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(PDF) Game based Monitoring and Cognitive Therapy for Elderly
<!DOCTYPE html> <html > <head> <meta charset="utf-8"> <meta rel="search" type="application/opensearchdescription+xml" href="/open_search.xml" title="Academia.edu"> <meta content="width=device-width, initial-scale=1" name="viewport"> <meta name="google-site-verification" content="bKJMBZA7E43xhDOopFZkssMMkBRjvYERV-NaN4R6mrs"> <meta name="csrf-param" content="authenticity_token" /> <meta name="csrf-token" content="rS0xybKNFLJQ4CFTwXzDISjGP7qcQIGMyCZHKa5uiGPVaiA9BtyupyCXjshUj2THanSB3steJZCApp-RNJP3TA" /> <meta name="citation_title" content="Game based Monitoring and Cognitive Therapy for Elderly" /> <meta name="citation_author" content="Victor M Zamudio" /> <meta name="citation_author" content="Javier Navarro" /> <meta name="citation_author" content="Rosario Baltazar" /> <meta name="twitter:card" content="summary" /> <meta name="twitter:url" content="https://www.academia.edu/19599612/Game_based_Monitoring_and_Cognitive_Therapy_for_Elderly" /> <meta name="twitter:title" content="Game based Monitoring and Cognitive Therapy for Elderly" /> <meta name="twitter:description" content="As the proportion of older adults grows, the number of special care provisions to help individuals with declining cognitive abilities needs to also increase. Information Communication Technology (ICT) is beginning to play an increasing role in" /> <meta name="twitter:image" content="https://0.academia-photos.com/39686685/10957672/12518909/s200_javier.navarro.png" /> <meta property="fb:app_id" content="2369844204" /> <meta property="og:type" content="article" /> <meta property="og:url" content="https://www.academia.edu/19599612/Game_based_Monitoring_and_Cognitive_Therapy_for_Elderly" /> <meta property="og:title" content="Game based Monitoring and Cognitive Therapy for Elderly" /> <meta property="og:image" content="http://a.academia-assets.com/images/open-graph-icons/fb-paper.gif" /> <meta property="og:description" content="As the proportion of older adults grows, the number of special care provisions to help individuals with declining cognitive abilities needs to also increase. Information Communication Technology (ICT) is beginning to play an increasing role in" /> <meta property="article:author" content="https://nottingham.academia.edu/JavierNavarro" /> <meta property="article:author" content="https://itleon.academia.edu/VicZamudio" /> <meta property="article:author" content="https://itleon.academia.edu/RosarioBaltazar" /> <meta name="description" content="As the proportion of older adults grows, the number of special care provisions to help individuals with declining cognitive abilities needs to also increase. Information Communication Technology (ICT) is beginning to play an increasing role in" /> <title>(PDF) Game based Monitoring and Cognitive Therapy for Elderly</title> <link rel="canonical" href="https://www.academia.edu/19599612/Game_based_Monitoring_and_Cognitive_Therapy_for_Elderly" /> <script async src="https://www.googletagmanager.com/gtag/js?id=G-5VKX33P2DS"></script> <script> window.dataLayer = window.dataLayer || []; function gtag(){dataLayer.push(arguments);} gtag('js', new Date()); gtag('config', 'G-5VKX33P2DS', { cookie_domain: 'academia.edu', send_page_view: false, }); gtag('event', 'page_view', { 'controller': "single_work", 'action': "show", 'controller_action': 'single_work#show', 'logged_in': 'false', 'edge': 'unknown', // Send nil if there is no A/B test bucket, in case some records get logged // with missing data - that way we can distinguish between the two cases. // ab_test_bucket should be of the form <ab_test_name>:<bucket> 'ab_test_bucket': null, }) </script> <script> var $controller_name = 'single_work'; var $action_name = "show"; var $rails_env = 'production'; var $app_rev = 'b092bf3a3df71cf13feee7c143e83a57eb6b94fb'; var $domain = 'academia.edu'; var $app_host = "academia.edu"; var $asset_host = "academia-assets.com"; var $start_time = new Date().getTime(); var $recaptcha_key = "6LdxlRMTAAAAADnu_zyLhLg0YF9uACwz78shpjJB"; var $recaptcha_invisible_key = "6Lf3KHUUAAAAACggoMpmGJdQDtiyrjVlvGJ6BbAj"; var $disableClientRecordHit = false; </script> <script> window.require = { config: function() { return function() {} } } </script> <script> window.Aedu = window.Aedu || {}; window.Aedu.hit_data = null; window.Aedu.serverRenderTime = new Date(1739837076000); window.Aedu.timeDifference = new Date().getTime() - 1739837076000; </script> <script type="application/ld+json">{"@context":"https://schema.org","@type":"ScholarlyArticle","abstract":"As the proportion of older adults grows, the number of special care provisions to help individuals with declining cognitive abilities needs to also increase. Information Communication Technology (ICT) is beginning to play an increasing role in facilitating the work of specialists to support and monitor individuals with cognitive impairment within their everyday environments. In addition, advances in artificial intelligence and the development of new algorithmic approaches can be used to approximate