Effect of a Kinect-based exercise game on improving executive cognitive performance in community-dwelling elderly.
Hiroki KayamaShu NishiguchiMinoru YamadaTomoki AoyamaKazuya OkamotoTomohiro KurodaPublished in: PervasiveHealth (2013)
Keyphrases
- independent living
- cognitive abilities
- game playing
- game theory
- information processing
- computer games
- high quality
- ambient intelligence
- video games
- fall detection
- artificial intelligence
- game play
- serious games
- assisted living
- older adults
- depth cameras
- game theoretic
- cognitive processes
- virtual communities
- learning community
- knowledge sharing
- multi view
- three dimensional