof-of-concept of a non-pharmacological approach on pain, quality of life, neuropsychological and functional outcome. PloS one, 14(5), e0216858.
  2. Amorim, J. S. C. D., Leite, R. C., Brizola, R., & Yonamine, C. Y. (2019). Virtual reality therapy for rehabilitation of balance in the elderly: a systematic review and META-analysis. Advances in rheumatology, 58.
  3. Andrzejczak, J., Osowicz, M., & Szrajber, R. (2020, June). Impression curve as a new tool in the study of visual diversity of computer game levels for individual phases of the design process. In International Conference on Computational Science (pp. 524-537). Springer, Cham.
  4. Antunes, T. P. C., de Oliveira, A. S. B., Crocetta, T. B., de Lima Antão, J. Y. F., de Almeida Barbosa, R. T., Guarnieri, R., ... & de Abreu, L. C. (2017). Computer classes and games in virtual reality environment to reduce loneliness among students of an elderly reference center: study protocol for a randomised cross-over design. Medicine, 96(10).
  5. Arlati, S.; Colombo, V.; Spoladore, D.; Greci, L.; Pedroli, E.; Serino, S.; Cipresso, P.; Goulene, K.; Stramba-Badiale, M.; Riva, G.; Gaggioli, A.; Ferrigno, Ge.; Sacco, M. A Social Virtual Reality-Based Application for the Physical and Cognitive Training of the Elderly at Home. Sensors 2019, 19, 261. https://doi.org/10.3390/s19020261
  6. Bohil, C. J., Alicea, B., and Biocca, F. A. (2011). Virtual reality in neuroscience research and therapy. Nat. Rev. Neurosci. 12, 752–762. doi: 10.1038/nrn3122
  7. Banville, F., Couture, J. F., Verhulst, E., Besnard, J., Richard, P., & Allain, P. (2017, July). Using virtual reality to assess the elderly: The impact of human-computer interfaces on cognition. In International conference on human interface and the management of information (pp. 113-123). Springer, Cham.
  8. Bauer, A. C. M., & Andringa, G. (2020). The potential of immersive virtual reality for cognitive training in elderly. Gerontology, 66(6), 614-623.
  9. Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018). Meta‐analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychological Bulletin, 144(1), 77–110. https://doi.org/10.1037/bul0000130
  10. Benoit, M., Guerchouche, R., Petit, P. D., Chapoulie, E., Manera, V., Chaurasia, G., ... & Robert, P. (2015). Is it possible to use highly realistic virtual reality in the elderly? A feasibility study with image-based rendering. Neuropsychiatric disease and treatment, 11, 557.
  11. Bhandari, J., MacNeilage, P., and Folmer, E. (2018). Teleportation without spatial disorientation using optical flow cues. In Proceedings of Graphics Interface (Vol. 2018).
  12. Billis, A. S., Konstantinidis, E. I., Mouzakidis, C., Tsolaki, M. N., Pappas, C., & Bamidis, P. D. (2010). A game-like interface for training seniors’ dynamic balance and coordination. In XII Mediterranean Conference on Medical and Biological Engineering and Computing 2010 (pp. 691-694). Springer, Berlin, Heidelberg.
  13. Byra J, Czernicki K. The Effectiveness of Virtual Reality Rehabilitation in Patients with Knee and Hip Osteoarthritis. J Clin Med. 2020 Aug 14;9(8):2639. doi: 10.3390/jcm9082639. PMID: 32823832; PMCID: PMC7465023
  14. Cho, G. H., Hwangbo, G., & Shin, H. S. (2014). The effects of virtual reality-based balance training on balance of the elderly. Journal of physical therapy science, 26(4), 615-617.
  15. Choi, S. D., Guo, L., Kang, D., & Xiong, S. (2017). Exergame technology and interactive interventions for elderly fall prevention: a systematic literature review. Applied ergonomics, 65, 570-581.
  16. Corno, G., Bouchard, S., and Forget, H. (2014). Usability assessment of the virtual multitasking test (v-mt) for elderly people. Annual Rev. Cyberther. Telemed. 199, 168–172.
  17. Crocetta, T., Luciano Vieira de Araújo, Guarnieri, R., Massetti, T., Fernando Henrique Inocêncio, B. F., de Abreu, L. C., & Carlos Bandeira de, M. M. (2018). Virtual reality software package for implementing motor learning and rehabilitation experiments. Virtual Reality, 22(3), 199-209. doi:http://dx.doi.org/10.1007/s10055-017-0323-2
  18. Dinet, J., & Kitajima, M. (2018, April). Immersive interfaces for engagement and learning: Cognitive implications. In Proceedings of the Virtual Reality International Conference-Laval Virtual (pp. 1-8).