the computational processes of human behaviour in different circumstances. In this paper, we report on the development of a software system using game based therapies for older adults in Mexico suffering from cognitive impairment, where this system has been deployed in a unique day therapy centre. We further propose an evaluation module based on using AI approaches and affective sensing to monitor and detect significant changes in performance cognation that might indicate a possible cognitive decline.","author":[{"@context":"https://schema.org","@type":"Person","name":"Javier Navarro","url":"https://nottingham.academia.edu/JavierNavarro"},{"@context":"https://schema.org","@type":"Person","name":"Victor M Zamudio","url":"https://itleon.academia.edu/VicZamudio"},{"@context":"https://schema.org","@type":"Person","name":"Rosario Baltazar","url":"https://itleon.academia.edu/RosarioBaltazar"}],"contributor":[{"@context":"https://schema.org","@type":"Person","name":"Victor M Zamudio","url":"https://itleon.academia.edu/VicZamudio"},{"@context":"https://schema.org","@type":"Person","name":"Rosario Baltazar","url":"https://itleon.academia.edu/RosarioBaltazar"}],"dateCreated":"2015-12-10","headline":"Game based Monitoring and Cognitive Therapy for 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window.loswp.shouldDetectTimezone = true; window.loswp.shouldShowBulkDownload = true; window.loswp.showSignupCaptcha = false window.loswp.willEdgeCache = false; window.loswp.work = {"work":{"id":19599612,"created_at":"2015-12-10T10:19:21.238-08:00","from_world_paper_id":null,"updated_at":"2021-01-16T18:16:01.010-08:00","_data":{"abstract":"As the proportion of older adults grows, the number of special care provisions to help individuals with declining cognitive abilities needs to also increase. Information Communication Technology (ICT) is beginning to play an increasing role in facilitating the work of specialists to support and monitor individuals with cognitive impairment within their everyday environments. In addition, advances in artificial intelligence and the development of new algorithmic approaches can be used to approximate the computational processes of human behaviour in different circumstances. In this paper, we report on the development of a software system using game based therapies for older adults in Mexico suffering from cognitive impairment, where this system has been deployed in a unique day therapy centre. We further propose an evaluation module based on\nusing AI approaches and affective sensing to monitor and detect significant changes in performance cognation that might indicate a possible cognitive decline."},"document_type":"paper","pre_hit_view_count_baseline":null,"quality":"high","language":"en","title":"Game based Monitoring and Cognitive Therapy for Elderly","broadcastable":true,"draft":null,"has_indexable_attachment":true,"indexable":true}}["work"]; window.loswp.workCoauthors = [142774,39686685,142787]; window.loswp.locale = "en"; window.loswp.countryCode = "SG"; window.loswp.cwvAbTestBucket = ""; window.loswp.designVariant = "ds_vanilla"; window.loswp.fullPageMobileSutdModalVariant = "control"; window.loswp.useOptimizedScribd4genScript = false; window.loginModal = {}; window.loginModal.appleClientId = 'edu.academia.applesignon'; window.userInChina = "false";</script><script defer="" src="https://accounts.google.com/gsi/client"></script><div class="ds-loswp-container"><div class="ds-work-card--grid-container"><div class="ds-work-card--container js-loswp-work-card"><div class="ds-work-card--cover"><div class="ds-work-cover--wrapper"><div class="ds-work-cover--container"><button class="ds-work-cover--clickable js-swp-download-button" data-signup-modal="{"location":"swp-splash-paper-cover","attachmentId":40721413,"attachmentType":"pdf"}"><img alt="First page of “Game based Monitoring and Cognitive Therapy for Elderly”" class="ds-work-cover--cover-thumbnail" src="https://0.academia-photos.com/attachment_thumbnails/40721413/mini_magick20190220-20341-z01u6e.png?1550698059" /><img alt="PDF Icon" class="ds-work-cover--file-icon" src="//a.academia-assets.com/images/single_work_splash/adobe_icon.svg" /><div class="ds-work-cover--hover-container"><span class="material-symbols-outlined" style="font-size: 20px" translate="no">download</span><p>Download Free PDF</p></div><div class="ds-work-cover--ribbon-container">Download Free PDF</div><div class="ds-work-cover--ribbon-triangle"></div></button></div></div></div><div class="ds-work-card--work-information"><h1 class="ds-work-card--work-title">Game based Monitoring and Cognitive Therapy for Elderly</h1><div class="ds-work-card--work-authors ds-work-card--detail"><a class="ds-work-card--author js-wsj-grid-card-author ds2-5-body-md ds2-5-body-link" data-author-id="142774" href="https://itleon.academia.edu/VicZamudio"><img alt="Profile image of Victor M Zamudio" class="ds-work-card--author-avatar" src="https://0.academia-photos.com/142774/37856/15853851/s65_victor.zamudio.jpg" />Victor M Zamudio</a><a class="ds-work-card--author js-wsj-grid-card-author ds2-5-body-md