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Record W4362716963 · doi:10.1111/cogs.13278

How Exergaming with Virtual Reality Enhances Specific Cognitive and Visuo‐Motor Abilities: An Explorative Study

2023· article· en· W4362716963 on OpenAlexaff
Sidney Grosprêtre, Philémon Marcel‐Millet, Pauline Eon, Bettina Wollesen

Bibliographic record

VenueCognitive Science · 2023
Typearticle
Languageen
FieldMedicine
TopicHeart Rate Variability and Autonomic Control
Canadian institutionsCentre for Movement Disorders
FundersUniversité de Franche-Comté
KeywordsVirtual realityStroop effectCognitionPsychologyCognitive flexibilityTask (project management)HeadsetExecutive functionsCognitive psychologyPhysical medicine and rehabilitationHuman–computer interactionComputer scienceMedicineNeuroscienceEngineering

Abstract

fetched live from OpenAlex

Virtual reality (VR) is the computer simulation of a three-dimensional environment that a person can interact with using special electronic equipment, such as a headset with an integrated display. Often coupled with VR, exergames are video games that involve physical exercise. Little is known regarding the chronic effects of exergaming through VR chon cognitive functions. Eleven young participants were enrolled in this crossover exploratory study. They had to follow two trainings of 5 consecutive days, 15 min per day, interspaced by a 1-month washout period. Trainings were performed in a random order: (1) a video training using shadow boxing fitness videos (SBV) and (2) a VR training using a three-dimensional game where the aim is to cut moving cubes with a sword in each hand. Before and after each training period, a battery of cognitive tests was performed to assess executive functions, such as attention (change blindness), reaction time, response inhibition (go/no-go, Stroop task), or flexibility (trail making test). Fine motor skills were also evaluated through a Fitt's task. No effect of the SBV training was observed on any of the cognitive functions tested. On the contrary, a significant increased performance in selective attention and observation tests was found after VR training, as well as in inhibitory processes (Stroop and go/no-go). Other performances were unaffected by either VR or SBV training. The present study argues that VR exergaming is a promising tool to promote cognitive enhancement but targets specific functions according to the type of interface/game that is used.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.001
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.002
Threshold uncertainty score0.006

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0010.001
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0010.001
Bibliometrics0.0000.000
Science and technology studies0.0000.001
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0020.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.064
GPT teacher head0.332
Teacher spread0.268 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations30
Published2023
Admission routes1
Has abstractyes

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