CN113457121A - Method for improving cognitive ability of old people through multi-task training game based on VR - Google Patents

Method for improving cognitive ability of old people through multi-task training game based on VR Download PDF

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CN113457121A
CN113457121A CN202110654762.3A CN202110654762A CN113457121A CN 113457121 A CN113457121 A CN 113457121A CN 202110654762 A CN202110654762 A CN 202110654762A CN 113457121 A CN113457121 A CN 113457121A
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game
font
task
color
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CN113457121B (en
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陈珊珊
翁冬冬
王涌天
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Beijing Institute of Technology BIT
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality

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Abstract

The invention provides a method and a device for improving cognitive ability of old people by a VR-based multitask training game, wherein the method comprises the following steps: configuring a Stroop task and a Simom task; based on the Stroop task and the Simom task, dividing functions of the VR game system; and the user enters the VR game system and trains through the game. According to the scheme of the invention, the double-task experimental model and the visual-kinesthesia integration theory are combined, so that the advantages of the VR technology and the psychological theory are effectively integrated in the design and experience of the game, and the purposes of training and improving the cognition of the old are achieved while the experience is easy and pleasant.

Description

Method for improving cognitive ability of old people through multi-task training game based on VR
Technical Field
The invention relates to the field of virtual reality, in particular to a method and a device for improving cognitive ability of old people through a VR-based multitask training game.
Background
The brain has some degree of plasticity throughout life (Hubener and bonhoefer 2014). Plasticity of the brain means that the structure and function of the brain can change with changes in the surrounding environmental stimuli (Takesian and Hensch 2013). In general, adult human brain plasticity potential is in a state of dormancy, but this state of dormancy can be disrupted by specific, regular sensory or sensory-motor stimulus inputs, activating the cortical plasticity potential (Hubener and Bonhoeffer 2014). Researches show that the structure and the function of the brain of the old can be changed by long-time and regular cognitive training, so that the cognitive decline speed of the old is reduced, and the aim of improving the cognitive ability of the old is fulfilled (Joubert and Chainay 2018). Cognitive training is based on the assumption that brain function decline and cognitive decline from aging can be slowed by cognitive training (neuronal plasticity) and repeated exercise for a particular cognitive function, such as memory, attention, executive control, etc.
In recent years, research shows that the electronic game can be used as an effective cognitive training mode for improving the cognition of the old. Furthermore, the electronic game has both interest and motivation, so that cognitive intervention by means of the electronic game can cause high compliance of the elderly (Boot, Champion et al.2013). In general, electronic games have an elaborate game design style, a pleasant feeling and a challenge, and simultaneously provide a player with a reward mechanism including positive and negative feedback at an appropriate time, thereby increasing the enthusiasm of players for playing the games.
The VR technology is used for generating a virtual world of a three-dimensional space by utilizing computer simulation, providing simulation of senses such as vision, hearing, smell, touch and the like for a user, enabling the user to feel personally on the scene, and observing objects in the three-dimensional space in real time without limitation. Electronic games are very interactive, immersive and fanciful, enabling players to immerse in the world of the game and enjoy the game. Immersion, interactivity and imagination by VR technology are the most excellent so far (
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et al.2017,Perez-Marcos,Bieler-Aeschlimann et al.2018,Tieri,Morone et al.2018)。
In the prior art (Li x., et al., (2020)), a virtual reality technology-based animal feeding game is designed to train the cognitive ability of the elderly. The game requirement is that the animals present are fed as they drill out of the hole (apple). When the player sees the animals as drilling out of their respective holes, they are required to move the corresponding body part to feed the animals with apples. In the specific game operation process, firstly, a billboard is integrated on the back background of the whole game, and the billboard is randomly displayed in different colors (such as red, blue, green and the like) and different shapes (such as squares, triangles, diamonds and the like). During the game, the player is required to switch between the animal and the billboard with attention. During the game, if and only if the billboard is a green triangle, the player must move the body in a different way — the player needs to first step to the right and then move the body according to where the animal appears. For billboards of other colors or shapes, the player is required to step to the left and then move his body as required.
The game training result indicates that the game has the following two problems: the game difficulty is too simple. Although 5 different difficulty levels are designed, the cognitive ability level of the old is still not well reflected, and the ceiling effect is easy to occur in the training process. Therefore, even if the elderly are subjected to long-term cognitive training, the improvement in cognitive ability of the elderly is limited. 2) The Dual-tasking design (Dual-tasking) in games has design defects. In the game mission design process, in order to realize the double-mission cognitive operation, the player needs to switch attention between the animal and the billboard. However, the two tasks (billboard and animal position) are performed in separate steps, which is different from the two-task design in the conventional two-task paradigm of psychology.
