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Gamified motor training with tangible robots in older adults: a feasibility study and comparison with the young
Computer Human Interaction in Learning and Instruction Lab, Swiss Federal Institute of Technology (EPFL), Lausanne, Switzerland.ORCID-id: 0000-0003-2282-9939
Defitech Chair of Clinical Neuroengineering, Center for Neuroprosthetics (CNP) and Brain Mind Institute (BMI), Swiss Federal Institute of Technology (EPFL), Geneva, Switzerland; Defitech Chair of Clinical Neuroengineering, Clinique Romande de Réadaptation, Center for Neuroprosthetics (CNP) and Brain Mind Institute (BMI), Swiss Federal Institute of Technology (EPFL Valais), Sion, Switzerland.
Computer Human Interaction in Learning and Instruction Lab, Swiss Federal Institute of Technology (EPFL), Lausanne, Switzerland.
Computer Human Interaction in Learning and Instruction Lab, Swiss Federal Institute of Technology (EPFL), Lausanne, Switzerland; BIOROB Lab, EPFL, Lausanne, Switzerland.
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2020 (Engelska)Ingår i: Frontiers in Aging Neuroscience, E-ISSN 1663-4365, Vol. 12, artikel-id 59Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

Background: An increasing lifespan and the resulting change in our expectations of later life stages are dependent on a good health state. This emphasizes the importance of the development of strategies to further strengthen healthy aging. One important aspect of good health in later life stages is sustained skilled motor function.

Objective: Here, we tested the effectiveness of robotic upper limb motor training in a game-like scenario assessing game-based learning and its transfer potential.

Methods: Thirty-six healthy participants (n = 18 elderly participants, n = 18 young controls) trained with a Pacman-like game using a hand-held Cellulo robot on 2 consecutive days. The game-related movements were conducted on a printed map displaying a maze and targets that had to be collected. Gradually, the task difficulty was adjusted between games by modifying or adding different game elements (e.g., speed and number of chasing ghosts, additional rules, and haptic feedback). Transfer was assessed by scoring simple robot manipulation on two different trajectories.

Results: Elderly participants were able to improve their game performance over time [t(874) = 2.97, p < 0.01]. The applied game elements had similar effects on both age groups. Importantly, the game-based learning was transferable to simple robot manipulation that resembles activities of daily life. Only minor age-related differences were present (smaller overall learning gain and different effects of the wall-crash penalty rule in the elderly group).

Conclusions: Gamified motor training with the Cellulo system has the potential to translate into an efficient and relatively low-cost robotic motor training tool for promoting upper limb function to promote healthy aging.

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Frontiers Media S.A., 2020. Vol. 12, artikel-id 59
Nyckelord [en]
tangible robots, healthy aging, gamified exercise, robotic exercise, motor learning, transfer learning, task performance and analysis
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
datalogi
Identifikatorer
URN: urn:nbn:se:umu:diva-248767DOI: 10.3389/fnagi.2020.00059ISI: 000528922100001PubMedID: 32317957Scopus ID: 2-s2.0-85083492875OAI: oai:DiVA.org:umu-248767DiVA, id: diva2:2030728
Tillgänglig från: 2026-01-21 Skapad: 2026-01-21 Senast uppdaterad: 2026-01-21Bibliografiskt granskad

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Güneysu Özgür, Arzu

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