Mobile Augmented Reality Serious Game for Improving Old Adults’ Working Memory
Source abstract
Abstract
As the aging population increases rapidly throughout the world, various approaches and studies are in progress to prevent age-related diseases. Among the diseases related to the elderly, dementia (in which cognitive function declines) is classified as a mental disorder. Since there is currently no therapeutic agent for dementia, early diagnosis and prophylactic approaches may be useful. In this study, a mobile-based augmented reality system for regular cognitive function training is proposed to minimize declines in cognitive function among the elderly. Using the characteristics of markerless augmented reality technology that can support physical activities, the foregoing system was developed in the form of a serious game based on an understanding of physical aging by the main users and inspired by existing psychological cognitive evaluation tools. The augmented reality system proposed in this study aims to induce the active participation of clients with goal setting and motivation using a gamified training system. In addition, it can ultimately be used as a self-assessment tool by recording an individual users’ performance ability. This proposed system must be used after receiving proper guidance from psychologists. The game protocol was designed together with experts in clinical psychology: therapists as well as neuropsychological assessors who were experienced in carrying out cognitive training sessions. The experts said that the system could help improve cognitive functions, such as working memory, attention concentration, and visual perception memory. However, this system has some limitations. This system was verified once with a small number of experts and could not be introduced to an actual elderly group to undergo verification of effectiveness. To compensate, we will conduct experiments to verify the effectiveness in order to avoid placebo effects. The effectiveness of program implementation will be verified by digitizing the correlations between the results of the neuropsychological assessment in the form of paper and pens and the results of signal data.
Source: crossref · Quality: baseline
Research context
OpenAlex topics: Stroke Rehabilitation and Recovery · Dementia and Cognitive Impairment Research · Augmented Reality Applications
SciVX discovery tags are terminology-based. OpenAlex topics are source-provided classifications.
Affiliations
Mixed Reality and Interaction Lab, Department of Software, Sejong University, 209 Neungdong-ro, Gwangjin-gu, Seoul 05006, Korea
School of Psychology, Korea University, 145 Anam-ro, Sungbuk-gu, Seoul 02841, Korea
Funding
National Research Foundation of Korea
References (63)
Show source-provided references
1. The United Nations, and Department of Economic and Social Affairs (2019). World Population Ageing 2019, United Nations.
2. A randomized controlled trial of the effects of multi-sensory stimulation (MSS) for people with dementia10.1348/014466501163508 ↗
3. A review on Alzheimer’s disease pathophysiology and its management: An update10.1016/j.pharep.2014.09.004 ↗
4. International, A.D. (2019). World Alzheimer Report 2019: Attitudes to Dementia, Alzheimer’s Disease International.
5. Depressive symptoms and cognitive performance in older adults10.1016/j.jpsychires.2014.06.004 ↗
6. Cognitive training and cognitive rehabilitation for persons with mild to moderate dementia of the Alzheimer’s or vascular type: A review10.1186/alzrt189 ↗
7. Aerobic exercise effects on cognitive and neural plasticity in older adults10.1136/bjsm.2008.052498 ↗
8. Exercise interventions for dementia and cognitive impairment: The Seattle Protocols10.1007/BF02982672 ↗
9. Evaluation of a home-based exercise program in the treatment of Alzheimer’s disease: The Maximizing Independence in Dementia (MIND) study10.1002/gps.2175 ↗
10. The effects of exercise training on elderly persons with cognitive impairment and dementia: A meta-analysis10.1016/j.apmr.2004.03.019 ↗
11. A taxonomy of mixed reality visual displays
12. Recent advances in augmented reality10.1109/38.963459 ↗
13. Battery, A.I.T. (1944). Manual of Directions and Scoring.
14. Lezak, M.D., Howieson, D.B., Loring, D.W., and Fischer, J.S. (2004). Neuropsychological Assessment, Oxford University Press.
15. The differential contribution of mental tracking, cognitive flexibility, visual search, and motor speed to performance on parts A and B of the Trail Making Test10.1002/(SICI)1097-4679(199808)54:5<585::AID-JCLP4>3.0.CO;2-K ↗
16. The relationship between intellectual ability and adult performance on the Trail Making Test and the Symbol Digit Modalities Test10.1002/1097-4679(199205)48:3<360::AID-JCLP2270480314>3.0.CO;2-P ↗
17. Effects of age, gender and education on selected neuropsychological tests in an elderly community cohort10.1111/j.1532-5415.1993.tb06738.x ↗
18. Are trail making and color trails tests of equivalent constructs?10.1076/1380-3395(200008)22:4;1-0;FT529 ↗
19. Age effects on executive ability10.1037/0894-4105.14.3.409 ↗
20. A normative study of the Trail Making Test in Korean elders10.1002/gps.1570 ↗
21. Cognitive impairment after stroke: Frequency, patterns, and relationship to functional abilities10.1136/jnnp.57.2.202 ↗
22. The Effect of Multi-tasking Exercise Intervention on Cognitive Function in Elderly and Cognitive Impairment Patients: A Pilot Multicenter Study10.12779/dnd.2019.18.4.122 ↗
23. Post-stroke hemiplegia rehabilitation: Evolution of the concepts10.1016/j.rehab.2014.08.004 ↗
24. Ulicsak, M. (2010). Games in Education: Serious Games: A Futurelab Literature Review, FutureLab.
25. Susi, T., Johannesson, M., and Backlund, P. (2007). Serious Games: An Overview, Institutionen för Kommunikation och Information.
