A multi-room virtual museum for cognitive load assessment.


Does VR, gamification, and affective adaptation provide engaging cognitive training paradigm for a target population of older adults with little, or no, game playing experience? 

Does facial EMG signals serve as a reliable, and unobtrusive, source of affective data for emotion classification in a VR environment for cognitive training? 


Cognitive training in VR using biofeedback 

Combining the benefits of gamification VR and affective adaptation in the development of an engaging cognitive training task

EMG was used to assess cognitive load and cognitive capacity of the player and automatically adapting to maintain engaging content that does not become unduly stressful.

Output: a VR game for cognitive skills training and a publication in a high impact journal validating approach taken


A virtual reality game for gamifying cognitive training in older adults. 


Development work: University of Cambridge

Integration with technology: Emteq Labs

Study protocol: University of Cambridge

Data Collection: University of Cambridge

Data analysis and report: University of Cambridge

New algorithm development and smart analytics: University of Cambridge

Next steps:

Further development on polished cognitive training app for clinical trial (due 2022)

More Case Studies

Our Results
Science Museum – complete study with 730 participants
High Speed 2 – initial pilot study with 80 participants
Content Creation