ds2-5-body-link" data-author-id="39686685" href="https://nottingham.academia.edu/JavierNavarro"><img alt="Profile image of Javier Navarro" class="ds-work-card--author-avatar" src="https://0.academia-photos.com/39686685/10957672/12518909/s65_javier.navarro.png" />Javier Navarro</a><a class="ds-work-card--author js-wsj-grid-card-author ds2-5-body-md ds2-5-body-link" data-author-id="142787" href="https://itleon.academia.edu/RosarioBaltazar"><img alt="Profile image of Rosario Baltazar" class="ds-work-card--author-avatar" src="https://0.academia-photos.com/142787/37859/34768/s65_rosario.baltazar.jpg" />Rosario Baltazar</a></div><div class="ds-work-card--detail"><div class="ds-work-card--work-metadata"><div class="ds-work-card--work-metadata__stat"><span class="material-symbols-outlined" style="font-size: 20px" translate="no">visibility</span><p class="ds2-5-body-sm" id="work-metadata-view-count">…</p></div><div class="ds-work-card--work-metadata__stat"><span class="material-symbols-outlined" style="font-size: 20px" translate="no">description</span><p class="ds2-5-body-sm">12 pages</p></div><div class="ds-work-card--work-metadata__stat"><span class="material-symbols-outlined" style="font-size: 20px" translate="no">link</span><p class="ds2-5-body-sm">1 file</p></div></div><script>(async () => { const workId = 19599612; 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Information Communication Technology (ICT) is beginning to play an increasing role in facilitating the work of specialists to support and monitor individuals with cognitive impairment within their everyday environments. In addition, advances in artificial intelligence and the development of new algorithmic approaches can be used to approximate the computational processes of human behaviour in different circumstances. In this paper, we report on the development of a software system using game based therapies for older adults in Mexico suffering from cognitive impairment, where this system has been deployed in a unique day therapy centre. We further propose an evaluation module based on using AI approaches and affective sensing to monitor and detect significant changes in performance cognation that might indicate a possible cognitive decline.</p><div class="ds-work-card--button-container"><button class="ds2-5-button js-swp-download-button" data-signup-modal="{"location":"continue-reading-button--work-card","attachmentId":40721413,"attachmentType":"pdf","workUrl":"https://www.academia.edu/19599612/Game_based_Monitoring_and_Cognitive_Therapy_for_Elderly"}">See full PDF</button><button class="ds2-5-button ds2-5-button--secondary js-swp-download-button" data-signup-modal="{"location":"download-pdf-button--work-card","attachmentId":40721413,"attachmentType":"pdf","workUrl":"https://www.academia.edu/19599612/Game_based_Monitoring_and_Cognitive_Therapy_for_Elderly"}"><span class="material-symbols-outlined" style="font-size: 20px" translate="no">download</span>Download PDF</button></div><div class="ds-signup-banner-trigger-container"><div class="ds-signup-banner-trigger ds-signup-banner-trigger-control"></div></div><div class="ds-signup-banner ds-signup-banner-control"><div id="ds-signup-banner-close-button"><button class="ds2-5-button ds2-5-button--secondary ds2-5-button--inverse"><span class="material-symbols-outlined" style="font-size: 20px" translate="no">close</span></button></div><div class="ds-signup-banner-ctas"><img src="//a.academia-assets.com/images/academia-logo-capital-white.svg" /><h4 class="ds2-5-heading-serif-sm">Sign up for access to the world's latest research</h4><button class="ds2-5-button ds2-5-button--inverse ds2-5-button--full-width js-swp-download-button" data-signup-modal="{"location":"signup-banner"}">Sign up for free<span class="material-symbols-outlined" style="font-size: 20px" translate="no">arrow_forward</span></button></div><div class="ds-signup-banner-divider"></div><div class="ds-signup-banner-reasons"><div class="ds-signup-banner-reasons-item"><span class="material-symbols-outlined" style="font-size: 24px" translate="no">check</span><span>Get notified about relevant papers</span></div><div class="ds-signup-banner-reasons-item"><span class="material-symbols-outlined" style="font-size: 24px" translate="no">check</span><span>Save papers to use in your research</span></div><div class="ds-signup-banner-reasons-item"><span class="material-symbols-outlined" style="font-size: 24px" translate="no">check</span><span>Join the discussion with peers</span></div><div class="ds-signup-banner-reasons-item"><span class="material-symbols-outlined" style="font-size: 24px" translate="no">check</span><span>Track your impact</span></div></div></div><script>(() => { // Set up signup banner show/hide behavior: // 1. 