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dc.contributor.authorBuele, Jorge-
dc.contributor.authorVarela-Aldás, José-
dc.contributor.authorPalacios-Navarro, Guillermo-
dc.date.accessioned2022-11-25T03:08:16Z-
dc.date.available2022-11-25T03:08:16Z-
dc.date.issued2022-
dc.identifier.urihttps://ieeexplore.ieee.org/document/9840591-
dc.identifier.urihttp://repositorio.uti.edu.ec//handle/123456789/3813-
dc.description.abstractTraditionally, screening tools are available to help diagnose a person's cognitive problem. Therefore, rehabilitation techniques are lab exercises that lack adequate ecological validity. In this paper, we propose to establish the projection of a methodology for the development of serious games based on activities of daily living (ADL). Both for real and immersive environments, to assess what provides better results when applied in healthy patients at first, but with a focus on those suffering from Alzheimer's disease. It is expected that when this research is completed, precedents will be established for the development of new proposals based on virtual environments.es
dc.language.isoenges
dc.publisher15th International Conference of Technology, Learning and Teaching of Electronics, TAEE 2022 - Proceedings 2022 15th International Conference of Technology, Learning and Teaching of Electronics, TAEE 2022. Terue. l29 June 2022through 1 July 2022es
dc.rightsclosedAccesses
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/es
dc.titleVirtual Reality applications based on activities of daily living (ADL) for cognitive diagnosis and rehabilitationes
dc.typearticlees
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