Disclosure of Invention
In order to solve the technical problems, the invention provides a method and a device for improving the cognitive ability of the old based on a VR multi-task training game, and the method and the device are used for solving the technical problem that the game task design in the prior art and the double task design in the psychology traditional double task paradigm are different.
According to a first aspect of the present invention, there is provided a method for improving cognitive ability of an elderly person by a VR-based multitask training game, the method comprising the steps of:
step S101: configuring a Stroop task and a Simom task;
step S102: based on the Stroop task and the Simom task, dividing functions of the VR game system;
step S103: and the user enters the VR game system and trains through the game.
According to a second aspect of the present invention, there is provided an apparatus for improving cognitive ability of an elderly person based on a VR-based multitask training game, the apparatus comprising:
a configuration module: the method is used for configuring the Stroop task and the Simom task;
a function division module: the function division is carried out on the VR game system based on the Stroop task and the Simom task;
a training module: the configuration is that the user enters VR gaming system, trains through the game.
According to a third aspect of the present invention, there is provided a system for improving cognitive ability of an elderly person by a VR-based multitask training game, comprising:
a processor for executing a plurality of instructions;
a memory to store a plurality of instructions;
wherein the instructions are for being stored by the memory and loaded and executed by the processor to perform the method for improving the cognitive ability of the elderly based on the VR multitask training game.
According to a fourth aspect of the present invention, there is provided a computer readable storage medium having a plurality of instructions stored therein; the instructions are used for loading and executing the method for improving the cognitive ability of the old people based on the VR multitask training game by the processor.
According to the scheme of the invention, the game training based on VR technology can improve the cognitive intervention strength of the game on the elderly by providing a game environment with strong immersion and interactivity and high internal motivation and external motivation. Compared with a common electronic game, the game experience and motivation brought to the user by the VR game are the strongest, and the VR technology can enhance the training effect and promote the migration of the training effect by enhancing the psychological experience of strong 'existence sense' brought by multi-channel sensory perception stimulation such as visual, auditory and physical senses. The invention aims to provide a method for developing physical and mental characteristics of the old based on VR technology, and combines a classical psychological experiment paradigm: the Stroop task and the Simom task design VR games which mainly train the elderly to execute control ability. In addition, in the development process of the VR game, the invention combines a double-task experimental model and a visual-kinesthetic integration theory (visual-kinesthetic integration), thereby effectively integrating the advantages of VR technology and psychological theory in the design and experience of the game, and achieving the purpose of cognitive intervention for the old while experiencing the game easily and pleasantly. The invention designs a game suitable for cognitive training and physical movement of the old based on the characteristics of high immersion, multi-perceptibility and interactivity of a virtual reality technology and by combining a classical psychology experimental model aiming at the physical and mental development characteristics of the old. Firstly, the game promotes the cognitive training of the old through a multi-tasking mode (multi-tasking); secondly, the game can ensure that the player can freely move four limbs and walk while realizing cognitive training, thereby promoting the old to keep certain body movement during game training. Generally speaking, the invention combines the cognitive training design, the game mobility design, the task difficulty design and the game reward mechanism design, obtains the real-time position of a player in a virtual reality space through an infrared tracking and positioning technology based on a head-mounted display device, presents a proper picture by combining game logic, and simultaneously records the reaction speed, the accuracy, the score and the total score of the middle-aged and elderly people in the game process so as to achieve the real-time tracking and feedback of the training effect.
The foregoing description is only an overview of the technical solutions of the present invention, and in order to make the technical solutions of the present invention more clearly understood and to implement them in accordance with the contents of the description, the following detailed description is given with reference to the preferred embodiments of the present invention and the accompanying drawings.
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The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments of the invention and, together with the description, serve to explain the principles of the invention. In the drawings:
FIG. 1 is a flow chart of a method for improving cognitive ability of an elderly person by a VR-based multitask training game according to an embodiment of the invention;
FIG. 2 is a schematic diagram of font settings according to an embodiment of the present invention;
FIG. 3 is a schematic diagram of a VR gaming system module division according to one embodiment of the present invention;
FIG. 4 is a schematic flow chart of the operation of a VR gaming system in accordance with one embodiment of the present invention;
fig. 5 is a block diagram of a device for improving the cognitive ability of the elderly based on a VR-based multitask training game according to an embodiment of the present invention.