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Information Communication Technology (ICT) is beginning to play an increasing role in facilitating the work and research of specialists to support and monitor individuals with cognitive impairment within their everyday environments. In addition, advances in artificial intelligence and the development of new algorithmic approaches can be used to approximate the computational processes of human behaviour in different circumstances. In this paper, we report on the development of a software system using game based therapies for older adults in Mexico suffering from cognitive impairment, where this system has been deployed in a unique day therapy centre. We further propose an evaluation module based on using an Artificial Neural Network (ANN) approach to monitor the user performance, a Fuzzy Logic based module to detect significant changes in performance that might indicate a possible cognitive decline, and a bio-signals sensor in order to gather information about the emotional state of the patient during the interaction.</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{"location":"wsj-grid-card-download-pdf-modal","work_title":"Towards Game Based Monitoring and Cognitive Therapy for Elderly using a Neural-Fuzzy approach","attachmentId":40721455,"attachmentType":"pdf","work_url":"https://www.academia.edu/19599666/Towards_Game_Based_Monitoring_and_Cognitive_Therapy_for_Elderly_using_a_Neural_Fuzzy_approach","alternativeTracking":true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/19599666/Towards_Game_Based_Monitoring_and_Cognitive_Therapy_for_Elderly_using_a_Neural_Fuzzy_approach"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="1" data-entity-id="74982414" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/74982414/Towards_Game_Based_Monitoring_and_Cognitive_Therapy_for_Elderly_using_a_Neural_Fuzzy_approach_Conference">Towards Game Based Monitoring and Cognitive Therapy for Elderly using a Neural-Fuzzy approach Conference</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="2957980" href="https://nottingham.academia.edu/JNavarro">Javier Navarro</a></div><p class="ds-related-work--metadata ds2-5-body-xs">2018</p><p class="ds-related-work--abstract ds2-5-body-sm">As the proportion of older adults grows, the number of special care provisions to help individuals with declining cognitive abilities needs also to increase. Information Communication Technology (ICT) is beginning to play an increasing role in facilitating the work and research of specialists to support and monitor individuals with cognitive impairment within their everyday environments. In addition, advances in artificial intelligence and the development of new algorithmic approaches can be used to approximate the computational processes of human behaviour in different circumstances. In this paper, we report on the development of a software system using game based therapies for older adults in Mexico suffering from cognitive impairment, where this system has been deployed in a unique day therapy centre. We further propose an evaluation module based on using an Artificial Neural Network (ANN) approach to monitor the user performance, a Fuzzy Logic based module to detect significant ...</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{"location":"wsj-grid-card-download-pdf-modal","work_title":"Towards Game Based Monitoring and Cognitive Therapy for Elderly using a Neural-Fuzzy approach Conference","attachmentId":82936495,"attachmentType":"pdf","work_url":"https://www.academia.edu/74982414/Towards_Game_Based_Monitoring_and_Cognitive_Therapy_for_Elderly_using_a_Neural_Fuzzy_approach_Conference","alternativeTracking":true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/74982414/Towards_Game_Based_Monitoring_and_Cognitive_Therapy_for_Elderly_using_a_Neural_Fuzzy_approach_Conference"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="2" data-entity-id="105571580" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/105571580/Computer_Games_for_Older_Adults_beyond_Entertainment_and_Training_Possible_Tools_for_Early_Warnings_Concept_and_Proof_of_Concept">Computer Games for Older Adults beyond Entertainment and Training: Possible Tools for Early Warnings - Concept and Proof of Concept</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="266051905" href="https://independent.academia.edu/B%C3%A9laPataki2">Béla Pataki</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Proceedings of the 1st International Conference on Information and Communication Technologies for Ageing Well and e-Health, 2015</p><p class="ds-related-work--abstract ds2-5-body-sm">Old age cognitive deficit is a relatively new mass-phenomenon due to the fast growth of older populations, and the fact that dementia is chronic, progressive, long lasting and, so far, incurable. However, in the early phase of cognitive decline symptoms do not manifest clearly, and may remain unexplored for a longer period of time. Clinical tests, using either paper-based or computerized methods, are made quite infrequently, providing too sparse snapshots of the cognitive performance. In this paper, computer games are proposed for home monitoring of possible significant changes in mental state. This approach is advantageous as it is a regular but voluntary method. This way, more frequent assessments are possible than with the traditional clinical test scenario. Problem descriptions, possible solutions and methods, presented in this paper, have been elaborated in the AAL project Maintaining and Measuring Mental Wellness (M3W). The ultimate goal of the project is to develop a computer game toolset and a methodology for monitoring the mental state of older adults remotely (at home). As it is a complex task, only basic considerations and concepts, a few challenges, problems and potential solutions, the proposed architecture, and the proofs of the concept are presented in the paper.