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Serious Games For Dementia Illness Detection and
       Motivation, The eMotiva Experience




             José Luis Bayo Montón
             jobamon@itaca.upv.es
Índex
   Introduction
   Objectives
   Materials and Methods
   Results
   Conclusion
Introduction
 The aging population is a reality today.
 The increase in elderly generates a greater
  number of age-related diseases.
 Dementia is one of these diseases.
  o About 5.752.754 cases in Europe.
  o 824.000 new cases per year.
Introduction
 In Spain dementia affects 550.000 cases.
  o 1,24% of the population
 Spain is the fifth in number of cases in Europe.
Introduction
 Dementia produces cognitive deterioration.
 Plasticity of the nervous system:
  o Ability to create or modify neuronal connections
    to compensate for losses.
 A proper stimulation can promote the
  plasticity and delayed cognitive deterioration.
 Exercises in attention, orientation, memory,
  money management, calculation, reasoning
  and social adjustment.
Introduction
 eMotiva
 Personal motivation to people with dementia
  by detecting behaviour patterns.

 Financed by:
Partners
 Experts in the scope of the project:
                   Scientific society of doctors who carry out their
                   professional work in nursing homes.



 Technology companies:

                   Company dedicated to the implementation and
                   development of new technologies in the health
                   care sector both nationally and internationally.
                   Company specialized in decision systems,
                   information systems and business intelligence.
Partners
 Research entities TSB and IBIME belonging to Joint Research
  Unit of Biomedical Engineering (UICIB)




                   Health and Wellbeing Technologies is the R&D&i area of the
                   ITACA Institute, dedicated to the application of ICT to the
                   fields of public health, quality of life and social services.


                   Biomedical Informatics Group is the R&D&i area of the
                   ITACA Institute, focus on investigation and application
                   development in medical imaging, biomedical mining and
                   information engineering.
Objectives
 Project aims to create a system for monitoring
  and motivation of people with dementia in
  institutional residences.
  o Tool to detect patterns of behaviour associated
    with conduct disorder.
  o Therapeutic tool that use personalised
    motivation actions, in response to behaviour
    disorders and for reduce cognitive deterioration.
Objectives
 Personalised motivation actions.
  o We adopt the paradigm of serious games.
  o The action consists in the realization of an ordered
    sequence in time of serious games.
  o These games focuses on therapeutic aspects of:
     • Cognitive stimulation.
     • Physical stimulation and relaxation.
Materials and Methods
 Requirements capture:
  o Interviews with experts.
     • Asociación de Familiares de Alzheimer (AFA)
     • Residencia Boni Mediero.
     • Centro Residencial San Sebastian.
  o Main conclusions of the interviews.
     • The use of simple equipment, easy to use.
     • Incorporate in the games:
         –   Visual and auditory stimuli.
         –   Strengthen memory and daily life activities.
         –   Configure the game to the capabilities of each patient.
         –   Fun is the motivation engine.
Materials and Methods
 All-in-one PC:
    o Natural interaction through a Touch screen
    o Compact and nice design to reduce psychological barriers.
 Wiimote Remote Controler:
    o Games with physical interaction.
    o Detects acceleration in three axes.
    o Low cost and extensively tested.
 XNA for immersive games:
    o Specific set of tool to develop games.
    o High graphics capabilities and performance.
 WPF for non-immersive games:
    o   Non specific for games.
    o   Large infrastructure.
    o   Good graphics capabilities with animation, video and audio capabilities.
    o   Shorter development time than specific platforms.
Results
 Rowing:
   o Realistic graphical model to
     create an immersive
     environment.
   o The interaction is based on
     move a Wiimote taken as an
     oar, in circular movements like
     rowing action.
   o Patient can move around the
     stage following a predefined
     path.
   o The 3D paradisiacal
     environment prometes
     relaxation.
   o Rowing action stimulates
     physical activity.
Results
 Follow the sequence:
   o Some tiles are shown at the board, in line or in random position, to
     change the difficulty.
   o Tiles has an order sequence that can be numerical or by size.
   o Patient has to click tiles in proper sequence to achieve the goal.
   o The interaction is through a touch screen.
   o Cognitive stimulation of attention and logic.
Results
 Dress the doll:
   o The patient see at the screen a figure and different clothing.
   o The interaction is through a movement of drag and drop.
   o The player has to put clothing into correct place. Depends on difficulty:
       • The figure can be a male or female.
       • The number of clothing pieces can vary.
                                                   • The goal can be:
                                                       – Dressing correctly the figure.
                                                       – Dressing the figure chosen garments
                                                         in the same colour.
                                                       – Chosen garments with the same
                                                         colour, to dressing the figure.
                                                       – Chosen a specific colour garments
                                                         fixed by the game, to dressing the
                                                         figure.