Detailed Description
First, a flow of a method for improving the cognitive ability of the elderly based on a VR-based multitask training game according to an embodiment of the present invention is described with reference to fig. 1. As shown in fig. 1-3, the method comprises the steps of:
step S101: configuring a Stroop task and a Simom task;
step S102: based on the Stroop task and the Simom task, dividing functions of the VR game system;
step S103: and the user enters the VR game system and trains through the game.
The step S101: configuring a Stroop task and a Simom task, wherein:
in the embodiment, the combination of the Stroop task and the Simon task in the game is realized by presenting the positions and the presenting modes of the squares and the fonts, and as shown in fig. 2, the specific realization of the game is realized by presenting 4 Chinese characters and 4 squares and operating a handle. The four fonts are respectively: red-colored, "red" words, "blue-colored," red "words, and blue-colored" blue "words; the four squares are respectively: a square with a "red" character written in red, a square with a "blue" character written in blue, and a square with a "red" character written in blue.
In the game operation process, a user has a red light sword in the VR space corresponding to the left hand handle and a blue light sword in the VR space corresponding to the right hand handle. The mode for combining the Stroop task and the Simon task is that the font and the square with the font are displayed to the user, the meaning of the font can represent the color, when the font and the square with the font are presented to the user, the font is displayed with the color,
(1) under the condition of the color judgment task, presenting fonts to a user; the user needs to judge the color added to the displayed font and ignore the meaning of the font. The judgment method is as follows: red light swords can only cut red-colored fonts, for example, red-colored "red" words and red-colored "blue" words; blue swords can only cut blue-colored fonts, for example, blue-colored "red" words and blue-colored "blue" words.
(2) Under the condition of word meaning judgment, presenting a square with a font to a user; the user needs to judge the meaning of the font itself and ignore the additional color of the font. The judgment method is as follows: the red light sword can only cut squares with red characters, for example, the red characters written by red color and the red characters written by blue color; blue light swords can only cut squares with blue characters, for example, red-colored "blue" characters and blue-colored "blue" characters.
(3) Under the condition of mixed judgment, both fonts and squares are presented, but a user needs to judge the colors added to the displayed fonts and ignore the meanings of the fonts; it is also necessary to judge the word meaning of the font itself in the square with the font, and ignore the additional color of the font.
The game realizes the combination of the Stroop task and the Simon task in the game by presenting the position and the presentation mode of the square and the font. Specific examples thereof include: in the color judgment task, when the red character written by red color appears on the left side, and the blue character written by blue color appears on the right side, the consistent color and character meaning are consistent with the consistent effect in the stroke task, and the red square block appearing on the left side needs a left-hand light sword, and is consistent with the position consistent effect in the simon task. If the "red" word written in blue appears on the left side and the "blue" word written in red appears on the right side, the "red" word written in blue and the "blue" word written in red merge the inconsistent effects in the task; while a blue-written "red" appearing on the left requires right-handed blue sword slash, consistent with the positional disparity effect in simon.
In this embodiment, the VR game is a music-based hit game lightswing based on VR technology. The general idea of the game design is to combine the classic psychological research paradigm, i.e. the Stroop task and the Simom task, with the VR technology, and design and develop VR games which are mainly used for training the old to execute the control capability. The Stroop task is one of the studies and gold standard for performing control. In the standard color-word Stroop task, a word written in ink of a certain color is tried to be viewed, and the task is to determine the color of the word and to characterize the dimension relevant to the task, while ignoring the meaning of the word or the reaction it causes, i.e. ignoring the dimension irrelevant to the task. Due to conflicts arising from inconsistent task-dependent and task-independent dimensions, the subject needs more attention control to determine the color of the uncoordinated stimulus than the neutral stimulus to overcome the interference at different perception and sensing and response selection stages, manifesting as a decrease in accuracy with slowing of the response speed. Simon's task is another classical paradigm for studying attention control, primarily for studying stimulus and response incompatibility effects. In this task, incompatible attempts require that the responses being tried to be made are spatially inconsistent with the orientation of the stimulus presentation, e.g., right hand versus left hand stimulus responses. The present game design combines the Stroop task with the Simon task, while manipulating the stimulus and stimulus cooperativity and the stimulus and response cooperativity, exploring task conflict resolution under attention control.