</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{"location":"wsj-grid-card-download-pdf-modal","work_title":"Computer Games for Older Adults beyond Entertainment and Training: Possible Tools for Early Warnings - Concept and Proof of Concept","attachmentId":104988353,"attachmentType":"pdf","work_url":"https://www.academia.edu/105571580/Computer_Games_for_Older_Adults_beyond_Entertainment_and_Training_Possible_Tools_for_Early_Warnings_Concept_and_Proof_of_Concept","alternativeTracking":true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/105571580/Computer_Games_for_Older_Adults_beyond_Entertainment_and_Training_Possible_Tools_for_Early_Warnings_Concept_and_Proof_of_Concept"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="3" data-entity-id="2943413" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/2943413/A_Framework_for_Cognitive_Monitoring_Using_Computer_Game_Interactions">A Framework for Cognitive Monitoring Using Computer Game Interactions</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="3448292" href="https://independent.academia.edu/PaytonBissell">Payton Bissell</a></div><p class="ds-related-work--metadata ds2-5-body-xs">researchgate.net, 2007</p><p class="ds-related-work--abstract ds2-5-body-sm">In this paper we describe a software architecture and methodology for monitoring cognitive performance using data from natural computer interactions in a home setting. Elders are the fastest growing demographic of new computer users, and those over the age of 75 are at risk for medically related cognitive decline and confusion. The early detection of cognitive problems allows for more effective clinical intervention. To address these issues, we have developed a suite of cognitive computer games to specifically assess various aspects of cognition. The feedback from game performance and other metrics for conventional applications allows us to detect within subject trends over time, providing a method for the early detection of cognitive decline. In addition, the real-time information on cognitive state is used to adapt the user interface to the needs of the individual user.</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{"location":"wsj-grid-card-download-pdf-modal","work_title":"A Framework for Cognitive Monitoring Using Computer Game Interactions","attachmentId":30900642,"attachmentType":"pdf","work_url":"https://www.academia.edu/2943413/A_Framework_for_Cognitive_Monitoring_Using_Computer_Game_Interactions","alternativeTracking":true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/2943413/A_Framework_for_Cognitive_Monitoring_Using_Computer_Game_Interactions"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="4" data-entity-id="75983535" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/75983535/Evaluation_of_a_novel_Serious_Game_based_assessment_tool_for_patients_with_Alzheimer_s_disease">Evaluation of a novel Serious Game based assessment tool for patients with Alzheimer’s disease</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="103864927" href="https://unibe-ch2.academia.edu/PatricWyss">Patric Wyss</a></div><p class="ds-related-work--metadata ds2-5-body-xs">PLOS ONE, 2017</p><p class="ds-related-work--abstract ds2-5-body-sm">Despite growing interest in developing ecological assessment of difficulties in patients with Alzheimer's disease new methods assessing the cognitive difficulties related to functional activities are missing. To complete current evaluation, the use of Serious Games can be a promising approach as it offers the possibility to recreate a virtual environment with daily living activities and a precise and complete cognitive evaluation. The aim of the present study was to evaluate the usability and the screening potential of a new ecological tool for assessment of cognitive functions in patients with Alzheimer's disease. Eighteen patients with Alzheimer's disease and twenty healthy controls participated to the study. They were asked to complete six daily living virtual tasks assessing several cognitive functions: three navigation tasks, one shopping task, one cooking task and one table preparation task following a oneday scenario. Usability of the game was evaluated through a questionnaire and through the analysis of the computer interactions for the two groups. Furthermore, the performances in terms of time to achieve the task and percentage of completion on the several tasks were recorded. Results indicate that both groups subjectively found the game user friendly and they were objectively able to play the game without computer interactions difficulties. Comparison of the performances between the two groups indicated a significant difference in terms of percentage of achievement of the several tasks and in terms of time they needed to achieve the several tasks. This study suggests that this new Serious Game based assessment tool is a user-friendly and ecological method to evaluate the cognitive abilities related to the difficulties patients can encounter in daily living activities and can be used as a screening tool as it allowed to distinguish Alzheimer's patient's performance from healthy controls.