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Towards an intelligent assistive system based on augmented reality and serious games
Entertainment Computing ( IF 2.8 ) Pub Date : 2021-09-03 , DOI: 10.1016/j.entcom.2021.100458
Fatemeh Ghorbani 1 , Mahsa Farshi Taghavi 1 , Mehdi Delrobaei 2, 3
Affiliation  

Age-related cognitive impairment is generally characterized by gradual memory loss and decision-making difficulties. The aim of this study is to investigate multi-level support and suggest relevant helping means for the elderly with mild cognitive impairment as well as their caregivers as the primary end-users. This work reports preliminary results on an intelligent assistive system, achieved through the integration of Internet of Things, augmented reality, and adaptive fuzzy decision-making methods. The proposed system operates in different modes, including automated and semi-automated modes. The former helps the user complete their daily life activities by showing augmented reality messages or making automatic changes; while the latter allows manual changes after the real-time assessment of the user’s cognitive state based on the augmented reality serious game score. We have also evaluated the accuracy of the serious game score with 37 elderly participants and compared it with users’ paper-based cognitive test results. We further noted that there is an acceptable correlation between the paper-based test and users’ serious game scores. Moreover, we observed that the system response in the semi-automated mode causes less data loss compared with the automated mode, as the number of active devices decreases.



中文翻译:

迈向基于增强现实和严肃游戏的智能辅助系统

与年龄相关的认知障碍通常以逐渐丧失记忆力和决策困难为特征。本研究旨在探讨多层次支持,并为轻度认知障碍老人及其照顾者作为主要最终用户提出相关帮助手段。这项工作报告了通过集成物联网、增强现实和自适应模糊决策方法实现的智能辅助系统的初步结果。提议的系统以不同的模式运行,包括自动和半自动模式。前者通过显示增强现实消息或进行自动更改来帮助用户完成他们的日常生活活动;而后者允许在基于增强现实严肃游戏分数实时评估用户的认知状态后进行手动更改。我们还评估了 37 名老年参与者的严肃游戏分数的准确性,并将其与用户的纸质认知测试结果进行了比较。我们进一步注意到纸笔测试与用户的严肃游戏分数之间存在可接受的相关性。此外,我们观察到,与自动模式相比,半自动模式下的系统响应导致更少的数据丢失,因为活动设备的数量减少。我们进一步注意到纸笔测试与用户的严肃游戏分数之间存在可接受的相关性。此外,我们观察到,与自动模式相比,半自动模式下的系统响应导致更少的数据丢失,因为活动设备的数量减少。我们进一步注意到纸笔测试与用户的严肃游戏分数之间存在可接受的相关性。此外,我们观察到,与自动模式相比,半自动模式下的系统响应导致更少的数据丢失,因为活动设备的数量减少。

更新日期:2021-09-06
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