In the game process, different types of squares appear along with music rhythm in a VR scene, and a player needs to wave handles of left and right hands to hit the squares according to game rules. The higher the number of hits, the higher the score. After the game is over, the players are ranked according to the player scores, and the rank of each player appears on the ranking list.
As shown in fig. 3, the step S102: based on the Stroop task and the Simom task, performing function division on the VR game system, wherein:
based on the Stroop task and the Simom task, determining that the VR game system has the functions of music setting and game setting, and dividing the function of the VR game system into a music setting module, a game setting module and a data storage module;
the music setting module is used for editing songs and presetting the appearance frequency and the style of the blocks;
the game setting module is used for setting game scenes, light sword interaction, display interfaces, and speed and special effects of character block configuration; the game scenes comprise static scenes and lamplight rendering scenes; the optical sword interaction comprises configuring a connecting handle and setting a main camera; the display interface has the functions of selecting a game player, selecting a game song, selecting a game mode, selecting song difficulty, starting a game and returning to the previous level; the selecting game player inserts a user list by using UGUI for selecting a player; the connecting handle is divided into a red handle and a blue handle;
the game storage module is used for recording the specific data of each game of each player.
In this embodiment, the music setting module is used as a leader part of game design, and the occurrence frequency of the blocks and the types of the blocks are set in advance, so that the difficulty of game setting is reduced. The game setting module is used as an important link of game design, each step of the game is designed in detail, and all functions of game operation are completed by the game setting module; the data storage module records the specific data of each game of each player.
As shown in fig. 4, the step S103: the user enters the VR gaming system, trains through the game, wherein:
the user selects a player by selecting a game player function; selecting a game mode, wherein the game has a color mode, a word meaning mode and a mixed mode, and the color mode is to judge whether a target is hit by using a red handle or a blue handle according to the color of a block; the word sense mode is to judge whether to hit the target by using a red handle or a blue handle according to the word sense; the mixed mode needs the user to judge, the target with the black background plays the game according to the word meaning, and the target without the background plays the game according to the color; selecting a song by a user; the user selects the game difficulty, and the game sets four modes: simple version, normal version, difficult version and expert version; and the user enters the game of the next difficulty according to the grading result.
In the embodiment, thirty songs which are in the earliness of the old are edited for selection; if the user has a previous difficulty rating of A/B, the game of the next difficulty can be played.
In the embodiment, when a user selects a game player, the background is connected with the database to record the game player; after a user selects a game song, a background is connected with a song file, the song file is edited according to the game difficulty by adopting a MediocreMapper in Best Saber according to the song file and the game difficulty, and character blocks and positive and negative hands are marked according to the game difficulty and the song tempo; after the game is finished, the database is connected to record game data, and the game result is graded.
In this embodiment, five levels are set, A, B, C, D, E from high to low.
In order to detect the effectiveness of the VR game invention, 38 old people are recruited as VR game training objects to carry out game training. All 38 elderly were healthy elderly, aged 60-79 years. The test study is an experimental study involving the use of in-test designs. The specific training scheme is that for each elderly person to be tested, VR game training is performed 20 times in total. The training is carried out once every other day, the training time is 30 minutes for each time, and the training is carried out for 2-3 minutes for each 10 minutes, and 3 times for each time.
Before formal training, the game difficulty level which can be controlled by each old person is evaluated, and the method of manually adjusting the game difficulty is adopted, so that the old person can select the difficulty level suitable for himself.
VR game training field not less than 5 x 5m2And any obstacle in the field at noon enables the old to walk freely in the game process. When the game is trained every time, a worker is arranged to give guidance for accompanying, so that the safety of the old in the game process is ensured.
Within one week before VR game training begins, performing baseline test on the executive control capability of the old by using a behavioral experiment Stroop task, and collecting the reaction time and accuracy after the experiment is completed. Within a week after the end of 20 VR game sessions, the elderly were also tested using the Stroop task, while the reaction time and accuracy of the completed experiment were collected. Statistical analysis of the response time and accuracy of the Stroop task before and after training was performed using paired t-test.
Experimental results show that in color, meaning and mixed training mode, VR games significantly reduce the response of the elderly in completing the Stroop task (color training mode: t)112.9, p is 0.01; word sense training mode: t is t122.25, p is 0.04; hybrid training mode: t11 ═ 3.02, P ═ 0.01).