</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{"location":"wsj-grid-card-download-pdf-modal","work_title":"Evaluation of a novel Serious Game based assessment tool for patients with Alzheimer’s disease","attachmentId":83671027,"attachmentType":"pdf","work_url":"https://www.academia.edu/75983535/Evaluation_of_a_novel_Serious_Game_based_assessment_tool_for_patients_with_Alzheimer_s_disease","alternativeTracking":true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/75983535/Evaluation_of_a_novel_Serious_Game_based_assessment_tool_for_patients_with_Alzheimer_s_disease"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="5" data-entity-id="26562145" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/26562145/Interactive_Digital_Serious_Games_for_the_Assessment_Rehabilitation_and_Prediction_of_Dementia">Interactive Digital Serious Games for the Assessment, Rehabilitation, and Prediction of Dementia</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="50538487" href="https://brad.academia.edu/HassanUgail">Hassan Ugail</a></div><p class="ds-related-work--metadata ds2-5-body-xs">International Journal of Computer Games Technology, 2014</p><p class="ds-related-work--abstract ds2-5-body-sm">Dementia is a serious, progressive, and often debilitating illness with no known cure, having a severe adverse effect on memory, behaviour, reasoning, and communication. A comprehensive review of current refereed research material in the use of games in this area is scarce and suffers from being orientated towards commercially available games or derivatives such as "Dr. Kawashima's brain training. " There is much lesser concern for bespoke research grade alternatives. This review will attempt to assess the current state of the art in research orientated games for dementia, importantly identifying systems capable of prediction before the onset of the disease. It can be ascertained from the literature reviewed that there are clearly a large number of interactive computer game based mechanisms used for dementia. However, these are each highly intrusive in terms of affecting normal living and the patient is aware of being tested; furthermore their long-term or real benefits are unknown as is their effect over conventional tests. It is important to predict cognitive impairment at a stage early enough to maximise benefit from treatment and therapeutic intervention. Considering the availability, use, and increasing power of modern mobile smartphones, it is logically plausible to explore this platform for dementia healthcare.</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{"location":"wsj-grid-card-download-pdf-modal","work_title":"Interactive Digital Serious Games for the Assessment, Rehabilitation, and Prediction of Dementia","attachmentId":46854796,"attachmentType":"pdf","work_url":"https://www.academia.edu/26562145/Interactive_Digital_Serious_Games_for_the_Assessment_Rehabilitation_and_Prediction_of_Dementia","alternativeTracking":true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/26562145/Interactive_Digital_Serious_Games_for_the_Assessment_Rehabilitation_and_Prediction_of_Dementia"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="6" data-entity-id="74221868" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/74221868/Caregiver_Assessment_Using_Smart_Gaming_Technology_A_Preliminary_Approach">Caregiver Assessment Using Smart Gaming Technology: A Preliminary Approach</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="59105628" href="https://wright.academia.edu/WilliamRomine">William Romine</a></div><p class="ds-related-work--metadata ds2-5-body-xs">2019</p><p class="ds-related-work--abstract ds2-5-body-sm">As pre-diagnostic technologies are becoming increasingly accessible, using them to improve the quality of care available to dementia patients and their caregivers is of increasing interest. Specifically, we aim to develop a tool for non-invasively assessing task performance in a simple gaming application. To address this, we have developed Caregiver Assessment using Smart Gaming Technology (CAST), a mobile application that personalizes a traditional word scramble game. Its core functionality uses a Fuzzy Inference System (FIS) optimized via a Genetic Algorithm (GA) to provide customized performance measures for each user of the system. With CAST, we match the relative level of difficulty of play using the individual&#39;s ability to solve the word scramble tasks. We provide an analysis of the preliminary results for determining task difficulty, with respect to our current participant cohort.