  19. Doniger, G. M., Beeri, M. S., Bahar-Fuchs, A., Gottlieb, A., Tkachov, A., Kenan, H., ... & Plotnik, M. (2018). Virtual reality-based cognitive-motor training for middle-aged adults at high Alzheimer's disease risk: A randomized controlled trial. Alzheimer's & Dementia: Translational Research & Clinical Interventions, 4, 118-129.
  20. Duray, M., & Genç, A. (2017). The relationship between physical fitness and falling risk and fear of falling in community-dwelling elderly people with different physical activity levels. Turkish journal of medical sciences, 47(2), 455-462.
  21. Faria, A. L., Andrade, A., Soares, L., & i Badia, S. B. (2016). Benefits of virtual reality based cognitive rehabilitation through simulated activities of daily living: a randomized controlled trial with stroke patients. Journal of neuroengineering and rehabilitation, 13(1), 1-12.
  22. Fang, Y., Chen, C. H., & Hoe, Z. Y. (2019, March). Spaced retrieval memory training system for elderly: an investigation of design criteria. In Proceedings of the 2019 7th International Conference on Information and Education Technology (pp. 269-274).
  23. Fordell, H., Bodin, K., Bucht, G., and Malm, J. (2011). A virtual reality test battery for assessment and screening of spatial neglect. Acta Neurol. Scand. 123, 167–174. doi: 10.1111/j.1600-0404.2010.01390.x
  24. Ganapathi, P., & Sorathia, K. (2019). Elicitation Study of Body Gestures for Locomotion in HMD-VR Interfaces in a Sitting-Position. In Motion, Interaction and Games (pp. 1-10).
  25. Gamito, P., Oliveira, J., Alves, C., Santos, N., Coelho, C., & Brito, R. (2020). Virtual reality-based cognitive stimulation to improve cognitive functioning in community elderly: A controlled study. Cyberpsychology, Behavior, and Social Networking, 23(3), 150-156.
  26. Garcia LM, Birckhead BJ, Krishnamurthy P, Sackman J, Mackey IG, Louis RG, Salmasi V, Maddox T, Darnall BD. An 8-Week Self-Administered At-Home Behavioral Skills-Based Virtual Reality Program for Chronic Low Back Pain: Double-Blind, Randomized, Placebo-Controlled Trial Conducted During COVID-19. J Med Internet Res. 2021 Feb 22;23(2):e26292. doi: 10.2196/26292. PMID: 33484240; PMCID: PMC7939946.
  27. Graf, L., Liszio, S., & Masuch, M. (2020, September). Playing in virtual nature: improving mood of elderly people using VR technology. In Proceedings of the Conference on Mensch und Computer (pp. 155-164).
  28. Grewe, P., Kohsik, A., Flentge, D., Dyck, E., Botsch, M., Winter, Y., ... & Piefke, M. (2013). Learning real-life cognitive abilities in a novel 360-virtual reality supermarket: a neuropsychological study of healthy participants and patients with epilepsy. Journal of neuroengineering and rehabilitation, 10(1), 1-15.
  29. Huang X, et al. Clinical effectiveness of combined virtual reality and robot assisted fine hand motion rehabilitation in subacute stroke patients. IEEE Int Conf Rehabil Robot. 2017;2017:511–5.
  30. Huang, Q., Wu, W., Chen, X., Wu, B., Wu, L., Huang, X., ... & Huang, L. (2019). Evaluating the effect and mechanism of upper limb motor function recovery induced by immersive virtual-reality-based rehabilitation for subacute stroke subjects: study protocol for a randomized controlled trial. Trials, 20(1), 1-9.