38 normal healthy elderly people are recruited in the community to test the effectiveness of the VR game training of the present invention. The test results show that VR game training significantly reduces the response of the elderly in the stroop task in three training modes (color, meaning, and blending), and the average response in the three training modes is reduced from 689.6, 561.9,609.1 to 571, 491.9,526.7, respectively. The VR game designed by the invention effectively improves the behavior inhibition capability and the response speed of the old.
The invention combines the advantages of VR technology with the classical psychological paradigm, aims at the physical and mental development characteristics of the old, and simultaneously carries out cognitive training on the old in the form of music games, thereby changing the boring characteristics of the prior cognitive training. In the VR game design process, the enthusiasm and the initiative of the old people for participating in game training are gradually improved by controlling the game difficulty; the interest of the game is increased through the form of the music game. Meanwhile, the training effect is enhanced by exciting multi-channel sensory stimuli such as visual, auditory and somatosensory of the old people in the game training process.
An embodiment of the present invention further provides a device for improving cognitive ability of an elderly person through a VR-based multitask training game, as shown in fig. 5, the device includes:
a configuration module: the method is used for configuring the Stroop task and the Simom task;
a function division module: the function division is carried out on the VR game system based on the Stroop task and the Simom task;
a training module: the configuration is that the user enters VR gaming system, trains through the game.
The embodiment of the invention further provides a system for improving the cognitive ability of the old based on a VR multitask training game, which comprises the following steps:
a processor for executing a plurality of instructions;
a memory to store a plurality of instructions;
wherein the instructions are for being stored by the memory and loaded and executed by the processor to perform the method for improving the cognitive ability of the elderly based on the VR multitask training game.
The embodiment of the invention further provides a computer readable storage medium, wherein a plurality of instructions are stored in the storage medium; the instructions are used for loading and executing the method for improving the cognitive ability of the old people based on the VR multitask training game by the processor.
It should be noted that the embodiments and features of the embodiments may be combined with each other without conflict.
In the embodiments provided in the present invention, it should be understood that the disclosed system, apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions in actual implementation, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, or in a form of hardware plus a software functional unit.
The integrated unit implemented in the form of a software functional unit may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium and includes several instructions to enable a computer device (which may be a personal computer, a physical machine server, or a network cloud server, etc., and needs to install a Ubuntu operating system) to perform some steps of the method according to various embodiments of the present invention. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
The above description is only a preferred embodiment of the present invention, and is not intended to limit the present invention in any way, and any simple modification, equivalent change and modification made to the above embodiment according to the technical spirit of the present invention are still within the scope of the technical solution of the present invention.

Claims (10)

1. A VR based multitask training game method for improving cognition in the elderly, the method comprising the steps of:
step S101: configuring a Stroop task and a Simom task;
step S102: based on the Stroop task and the Simom task, dividing functions of the VR game system;
step S103: and the user enters the VR game system and trains through the game.
2. The method of improving cognition in an elderly VR based multitask training game as claimed in claim 1 wherein said step S101: configuring a Stroop task and a Simom task, comprising:
the font and the square with the font are displayed to a user, the meaning of the font can represent the color, when the font and the square with the font are presented to the user, the font is displayed with the color,
under the condition of the color judgment task, presenting fonts to a user; the user needs to judge the color attached to the displayed font and ignore the meaning of the font; the game mode is as follows: the light sword can only cut the characters with the same color as the light sword;
under the condition of word meaning judgment, presenting a square with a font to a user; the user needs to judge the character meaning of the font and ignore the color attached to the font; the game mode is as follows: the light sword can only represent the square corresponding to the character with the same color as the light sword;
under the condition of mixed judgment, both fonts and squares are presented, and a user needs to judge the colors attached to the displayed fonts and ignore the meanings of the fonts; it is also necessary to judge the word meaning of the font itself in the square with the font, and ignore the additional color of the font.
3. The method of improving cognition in an elderly VR based multitasking training game as claimed in claim 2 wherein said step S102: based on the Stroop task and the Simom task, performing function division on the VR game system, wherein:
based on the Stroop task and the Simom task, determining that the VR game system has the functions of music setting and game setting, and dividing the function of the VR game system into a music setting module, a game setting module and a data storage module;
the music setting module is used for editing songs and presetting the appearance frequency and the style of the blocks;
the game setting module is used for setting game scenes, light sword interaction, display interfaces, and speed and special effects of character block configuration; the game scenes comprise static scenes and lamplight rendering scenes; the optical sword interaction comprises configuring a connecting handle and setting a main camera; the display interface has the functions of selecting a game player, selecting a game song, selecting a game mode, selecting song difficulty, starting a game and returning to the previous level; the selecting game player inserts a user list by using UGUI for selecting a player; the connecting handle is divided into a red handle and a blue handle;
the game storage module is used for recording the specific data of each game of each player.