</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{"location":"wsj-grid-card-download-pdf-modal","work_title":"Caregiver Assessment Using Smart Gaming Technology: A Preliminary Approach","attachmentId":82447867,"attachmentType":"pdf","work_url":"https://www.academia.edu/74221868/Caregiver_Assessment_Using_Smart_Gaming_Technology_A_Preliminary_Approach","alternativeTracking":true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/74221868/Caregiver_Assessment_Using_Smart_Gaming_Technology_A_Preliminary_Approach"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="7" data-entity-id="26291195" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/26291195/Designing_game_based_cognitive_assessments_for_elderly_adults">Designing game-based cognitive assessments for elderly adults</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="3691660" href="https://utoronto.academia.edu/MChignell">Mark Chignell</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Proceedings of the First International Conference on Gameful Design, Research, and Applications - Gamification '13, 2013</p><p class="ds-related-work--abstract ds2-5-body-sm">Gamification is the use of game-like properties in non-game scenarios, and is applied in the design of our application to stimulate cognition, and enjoyment, which often decreases due to age-related changes. The goal of the research reported here is to develop a game, targeted for elderly citizens, that has a user-friendly interface and the ability to predict cognitive ability. This paper will introduce and evaluate a game designed based on the classic carnival game called whack-a-mole, which has the objective of a user 'hitting' a 'mole'. Our version of the game underwent a usability study where we evaluated the game in an experiment, and investigated its cognitive predictive ability. This paper will discuss the results from the experiment, detail the limitations, and propose future research.</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{"location":"wsj-grid-card-download-pdf-modal","work_title":"Designing game-based cognitive assessments for elderly adults","attachmentId":46603582,"attachmentType":"pdf","work_url":"https://www.academia.edu/26291195/Designing_game_based_cognitive_assessments_for_elderly_adults","alternativeTracking":true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/26291195/Designing_game_based_cognitive_assessments_for_elderly_adults"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="8" data-entity-id="68833217" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/68833217/Caregiver_Assessment_Using_Smart_Gaming_Technology_A_Feasibility_Study">Caregiver Assessment Using Smart Gaming Technology: A Feasibility Study</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="59105628" href="https://wright.academia.edu/WilliamRomine">William Romine</a></div><p class="ds-related-work--metadata ds2-5-body-xs">2019 IEEE International Conference on Fuzzy Systems (FUZZ-IEEE), 2019</p><p class="ds-related-work--abstract ds2-5-body-sm">As pre-diagnostic technologies are becoming increasingly accessible, using them to improve the quality of care available to dementia patients and their caregivers is of increasing interest. Specifically, we aim to develop a tool for noninvasively assessing task performance in a simple gaming application. To address this, we have developed Caregiver Assessment using Smart Technology (CAST), a mobile application that personalizes a traditional word scramble game. Its core functionality uses a Fuzzy Inference System (FIS) optimized via a Genetic Algorithm (GA) to provide customized performance measures for each user of the system. With CAST, we match the relative level of difficulty of play using the individual's ability to solve the word scramble tasks. We provide an analysis of the preliminary results for determining task difficulty, with respect to our current participant cohort.</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{"location":"wsj-grid-card-download-pdf-modal","work_title":"Caregiver Assessment Using Smart Gaming Technology: A Feasibility Study","attachmentId":79166895,"attachmentType":"pdf","work_url":"https://www.academia.edu/68833217/Caregiver_Assessment_Using_Smart_Gaming_Technology_A_Feasibility_Study","alternativeTracking":true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/68833217/Caregiver_Assessment_Using_Smart_Gaming_Technology_A_Feasibility_Study"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="9" data-entity-id="121935040" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/121935040/Using_Game_Technology_to_Automatize_Neuropsychological_Tests_and_Research_in_Active_Aging">Using Game Technology to Automatize Neuropsychological Tests and Research in Active Aging</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="3426495" href="https://ucm.academia.edu/BFernandezManjon">Baltasar Fernandez-Manjon</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Zenodo (CERN European Organization for Nuclear Research), 2018</p><p class="ds-related-work--abstract ds2-5-body-sm">Computerized neuropsychological tests provide a more systematic and easily administered assessment