The Smartkuber Case Study: Lessons Learned from the Development of an Augmented Reality Serious Game for Cognitive Screening

Conference paper

DOI: 10.1007/978-3-319-60922-5_36

Part of the Lecture Notes in Computer Science book series (LNCS, volume 10324)
Cite this paper as:
Boletsis C., McCallum S. (2017) The Smartkuber Case Study: Lessons Learned from the Development of an Augmented Reality Serious Game for Cognitive Screening. In: De Paolis L., Bourdot P., Mongelli A. (eds) Augmented Reality, Virtual Reality, and Computer Graphics. AVR 2017. Lecture Notes in Computer Science, vol 10324. Springer, Cham

Abstract

In this work, we present a case study, examining the design, development, and evaluation of an Augmented Reality serious game for cognitive screening (namely Smartkuber), which aims to provide reliable and motivating cognitive screening for the elderly. This case study can be of interest for the game designers and researchers, allowing them to build on previous experiences and lessons learned. Smartkuber’s development process took place in four stages: (1) analysing the state of the art and defining characteristics, (2) setting up and examining the interaction method, (3) adding and evaluating the game content, and (4) evaluating cognitive screening performance and future direction. The “lessons learned” around the design and development of serious games for cognitive screening are discussed, with focus on Augmented Reality, interaction, test validity, and game motivation aspects.

Keywords

Augmented Reality Cognitive screening Elderly Serious games 

Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  1. 1.SINTEF DigitalOsloNorway
  2. 2.Norwegian University of Science and TechnologyGjøvikNorway

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