   o Stimulates attention and activities of daily living.
Results
 Link sounds with elements:
   o In this game the patient has to listen to a sound and select the related
     item, choosing between the different displayed on the screen.
   o If the correct item is selected the player can hear the next sound.
   o When all the sounds are solved, the game ends and congratulates the
     patient.
   o Stimulates concentration, attention and evokes feelings.
Results
 Grouping objects:
   o When game starts show different forms distributed randomly across the screen.
   o The patient has to find a criterion to form two groups.
   o The have to use drag and drop movements to form a group on each side of
     screen.
   o The criteria may be the shape or colour of the elements.
   o The number of items and colours varies to generate different levels of difficulty.
   o This game stimulates the capacity of attention, concentration an logic.
Conclusions
 We developed a set of serious games to use as
  a therapeutic tool.
 The game tries to apply the guidelines to
  promote brain plasticity.
 An initial presentation to the medical staff,
  they conclude that:
  o Games meets the requirements.
Conclusions
 Future lines of work:
  o Continue with project milestones:
     • Install the system
     • To carry out a randomized controlled study to test the
       concept.
        – Subjects with Alzheimer-type dementia, in its later stages.
        – 10 weeks of duration.
        – 30 play sessions.
Thanks for your attention

Serious Games For Dementia Illness Detection and
       Motivation, The eMotiva Experience




              José Luis Bayo Montón
              jobamon@itaca.upv.es

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José Luis Bayo Montón - Serious Games For Dementia illness Detection and Motivation: The eMotiva Experience