  31. Huygelier, H., Schraepen, B., van Ee, R., Abeele, V. V., and Gillebert, C. R. (2019). Acceptance of immersive head-mounted virtual reality un older adults. Sci. Rep. 9:4519. doi: 10.1038/s41598-019-41200-6
  32. [Jerald2017] Jason Jerald, Joseph J. LaViola, and Richard Marks (2017). VR interactions. In ACM SIGGRAPH 2017 Courses (SIGGRAPH ’17). Association for Computing Machinery, New York, USA, Article 19, 1-105. DOI:https://doi.org/10.1145/3084873.3084900
  33. Jouhki, J. (2019). Humans and their technologies play the infinite game. Human Technology, 15(1), 1–5. https://doi.org/10.17011/ht/urn.201902201605
  34. Kamińska, M. S., Miller, A., Rotter, I., Szylińska, A., & Grochans, E. (2018). The effectiveness of virtual reality training in reducing the risk of falls among elderly people. Clinical interventions in aging, 13, 2329.
  35. [Kannan 2019] Kannan, L., Vora, J., Bhatt, T., & Hughes, S. L. (2019). Cognitive-motor exergaming for reducing fall risk in people with chronic stroke: a randomized controlled trial. NeuroRehabilitation, 44(4), 493-510.
  36. Kolbe L, Jaywant A, Gupta A, Vanderlind WM, Jabbour G. Use of virtual reality in the inpatient rehabilitation of COVID-19 patients. Gen Hosp Psychiatry. 2021 Jul-Aug;71:76-81. doi: 10.1016/j.genhosppsych.2021.04.008. Epub 2021 Apr 29. PMID: 33964789; PMCID: PMC8081572.
  37. Lang, S., Ismail, Z., Kibreab, M., Kathol, I., Sarna, J., & Monchi, O. (2020). Common and unique connectivity at the interface of motor, neuropsychiatric, and cognitive symptoms in Parkinson's disease: A commonality analysis. Human brain mapping, 41(13), 3749-3764.
  38. Larson, E. B., Feigon, M., Gagliardo, P., & Dvorkin, A. Y. (2014). Virtual reality and cognitive rehabilitation: a review of current outcome research. NeuroRehabilitation, 34(4), 759-772.
  39. Li F, Harmer P, Voit J, Chou LS. Implementing an Online Virtual Falls Prevention Intervention During a Public Health Pandemic for Older Adults with Mild Cognitive Impairment: A Feasibility Trial. Clin Interv Aging. 2021 May 25;16:973-983. doi: 10.2147/CIA.S306431. PMID: 34079243; PMCID: PMC8164667.
  40. Liao, Y. Y., Yang, Y. R., Wu, Y. R., & Wang, R. Y. (2015). Virtual reality-based Wii fit training in improving muscle strength, sensory integration ability, and walking abilities in patients with Parkinson's disease: a randomized control trial. International Journal of Gerontology, 9(4), 190-195.
  41. Liao, Y. Y., Chen, I. H., & Wang, R. Y. (2019). Effects of Kinect-based exergaming on frailty status and physical performance in prefrail and frail elderly: A randomized controlled trial. Scientific reports, 9(1), 1-9.
  42. Linge AD, Jensen C, Laake P, Bjørkly SK. Lifestyle and Work-Related Factors Associated with Work Ability and Work Participation for People with Obesity: A Prospective Observational Study After Vocational Rehabilitation. Diabetes Metab Syndr Obes. 2021 Jun 29;14:2943-2954. doi: 10.2147/DMSO.S311462. PMID: 34234492; PMCID: PMC8254537.
  43. Martinho, D., Carneiro, J., Corchado, J. M., & Marreiros, G. (2020). A systematic review of gamification techniques applied to elderly care. Artificial Intelligence Review, 53(7), 4863-4901.
  44. Molina, K. I., Ricci, N. A., de Moraes, S. A., & Perracini, M. R. (2014). Virtual reality using games for improving physical functioning in older adults: a systematic review. Journal of neuroengineering and rehabilitation, 11(1), 1-20.
  45. Mrakic-Sposta, S., Di Santo, S. G., Franchini, F., Arlati, S., Zangiacomi, A., Greci, L., ... & Vezzoli, A. (2018). Effects of combined physical and cognitive virtual reality-based training on cognitive impairment and oxidative stress in MCI patients: a pilot study. Frontiers in aging neuroscience, 10, 282.
  46. Murman, D. L. (2015, August). The impact of age on cognition. In Seminars in hearing (Vol. 36, No. 03, pp. 111-121). Thieme Medical Publishers.
  47. Osaba, M. Y., Martelli, D., Prado, A., Agrawal, S. K., & Lalwani, A. K. (2020). Age-related differences in gait adaptations during overground walking with and without visual perturbations using a virtual reality headset. Scientific Reports, 10(1), 1-10.