4. The method of improving cognition in an elderly VR based multitasking training game as claimed in claim 3 wherein said step S103: the user enters the VR gaming system, trains through the game, wherein:
the user selects a player by selecting a game player function; selecting a game mode, wherein the game has a color mode, a word meaning mode and a mixed mode, and the color mode is to judge whether a target is hit by using a red handle or a blue handle according to the color of a block; the word sense mode is to judge whether to hit the target by using a red handle or a blue handle according to the word sense; the mixed mode needs the user to judge, the target with the black background plays the game according to the word meaning, and the target without the background plays the game according to the color; selecting a song by a user; the user selects the game difficulty, and the game is provided with four modes: simple version, normal version, difficult version and expert version; and the user enters the game of the next difficulty according to the grading result.
5. A device for improving cognitive ability of old people based on VR-based multitask training game, which is characterized by comprising:
a configuration module: the method is used for configuring the Stroop task and the Simom task;
a function division module: the function division is carried out on the VR game system based on the Stroop task and the Simom task;
a training module: the configuration is that the user enters VR gaming system, trains through the game.
6. The VR-based multitasking training game for improving the cognitive abilities of an elderly person as described in claim 5, wherein said configuring the Stroop task and Simom task comprises:
the font and the square with the font are displayed to a user, the meaning of the font can represent the color, when the font and the square with the font are presented to the user, the font is displayed with the color,
under the condition of the color judgment task, presenting fonts to a user; the user needs to judge the color attached to the displayed font and ignore the meaning of the font; the game mode is as follows: the light sword can only cut the characters with the same color as the light sword;
under the condition of word meaning judgment, presenting a square with a font to a user; the user needs to judge the character meaning of the font and ignore the color attached to the font; the game mode is as follows: the light sword can only represent the square corresponding to the character with the same color as the light sword;
under the condition of mixed judgment, both fonts and squares are presented, and a user needs to judge the colors attached to the displayed fonts and ignore the meanings of the fonts; it is also necessary to judge the word meaning of the font itself in the square with the font, and ignore the additional color of the font.
7. The apparatus of claim 6, wherein the functionality partitioning module:
based on the Stroop task and the Simom task, determining that the VR game system has the functions of music setting and game setting, and dividing the function of the VR game system into a music setting module, a game setting module and a data storage module;
the music setting module is used for editing songs and presetting the appearance frequency and the style of the blocks;
the game setting module is used for setting game scenes, light sword interaction, display interfaces, and speed and special effects of character block configuration; the game scenes comprise static scenes and lamplight rendering scenes; the optical sword interaction comprises configuring a connecting handle and setting a main camera; the display interface has the functions of selecting a game player, selecting a game song, selecting a game mode, selecting song difficulty, starting a game and returning to the previous level; the selecting game player inserts a user list by using UGUI for selecting a player; the connecting handle is divided into a red handle and a blue handle;
the game storage module is used for recording the specific data of each game of each player.
8. The VR-based multitasking training game of claim 7, wherein the training module is configured to:
the user selects a player by selecting a game player function; selecting a game mode, wherein the game has a color mode, a word meaning mode and a mixed mode, and the color mode is to judge whether a target is hit by using a red handle or a blue handle according to the color of a block; the word sense mode is to judge whether to hit the target by using a red handle or a blue handle according to the word sense; the mixed mode needs the user to judge, the target with the black background plays the game according to the word meaning, and the target without the background plays the game according to the color; selecting a song by a user; the user selects the game difficulty, and the game is provided with four modes: simple version, normal version, difficult version and expert version; and the user enters the game of the next difficulty according to the grading result.
9. A VR-based system for multitask training games to improve the cognitive abilities of the elderly, comprising:
a processor for executing a plurality of instructions;
a memory to store a plurality of instructions;
wherein the plurality of instructions for storage by the memory and loading and executing by the processor the method of improving cognition in an elderly person for a VR-based multitask training game according to any of claims 1-4.
10. A computer-readable storage medium having stored therein a plurality of instructions; the plurality of instructions for being loaded by a processor and executing the method for improving cognitive ability of an elderly person based on the VR based multitask training game of any of claims 1-4.
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