• Aucun résultat trouvé

An assistive system to improve game usability for patients with cognitive disorders

N/A
N/A
Protected

Academic year: 2021

Partager "An assistive system to improve game usability for patients with cognitive disorders"

Copied!
3
0
0

Texte intégral

(1)

HAL Id: hal-01412170

https://hal.archives-ouvertes.fr/hal-01412170

Submitted on 8 Dec 2016

HAL is a multi-disciplinary open access

archive for the deposit and dissemination of

sci-entific research documents, whether they are

pub-lished or not. The documents may come from

teaching and research institutions in France or

abroad, or from public or private research centers.

L’archive ouverte pluridisciplinaire HAL, est

destinée au dépôt et à la diffusion de documents

scientifiques de niveau recherche, publiés ou non,

émanant des établissements d’enseignement et de

recherche français ou étrangers, des laboratoires

publics ou privés.

An assistive system to improve game usability for

patients with cognitive disorders

Minh Khue Phan Tran, Philippe Robert, Francois Bremond

To cite this version:

Minh Khue Phan Tran, Philippe Robert, Francois Bremond. An assistive system to improve game

usability for patients with cognitive disorders. Gerontechnology, ISG International Society for

Geron-technology, 2016, �10.1007/978-3-319-40216-1_30�. �hal-01412170�

(2)

An assistive system to improve game usability for patients with cognitive disorders.

M.K.PHAN TRAN,P.ROBERT,F.BREMOND.

Gerontechnology Nice-2016;doi:10.4017/ gt.2016.15.s.758.00

Purpose

With the ageing population, Alzheimer’s disease and related pathologies are a major public health challenge. In parallel, new technologies of information and communication take an in-creasingly important role in our daily life and can be a support for both the evaluation and the direct support of users. Serious games1 are computer applications, whose intention is to com-bine with consistency, both serious aspects (Serious) as teaching, learning, communication, rehabilitation, with playful aspects from the video game (game). Under the AZ@GAME pro-ject2 winner AAP e-health #1 of Future Investments, games have been developed with the aim of stimulating cognitive and physical abilities of the patient. One of perceived problems con-cerns the engagement of patients to understand and to practice these games. Beside of lack of game culture and limited acceptance towards new technologies, memory and cognitive im-pairments provoke many difficulties of use and influence negatively on their game perform-ance. Thus, engagement of patients decreases progressively and patients cannot benefit all the positives effects of games.

Method

We present an automated support system (Figure 1) containing a virtual avatar that can inter-act and provide help in different appropriate moments thanks to engaging strategies based on patients activities and game states. The system has been tested in three experiments with patients (94 participants including 51% man and 49% woman with an average age of 76 years old) distributed in three cognitive states (Mnesic Complaints, Mild Cognitive Impairment and Alzheimer's disease) who participated in a training session using the game to boost concen-tration attention. The games were offered with or without the help of the system.

Results & Discussion

The first results3 have remarked that most patients can interact with the avatar and accept its invitation to play games. The second results4 have emphasized usability of the system. Pa-tients have better performance when playing with support of the system than when playing alone, especially among Alzheimer’s patients. The last results5 have confirmed efficiency of the system compared with a therapist. Alzheimer’s patient can have similar performance thanks to the system, as compared to playing with a therapist. All of three experiments have been realized in a hospital in a short time. A longitudinal study in other real contexts (e.g. liv-ing home) is necessary for analyzliv-ing the use of the system with patients in long-term.

References

1. Alvarez J. Du jeu video au serious game [From video game to serious game]. Dissertation. Université Toulouse; 2007

2. www.azagame.fr; retrieved March 7, 2012.

3. Phan Tran MK, Robert P, Bremond F. Comment intéresser les person-nes âgées aux Serious Game? [How to interest older adults in the serious game ?]. Journée Annuelle SFTAG 2014, Novembre 2014, Paris ; HAL Id : hal-01092329 4. Phan Tran MK, Robert P, Bremond

F. Assistance for Older Adults in Serious Game using an Interactive

(3)

Alliance Conference (GALA2015), Rome December 2015; doi: 10.1007/978-3-319-40216-1_30 5. Phan Tran MK, Robert P, Bremond F. A virtual agent for enhancing performance of older adults with

dementia in Serious Game. The 3rd Workshop Affect, Compagnons Artificiel et Interaction (WACAI 2016), Brest, June 2016; HAL Id: hal-01369878

Keywords: assistance, serious game, older adults, support system, engagement, performance

Address: Genious Interactive 3ter rue des Pins, Montpellier; France; E: m.phantran@genious.com

Références

Documents relatifs

Nous avons alors imaginé une série de préconisations concrètes (un parcours permanent avec cinq ateliers et cinq modules de rencontres) pour faire du

One observes a decrease with energy of the number of defects compared to the NRT prediction at intermediate energies but, unlike what is commonly observed in elemental solids, the

Dans le contexte d’une lente reconstitution des oppositions, la DC prend en mars 1983 l’initiative d’un Proyecto de Desarrollo Nacional (PRODEN), qui rassemble autour de Valdés

Energetics of Growth of a Defined Mixed Culture of Desulfovibrio vulgaris and Methanosarcina barkeri: Interspecies Hydrogen Transfer in Batch and Continuous Cultures.

1 1 2 Theoretical treatment of this bell-shape behavior has been performed extensively by Frumkin, Gileadi, Bockris, Devanathan, and MUller.'7-123 According to

2 (solid lines) together with data from Moruzzi and Shafer [ 20 ] (broken lines and symbols). Though small deviations of the calculated temperature range of stable Fe3xO4 from

There are two reasons for this trend: (1) the huge interstellar absorption leads to rather low count rates in the soft energy band; and (2) a fraction of the variable sources

Tableau 2 : Chaine de travail, pour la réalisation d’un cas esthétique suivant l'approche digitale (orange :Ces encadrés correspondent aux étapes réalisées au laboratoire bleu