tool than traditional pen-andpaper tests. We consider that game technology can be effectively applied to decrease the cost of developing computerized versions of traditional tests and can even allow the creation of promising new environments to assess and researching in active aging. To study the feasibility of this approach, we developed a computer version of the 15 Objects Test and compared the performance of subjects when using the traditional paper-based version and our computer-based version, which captures all user interaction data in real time using game analytics techniques. Other relevant information, such as demographics and familiarity with technology, was also compiled by pre-post online forms. Our results show that computer and traditional pen-and-paper test versions provide similar results, while the additional interaction data captured by using game analytics techniques opens the door to new environments for active aging research.</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{"location":"wsj-grid-card-download-pdf-modal","work_title":"Using Game Technology to Automatize Neuropsychological Tests and Research in Active Aging","attachmentId":116700834,"attachmentType":"pdf","work_url":"https://www.academia.edu/121935040/Using_Game_Technology_to_Automatize_Neuropsychological_Tests_and_Research_in_Active_Aging","alternativeTracking":true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/121935040/Using_Game_Technology_to_Automatize_Neuropsychological_Tests_and_Research_in_Active_Aging"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div></div></div><div class="ds-sticky-ctas--wrapper js-loswp-sticky-ctas hidden"><div class="ds-sticky-ctas--grid-container"><div class="ds-sticky-ctas--container"><button class="ds2-5-button js-swp-download-button" data-signup-modal="{"location":"continue-reading-button--sticky-ctas","attachmentId":40721413,"attachmentType":"pdf","workUrl":null}">See full PDF</button><button class="ds2-5-button ds2-5-button--secondary js-swp-download-button" data-signup-modal="{"location":"download-pdf-button--sticky-ctas","attachmentId":40721413,"attachmentType":"pdf","workUrl":null}"><span class="material-symbols-outlined" style="font-size: 20px" translate="no">download</span>Download PDF</button></div></div></div><div class="ds-below-fold--grid-container"><div class="ds-work--container js-loswp-embedded-document"><div class="attachment_preview" data-attachment="Attachment_40721413" style="display: none"><div class="js-scribd-document-container"><div class="scribd--document-loading js-scribd-document-loader" style="display: block;"><img alt="Loading..." src="//a.academia-assets.com/images/loaders/paper-load.gif" /><p>Loading Preview</p></div></div><div style="text-align: center;"><div class="scribd--no-preview-alert js-preview-unavailable"><p>Sorry, preview is currently unavailable. You can download the paper by clicking the button above.</p></div></div></div></div><div class="ds-sidebar--container js-work-sidebar"><div class="ds-related-content--container"><h2 class="ds-related-content--heading">Related papers</h2><div class="ds-related-work--container js-related-work-sidebar-card" data-collection-position="0" data-entity-id="80256470" data-sort-order="default"><a class="ds-related-work--title js-related-work-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/80256470/Design_process_and_preliminary_psychometric_study_of_a_video_game_to_detect_cognitive_impairment_in_senior_adults">Design process and preliminary psychometric study of a video game to detect cognitive impairment in senior adults</a><div class="ds-related-work--metadata"><a class="js-related-work-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="33196111" href="https://usc-es.academia.edu/DavidFacal">David Facal</a></div><p class="ds-related-work--metadata ds2-5-body-xs">PeerJ, 2017</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{"location":"wsj-grid-card-download-pdf-modal","work_title":"Design process and preliminary psychometric study of a video game to detect cognitive impairment in senior adults","attachmentId":86698351,"attachmentType":"pdf","work_url":"https://www.academia.edu/80256470/Design_process_and_preliminary_psychometric_study_of_a_video_game_to_detect_cognitive_impairment_in_senior_adults","alternativeTracking":true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-related-work-grid-card-view-pdf" href="https://www.academia.edu/80256470/Design_process_and_preliminary_psychometric_study_of_a_video_game_to_detect_cognitive_impairment_in_senior_adults"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-related-work-sidebar-card" data-collection-position="1" data-entity-id="52272551" data-sort-order="default"><a class="ds-related-work--title js-related-work-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/52272551/Home_Monitoring_of_Mental_State_With_Computer_Games_Solution_Suggestion_to_the_Mental_Modern_Pentathlon_Scoring_Problem">Home Monitoring of Mental State With Computer Games; 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J. 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