26. Video games and the elderly10.2224/sbp.1997.25.4.345 ↗
27. Use it or lose it? Wii brain exercise practice and reading for domain knowledge10.1037/a0019277 ↗
28. Can training in a real-time strategy video game attenuate cognitive decline in older adults?10.1037/a0013494 ↗
29. Cognitive training with video games to improve driving skills and driving safety among older adults
30. The effects of videogame playing on the response selection processing of elderly adults10.1093/geronj/42.1.82 ↗
31. Video games: Utilization of a novel strategy to improve perceptual motor skills and cognitive functioning in the non-institutionalized elderly
32. The effects of videogame playing on neuropsychological performance of elderly individuals10.1093/geronj/47.3.P168 ↗
33. Cognitive effects of video games on old people10.1515/ijdhd.2011.003 ↗
34. Gamberini, L., Martino, F., Seraglia, B., Spagnolli, A., Fabregat, M., Ibanez, F., Alcaniz, M., and Andrés, J.M. (2009, January 21–23). Eldergames project: An innovative mixed reality table-top solution to preserve cognitive functions in elderly people. Proceedings of the 2009 2nd Conference on Human System Interactions, Catania, Italy.10.1109/HSI.2009.5090973 ↗
35. A new app for at-home cognitive training: Description and pilot testing on patients with multiple sclerosis10.2196/mhealth.4269 ↗
36. Virtual rehabilitation with video games: A new frontier for occupational therapy
37. Sensorimotor training in virtual reality: A review10.3233/NRE-2009-0497 ↗
38. Virtual reality-enhanced stroke rehabilitation10.1109/7333.948460 ↗
39. Ma, M., and Bechkoum, K. (2008, January 12–15). Serious games for movement therapy after stroke. Proceedings of the 2008 IEEE International Conference on Systems, Man and Cybernetics, Singapore.10.1109/ICSMC.2008.4811562 ↗
40. A spatial augmented reality rehab system for post-stroke hand rehabilitation
41. Gesture therapy: An upper limb virtual reality-based motor rehabilitation platform10.1109/TNSRE.2013.2293673 ↗
42. Aranha, R.V., Araújo, L.V., Monteiro, C.B., Da Silva, T.D., and Nunes, F.L. (2016, January 21–24). Moveroffice: Virtual reality for upper limbs rehabilitation. Proceedings of the 2016 XVIII Symposium on Virtual and Augmented Reality (SVR), Gramado, Brazil.10.1109/SVR.2016.36 ↗
43. An Adaptive Virtual Reality-Based Serious Game for Therapeutic Rehabilitation10.3991/ijoe.v16i04.11923 ↗
44. Guidelines for adult stroke rehabilitation and recovery: A guideline for healthcare professionals from the American Heart Association/American Stroke Association10.1161/STR.0000000000000098 ↗
45. Rego, P.A., Moreira, P.M., and Reis, L.P. (2011, January 15–18). Natural user interfaces in serious games for rehabilitation. Proceedings of the 6th Iberian Conference on Information Systems and Technologies (CISTI 2011), Chaves, Portugal.
46. Cho, B.H., Lee, J.M., Ku, J., Jang, D.P., Kim, J., Kim, I.Y., Lee, J.H., and Kim, S.I. (2002, January 24–28). Attention enhancement system using virtual reality and EEG biofeedback. Proceedings of the IEEE Virtual Reality 2002, Orlando, FL, USA.
47. Wrzesien, M., Burkhardt, J.M., Alcañiz, M., and Botella, C. How technology influences the therapeutic process: A comparative field evaluation of augmented reality and in vivo exposure therapy for phobia of small animals. Proceedings of the IFIP Conference on Human-Computer Interaction.
48. Applications of virtual reality in individuals with alcohol misuse: A systematic review10.1016/j.addbeh.2018.01.036 ↗
49. Head-mounted virtual reality and mental health: Critical review of current research10.2196/games.9226 ↗
50. Virtual reality exposure therapy for the treatment of anxiety disorders: An evaluation of research quality10.1016/j.janxdis.2014.05.010 ↗
51. Mesa-Gresa, P., Gil-Gómez, H., Lozano-Quilis, J.A., and Gil-Gómez, J.A. (2018). Effectiveness of virtual reality for children and adolescents with autism spectrum disorder: An evidence-based systematic review. Sensors, 18.10.3390/s18082486 ↗
52. Wang, K., Zhang, B., and Cho, Y. (2020, January 25–30). Using Mobile Augmented Reality to Improve Attention in Adults with Autism Spectrum Disorder. Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, Honolulu, HI, USA.10.1145/3334480.3383090 ↗
53. Avola, D., Cinque, L., and Pannone, D. (2020). Design of a 3D Platform for Immersive Neurocognitive Rehabilitation. Information, 11.10.3390/info11030134 ↗
54. Smartkuber: A serious game for cognitive health screening of elderly players10.1089/g4h.2015.0107 ↗
55. An augmented reality approach for ADL support in Alzheimer’s disease: A crossover trial10.1186/s12984-019-0530-z ↗
56. Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011, January 28–30). From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finland.10.1145/2181037.2181040 ↗
57. The game of life. (Cover story)10.1038/scientificamerican1210-43 ↗
58. Chou, Y.K. (2019). Actionable Gamification: Beyond Points, Badges, and Leaderboards, Packt Publishing Ltd.
59. Zichermann, G., and Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, O’Reilly Media, Inc.
60. Gamification 101: An introduction to the use of game dynamics to influence behavior
61. World Health Organization (2020). WHO Guidelines on Physical Activity and Sedentary Behaviour: At a Glance, World Health Organization.
62. Chou, Y.K. (2012). Seoul Neuropsychological Screening Battery, 2nd Edition (SNSB-II): Professional Manual, Human Brain Research & Consulting Co.
63. General binocular disorders: Prevalence in a clinic population10.1046/j.1475-1313.2001.00540.x ↗