Advertisement

Assistance for Older Adults in Serious Game Using an Interactive System

  • Minh Khue Phan TranEmail author
  • François Bremond
  • Philippe Robert
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9599)

Abstract

Serious Games offer a new way to older adults to improve various abilities such as the vision, the balance or the memory. However, cognitive impairment causes a lot of difficulties to them when actively practicing these games. Their engagement and motivation are reduced rapidly when encountering successive problems without any help. In this paper, we present an approach to assist older adults in Serious Game using an interactive system. Three groups of players with different cognitive impairments (Mnesic Plaint, MCI and Alzheimer) have been tested with the system in a concentration-based game. As the experimental results, the players performed a high performance when playing with the assistance of the system, especially among Alzheimer group. The future work aims to perform this approach with a larger population and explore other factors which can influence on the players’ motivation.

Keywords

Intrinsic Motivation Interactive System Extrinsic Motivation Cognitive Training Alzheimer Group 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

References

  1. 1.
    Belchior, P.D.C.: Cognitive training with video games to improve driving skills and driving safety among older adults. Dissertation Abs. Int. 68(9-B) (2007)Google Scholar
  2. 2.
    Anguera, J.A., Boccanfuso, J., Rintoul, J.L., Al-Hashimi, O., Faraji, F., Janowich, J., Gazzaley, A.: Video game training enhances cognitive control in older adults. Nature 501(7465), 97–101 (2013)CrossRefGoogle Scholar
  3. 3.
  4. 4.
    Az@Game project. http://www.azagame.fr/
  5. 5.
    Sebastian, D., Miguel, S., Lennart, N., Kenton, O., Dan, D.: Gamification: using game-design elements in non-gaming contexts. In: CHI 2011 Extended Abstracts on Human Factors in Computing Systems, Canada (2011)Google Scholar
  6. 6.
    Deci, E.L., Ryan, M.R.: Intrinsic Motivation and Self-determination in Human Behavior. Springer, New York (1985)CrossRefGoogle Scholar
  7. 7.
    Bouchard, B., Imbeault, F., Bouzouane, A., Menelas, B.-A.J.: Developing serious games specifically adapted to people suffering from alzheimer. In: Ma, M., Oliveira, M.F., Hauge, J.B., Duin, H., Thoben, K.-D. (eds.) SGDA 2012. LNCS, vol. 7528, pp. 243–254. Springer, Heidelberg (2012)CrossRefGoogle Scholar
  8. 8.
    Ji-won, L., Seong-jun, P.: A study on interface design of serious game for the elderly. Adv. Sci. Technol. Lett. 39, 159–163 (2013)Google Scholar
  9. 9.
    Tong, T., Chignell, M., Lam, P., Tierney, M.C., Lee, J.: Designing serious games for cognitive assessment of the elderly. In: Proceedings of the International Symposium of Human Factors and Ergonomics in Healthcare, vol. 3, pp. 28–35. SAGE Publications (2014)Google Scholar
  10. 10.
    Kretschmann, R., Dittus, I., Lutz, I., Meier, C.: Nintendo Wii sports: simple gadget or serious measure for health promotion? – A pilot study according to the energy expenditure, movement extent, and student perceptions. In: Proceedings of the GameDays 2010 – Serious Games for Sports and Health, Darmstadt, pp. 147–159 (2010)Google Scholar
  11. 11.
    Webster, D., Celik, O.: Systematic review of kinect applications in elderly care and stroke rehabilitation. J. Neuroeng. Rehabil. 11(1), 108 (2014)CrossRefGoogle Scholar
  12. 12.
    Wada, K., Shibata, T., Saito, T., Tanie, K.: Effects of robot assisted activity for elderly people and nurses at a day service center. Proc. IEEE 92(11), 1780–1788 (2004)CrossRefGoogle Scholar
  13. 13.
    Tapus, A., Matari, M.J.: The use of socially assistive robots in the design of intelligent cognitive therapies for people with dementia. In: IEEE International Conference on Rehabilitation Robotics, pp. 924–929 (2009)Google Scholar
  14. 14.
    Ishii, R., Nakano, Y.I., Nishida, T.: Gaze awareness in conversational agents: estimating auser’s conversational engagement from eye gaze. ACM Trans. Interact. Intell. Syst. (TiiS) 3(2), 11 (2013)Google Scholar
  15. 15.
    Vinciarelli, A., Pantic, M., Heylen, D., Pelachaud, C., Poggi, I., D’Errico, F., Schroeder, M.: Bridging the gap between social animal and unsocial machine: a survey of social signal processing. IEEE Trans. Affect. Comput. 3, 69–87 (2012)CrossRefGoogle Scholar
  16. 16.
    Minh Khue, P.T., François, B., Philippe, R.: Comment intéresser les personnes âgées aux Serious Game? In: JA-SFTAG 2014, France (2014)Google Scholar
  17. 17.
    Morandell, M.M., Hochgatterer, A., Fagel, S., Wassertheurer, S.: Avatars in assistive homes for the elderly. In: Holzinger, A. (ed.) USAB 2008. LNCS, vol. 5298, pp. 391–402. Springer, Heidelberg (2008)CrossRefGoogle Scholar
  18. 18.
    Vardoulakis, L.P., Ring, L., Barry, B., Sidner, C.L., Bickmore, T.: Designing relational agents as long term social companions for older adults. In: Nakano, Y., Neff, M., Paiva, A., Walker, M. (eds.) IVA 2012. LNCS, vol. 7502, pp. 289–302. Springer, Heidelberg (2012)CrossRefGoogle Scholar
  19. 19.
    Ortiz, A., del Puy Carretero, M., Oyarzun, D., Yanguas, J.J., Buiza, C., Gonzalez, M., Etxeberria, I.: Elderly users in ambient intelligence: does an avatar improve the interaction? In: Stephanidis, C., Pieper, M. (eds.) ERCIM Ws UI4ALL 2006. LNCS, vol. 4397, pp. 99–114. Springer, Heidelberg (2007)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  • Minh Khue Phan Tran
    • 1
    • 2
    • 3
    Email author
  • François Bremond
    • 1
  • Philippe Robert
    • 2
  1. 1.StarsInriaSophia AntipolisFrance
  2. 2.CoBTek Cognition Behaviour Technology EA 7276, Research Center Edmond and Lily Safra, University of Nice Sophia AntipolisNiceFrance
  3. 3.Genious InteractiveMontpellierFrance

Personalised recommendations