  48. Park, D. S., Lee, D. G., Lee, K., & Lee, G. (2017). Effects of virtual reality training using Xbox Kinect on motor function in stroke survivors: a preliminary study. Journal of Stroke and Cerebrovascular Diseases, 26(10), 2313-2319.
  49. Parong, J., & Mayer, R. E. (2020). Cognitive consequences of playing brain‐training games in immersive virtual reality. Applied Cognitive Psychology, 34(1), 29-38.
  50. Parong, J., & Mayer, R. E. (2021). Cognitive and affective processes for learning science in immersive virtual reality. Journal of Computer Assisted Learning, 37(1), 226-241.
  51. Pazzaglia C, Imbimbo I, Tranchita E, Minganti C, Ricciardi D, Lo Monaco R, Parisi A, Padua L. Comparison of virtual reality rehabilitation and conventional rehabilitation in Parkinson's disease: a randomized controlled trial. Physiotherapy. 2020 Mar;106:36-42. doi: 10.1016/j.physio.2019.12.007. Epub 2019 Dec 23. PMID: 32026844.
  52. Pedroli, E., Greci, L., Serino, S., Cipresso, P., Arlati, S., Mondellini, M., et al. (2018). Characteristics, usability, and users experience of a system combining cognitive and physical therapy in a virtual environment :positive bike. Sensors 18:2343. doi: 10.3390/s18072343
  53. Plechatá, A., Sahula, V., Fayette, D., and Fajnerová, I. (2019). Age-related differences with immersive and non-immersive virtual reality in memory assessment. Front. Psychol. 10:1330. doi: 10.3389/fpsyg.2019.01330
  54. Prasertsakul, T., Kaimuk, P., Chinjenpradit, W., Limroongreungrat, W., & Charoensuk, W. (2018). The effect of virtual reality-based balance training on motor learning and postural control in healthy adults: a randomized preliminary study. Biomedical engineering online, 17(1), 1-17.
  55. Reinhardt, D., Hurtienne, J., & Wienrich, C. (2020, March). Measuring Mental Effort via Entropy in VR. In Proceedings of the 25th International Conference on Intelligent User Interfaces Companion (pp. 43-44).
  56. Riches S, Azevedo L, Bird L, Pisani S, Valmaggia L. Virtual reality relaxation for the general population: a systematic review. Soc Psychiatry Psychiatr Epidemiol. 2021 Oct;56(10):1707-1727. doi: 10.1007/s00127-021-02110-z. Epub 2021 Jun 13. PMID: 34120220; PMCID: PMC8197783.
  57. Riva, G., and Waterworth, J. A. (2014). "Being present in a virtual world," in The Oxford Handbook of Virtuality, ed M. Grimshaw (Oxford: Oxford University Press), 205–221. doi: 10.1093/oxfordhb/9780199826162.013.015
  58. [Rutkowski2021] Rutkowski, S., Adamczyk, M., Pastuła, A., Gos, E., Luque-Moreno, C., & Rutkowska, A. (2021). Training Using a Commercial Immersive Virtual Reality System on Hand–Eye Coordination and Reaction Time in Young Musicians: A Pilot Study. International Journal of Environmental Research and Public Health, 18(3), 1297.
  59. Saposnik G, et al. Efficacy and safety of non-immersive virtual reality exercising in stroke rehabilitation (EVREST): a randomized, multicentre, single-blind, controlled trial. Lancet Neurol. 2016;15(10):1019–27.
  60. Stanney, K., Lawson, B. D., Rokers, B., Dennison, M., Fidopiastis, C., Stoffregen, T., ... & Fulvio, J. M. (2020). Identifying causes of and solutions for Cybersickness in immersive technology: reformulation of a research and development agenda. International Journal of Human–Computer Interaction, 36(19), 1783-1803.
  61. Su, K. W., Chen, C. J., & Shue, L. Y. (2013). Implication of Cognitive Style in Designing Computer‐Based Procedure Interface. Human Factors and Ergonomics in Manufacturing & Service Industries, 23(3), 230-242.
  62. Tacchino, A., Veldkamp, R., Coninx, K., Brulmans, J., Palmaers, S., Hämäläinen, P., ... & Baert, I. (2020). Design, development, and testing of an app for dual-task assessment and training regarding cognitive-motor interference (CMI-APP) in people with multiple sclerosis: Multicenter Pilot Study. JMIR mHealth and uHealth, 8(4), e15344.
