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Interactive Virtual Computer Based Training


The purpose of applying virtual computer based training is to:

  1. increase the synergy effect by training attention, memory and motor function simultaneously
  2. implement home based programmes to interact with public provided training
  3. obtain intensity through daily training sessions

These items may be met by a solution where the user employs his/her body as a wireless interface to control events and characters in games and other applications on a computer / console.

This figure demonstrates the fundamental concept in the intervention programmes that are being developed at Helene Elsass Center. The top-down approach is the core strategy and interacting virtual computer based training methods seems very well suited to meet this strategy. Developed to its full potential this approach may provide a comprehensive training with the result that every layer of control and decoding/coding in the brain is activated. A system like this may also meet the concept of a more traditional bottom-up approach in as much as the motor function is totally integrated in the interface when movements of the body directly control the game / application.

Furthermore the system may be used for training specific functions as for example:
  1. muscle strength – resistance exercise
  2. balance
  3. memory
  4. social interaction

and so on.


Aims and scope
The overall objective is to develop an affordable solution (both hard- and software) that will be able to run games and other applications complete with wireless interface controlled by the movements of the body – or parts of the body.

The games and applications should run on either a personal computer, a laptop or on a game console, e.g. Nintendo Wii, Sony Playstation or similar.

The aims and scope are to increase the training both in relation to intensity as well as quality. At the same time as it becomes exciting, interesting, challenging and good fun.

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