  • 1. Serious Games For Dementia Illness Detection and Motivation, The eMotiva Experience José Luis Bayo Montón jobamon@itaca.upv.es
  • 2. Índex  Introduction  Objectives  Materials and Methods  Results  Conclusion
  • 3. Introduction  The aging population is a reality today.  The increase in elderly generates a greater number of age-related diseases.  Dementia is one of these diseases. o About 5.752.754 cases in Europe. o 824.000 new cases per year.
  • 4. Introduction  In Spain dementia affects 550.000 cases. o 1,24% of the population  Spain is the fifth in number of cases in Europe.
  • 5. Introduction  Dementia produces cognitive deterioration.  Plasticity of the nervous system: o Ability to create or modify neuronal connections to compensate for losses.  A proper stimulation can promote the plasticity and delayed cognitive deterioration.  Exercises in attention, orientation, memory, money management, calculation, reasoning and social adjustment.
  • 6. Introduction  eMotiva  Personal motivation to people with dementia by detecting behaviour patterns.  Financed by:
  • 7. Partners  Experts in the scope of the project: Scientific society of doctors who carry out their professional work in nursing homes.  Technology companies: Company dedicated to the implementation and development of new technologies in the health care sector both nationally and internationally. Company specialized in decision systems, information systems and business intelligence.
  • 8. Partners  Research entities TSB and IBIME belonging to Joint Research Unit of Biomedical Engineering (UICIB) Health and Wellbeing Technologies is the R&D&i area of the ITACA Institute, dedicated to the application of ICT to the fields of public health, quality of life and social services. Biomedical Informatics Group is the R&D&i area of the ITACA Institute, focus on investigation and application development in medical imaging, biomedical mining and information engineering.
  • 9. Objectives  Project aims to create a system for monitoring and motivation of people with dementia in institutional residences. o Tool to detect patterns of behaviour associated with conduct disorder. o Therapeutic tool that use personalised motivation actions, in response to behaviour disorders and for reduce cognitive deterioration.
  • 10. Objectives  Personalised motivation actions. o We adopt the paradigm of serious games. o The action consists in the realization of an ordered sequence in time of serious games. o These games focuses on therapeutic aspects of: • Cognitive stimulation. • Physical stimulation and relaxation.
  • 11. Materials and Methods  Requirements capture: o Interviews with experts. • Asociación de Familiares de Alzheimer (AFA) • Residencia Boni Mediero. • Centro Residencial San Sebastian. o Main conclusions of the interviews. • The use of simple equipment, easy to use. • Incorporate in the games: – Visual and auditory stimuli. – Strengthen memory and daily life activities. – Configure the game to the capabilities of each patient. – Fun is the motivation engine.
  • 12. Materials and Methods  All-in-one PC: o Natural interaction through a Touch screen o Compact and nice design to reduce psychological barriers.  Wiimote Remote Controler: o Games with physical interaction. o Detects acceleration in three axes. o Low cost and extensively tested.  XNA for immersive games: o Specific set of tool to develop games. o High graphics capabilities and performance.  WPF for non-immersive games: o Non specific for games. o Large infrastructure. o Good graphics capabilities with animation, video and audio capabilities. o Shorter development time than specific platforms.
  • 13. Results  Rowing: o Realistic graphical model to create an immersive environment. o The interaction is based on move a Wiimote taken as an oar, in circular movements like rowing action. o Patient can move around the stage following a predefined path. o The 3D paradisiacal environment prometes relaxation. o Rowing action stimulates physical activity.
  • 14. Results  Follow the sequence: o Some tiles are shown at the board, in line or in random position, to change the difficulty. o Tiles has an order sequence that can be numerical or by size. o Patient has to click tiles in proper sequence to achieve the goal. o The interaction is through a touch screen. o Cognitive stimulation of attention and logic.
  • 15. Results  Dress the doll: o The patient see at the screen a figure and different clothing. o The interaction is through a movement of drag and drop. o The player has to put clothing into correct place. Depends on difficulty: • The figure can be a male or female. • The number of clothing pieces can vary. • The goal can be: – Dressing correctly the figure. – Dressing the figure chosen garments in the same colour. – Chosen garments with the same colour, to dressing the figure. – Chosen a specific colour garments fixed by the game, to dressing the figure. o Stimulates attention and activities of daily living.
  • 16. Results  Link sounds with elements: o In this game the patient has to listen to a sound and select the related item, choosing between the different displayed on the screen. o If the correct item is selected the player can hear the next sound. o When all the sounds are solved, the game ends and congratulates the patient. o Stimulates concentration, attention and evokes feelings.
  • 17. Results  Grouping objects: o When game starts show different forms distributed randomly across the screen. o The patient has to find a criterion to form two groups. o The have to use drag and drop movements to form a group on each side of screen. o The criteria may be the shape or colour of the elements. o The number of items and colours varies to generate different levels of difficulty. o This game stimulates the capacity of attention, concentration an logic.
  • 18. Conclusions  We developed a set of serious games to use as a therapeutic tool.  The game tries to apply the guidelines to promote brain plasticity.  An initial presentation to the medical staff, they conclude that: o Games meets the requirements.
  • 19. Conclusions  Future lines of work: o Continue with project milestones: • Install the system • To carry out a randomized controlled study to test the concept. – Subjects with Alzheimer-type dementia, in its later stages. – 10 weeks of duration. – 30 play sessions.
  • 20. Thanks for your attention Serious Games For Dementia Illness Detection and Motivation, The eMotiva Experience José Luis Bayo Montón jobamon@itaca.upv.es