  63. Taipale, S., & Hänninen, R. (2018). More years, more technologies: Aging in the digital era. Human Technology, 14(3), 258–263. https://doi.org/10.17011/ht/urn.201811224833
  64. Teo, W.-P., Muthalib, M., Yamin, S., Hendy, A. M., Bramstedt, K., Kotsopoulos, E., et al. (2016). Does a combination of virtual reality, neuromodulation and neuroimaging provide a comprehensive platform for neurorehabilitation? – a narrative review of the literature. Front. Hum. Neurosci. 10:284. doi: 10.3389/fnhum.2016.00284
  65. Tran JE, Fowler CA, Delikat J, Kaplan H, Merzier MM, Schlesinger MR, Litzenberger S, Marszalek JM, Scott S, Winkler SL. Immersive Virtual Reality to Improve Outcomes in Veterans With Stroke: Protocol for a Single-Arm Pilot Study. JMIR Res Protoc. 2021 May 10;10(5):e26133. doi: 10.2196/26133. PMID: 33970110; PMCID: PMC8145080.
  66. Triberti, S., and Riva, G. (2016). Being present in action: a theoretical model about the "interlocking" between intentions and environmental affordances. Front. Psychol. 6:2052. doi: 10.3389/fpsyg.2015.02052
  67. Trombetta, M., Paula, P., Henrique, B., Brum, M. R., Colussi, E. L., Carolina, A., et al. (2017). Motion Rehab AVE 3D: a VR-based exergame for post-stroke rehabilitation. Comput. Methods Programs Biomed. 151, 15–21. doi: 10.1016/j.cmpb.2017.08.008
  68. Tuena, C., Serino, S., Dutriaux, L., Riva, G., and Piolino, P. (2019). Virtual enactment effect on memory in young and aged populations :a systematic review. J. Clin. Med. 8:620. doi: 10.3390/jcm8050620
  69. Tuena C, Pedroli E, Trimarchi PD, Gallucci A, Chiappini M, Goulene K, Gaggioli A, Riva G, Lattanzio F, Giunco F and Stramba-Badiale M (2020) Usability Issues of Clinical and Research Applications of Virtual Reality in Older People: A Systematic Review. Front. Hum. Neurosci. 14:93. doi: 10.3389/fnhum.2020.00093
  70. Tuveri, E., Macis, L., Sorrentino, F., Spano, L. D., & Scateni, R. (2016, June). Fitmersive games: Fitness gamification through immersive VR. In Proceedings of the International Working Conference on Advanced Visual Interfaces (pp. 212-215).
  71. Vitiello, G., & Sebillo, M. (2018, May). The importance of empowerment goals in elderly-centered interaction design. In Proceedings of the 2018 International Conference on Advanced Visual Interfaces (pp. 1-5).
  72. World Health Organization. (2015). World report on ageing and health. World Health Organization.
  73. WHO Guidelines on Physical Activity and Sedentary Behaviour. Geneva: World Health Organization; 2020. PMID: 33369898.
  74. Webster, D., & Celik, O. (2014). Systematic review of Kinect applications in elderly care and stroke rehabilitation. Journal of neuroengineering and rehabilitation, 11(1), 1-24.
  75. Wen, D., Fan, Y., Hsu, S. H., Xu, J., Zhou, Y., Tao, J., ... & Li, F. (2021). Combining brain–computer interface and virtual reality for rehabilitation in neurological diseases: A narrative review. Annals of physical and rehabilitation medicine, 64(1), 101404.
  76. Wildenbos, G. A., Peute, L., and Jaspers, M. (2018). Aging barriers influencing mobile health usability for older adults: a literature based framework (MOLD-US). Int. J. Med. Inform. 114, 66–75. doi: 10.1016/j.ijmedinf.2018.03.012
  77. Wollesen, B., Wildbredt, A., van Schooten, K. S., Lim, M. L., & Delbaere, K. (2020). The effects of cognitive-motor training interventions on executive functions in older people: a systematic review and meta-analysis. European Review of Aging and Physical Activity, 17(1), 1-22.

How to Cite

Wojciechowski, A. ., Wiśniewska, A. ., Pyszora, A. ., Liberacka-Dwojak, M. ., & Juszczyk, K. (2021). Virtual reality immersive environments for motor and cognitive training of elderly people – a scoping review. Human Technology, 17(2), 145–163. https://doi.org/10.14254/1795-6889.2021.17-2.4