A Provenance-based Approach to Support Cognitive Training of the Elderly Using Serious Games

  • Leonardo Nardi UFF
  • Daniela Trevisan UFF
  • Daniel de Oliveira UFF

Abstract


It is a well-known fact that cognitive skills tend to decline in elderly people. There are several approaches that try to reduce the cognitive losses. One of the most prominent is cognitive training through serious games in several game sessions. This paper introduces a data model and a database for storing computer-based cognitive training data. Using this database, researchers have an integrated database that allows for extracting useful information that can be input for statistical analysis and further data mining tasks. In order to evaluate the feasibility of the proposed approach we have performed a statistical analysis on the evaluations of the ”Eye for Detail” game stored in the proposed database. Results reinforced the potential of the database as a rich source of information.

References

Alzheimers.net (2018). 2017 alzheimer’s statistics. [link]. March 26, 2018.

Andersen, E., Liu, Y.-E., Apter, E., Boucher-Genesse, F., and Popović, Z. (2010). Game-play analysis through state projection. In Proceedings of the Fifth International Conference on the Foundations of Digital Games - FDG ’10, pages 1–8, New York, New York, USA. ACM Press.

Anguera, J. A., Boccanfuso, J., Rintoul, J. L., Al-Hashimi, O., Faraji, F., Janowich, J., Kong, E., Larraburo, Y., Rolle, C., Johnston, E., and Gazzaley, A. (2013). Video game training enhances cognitive control in older adults. Nature, 501(7465):97–101.

Basak, C., Boot, W. R., Voss, M. W., and Kramer, A. F. (2008). Can training in a real-time strategy video game attenuate cognitive decline in older adults? Psychology and aging, 23(4):765–77.

Booch, G., Rumbaugh, J., and Jacobson, I. (2005). UML Guia do Usuário. Elsevier, 2 ed. edition.

BOONE, K., LU, P., and WEN, J. (2005). Comparison of various RAVLT scores in the detection of noncredible memory performance. Archives of Clinical Neuropsychology, 20(3):301–319.

Buneman, P., Khanna, S., and Tan, W.-C. (2001). Why and Where: A Characterization of Data Provenance. In ICDT 2001: Database Theory, pages 316–330, London, UK.

Chi, H., Agama, E., and Prodanoff, Z. G. (2017). Developing serious games to promote cognitive abilities for the elderly. In 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH), pages 1–8. IEEE.

Consalvo, M. and Dutton, N. (2006). Game analysis: Developing a methodological toolkit for the qualitative study of games. Game Studies: the international journal of computer game research, 6(1).

Kelly, M. E., Loughrey, D., Lawlor, B. A., Robertson, I. H., Walsh, C., and Brennan, S. (2014). The impact of cognitive training and mental stimulation on cognitive and everyday functioning of healthy older adults: A systematic review and meta-analysis. Ageing Research Reviews, 15:28–43.

Klingberg, T. (2010). Training and plasticity of working memory. Trends in Cognitive Sciences, 14(7):317–324.

Lim, C., Lu, S., Chebotko, A., and Fotouhi, F. (2010). Prospective and Retrospective Provenance Collection in Scientific Workflow Environments. In 2010 IEEE International Conference on Services Computing, pages 449–456. IEEE.

Maier, L. J., Liakoni, E., Schildmann, J., Schaub, M. P., and Liechti, M. E. (2015). Swiss University Students’ Attitudes toward Pharmacological Cognitive Enhancement. PLOS ONE, 10(12).

Missier, P., Belhajjame, K., and Cheney, J. (2013). The W3C PROV family of specifications for modelling provenance metadata. In Proceedings of the 16th International Conference on Extending Database Technology - EDBT ’13, page 773, New York, New York, USA. ACM Press.

Netto, T. M. (2010). Treinamento cognitivo da memória de trabalho em adultos idosos. Psicologia Clínica, 22(2):218–218.

PositScience (2018). Brain training that works. [link]. March 26, 2018.

W3C (2018). Prov-dm: The prov data model. [link]. March 26, 2018.

Williams, K. N. and Kemper, S. (2010). Interventions to reduce cognitive decline in aging. Journal of psychosocial nursing and mental health services, 48(5):42–51.
Published
2018-07-22
NARDI, Leonardo; TREVISAN, Daniela; DE OLIVEIRA, Daniel. A Provenance-based Approach to Support Cognitive Training of the Elderly Using Serious Games. In: BRAZILIAN SYMPOSIUM ON COMPUTING APPLIED TO HEALTH (SBCAS), 18. , 2018, Natal. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2018 . p. 58-69. ISSN 2763-8952. DOI: https://doi.org/10.5753/sbcas.2018.3675.

Most read articles by the same author(s)

1 2 3 > >>