ABSTRACT
This paper presents a novel serious game app and a method to cre- ate and integrate personalized game content based on lifelog visual analytics. The main objective is to extract personalized content from visual lifelogs, integrate it into mobile games, and evaluate the effect of personalization on user experience. First, a suite of visual analysis methods is proposed to extract semantic informa- tion from visual lifelogs and discover the association among the lifelog entities. The outcome is dataset that contains augmented and personal lifelog images. Next, a mobile game app is developed that makes use of the dataset as game content. Finally, an experiment is conducted to evaluate user gameplay behaviors in the wild over three months, where a mixture of generic and personalized game content is deployed. It is observed that user adherence is heightened by personalized game content as compared to generic content. Also observed is a higher enjoyment level in personalized than generic game content. The result provides the first empirical evidence of the effect of personalized games on user adherence and preference for cognitive intervention. This work paves the way for effective cognitive training with user-generated content.
- J. A. Anguera, J. Boccanfuso, J. L. Rintoul, O. Al-Hashimi, F. Faraji, J. Janowich, E. Kong, Y. Larraburo, C. Rolle, E. Johnston, and A. Gazzaley. Video game training enhances cognitive control in older adults. Nature, 510(97--101), 2013.Google Scholar
- J. A. Anguera and A. Gazzaley. Video games, cognitive exercises, and hte enhancement of cognitive abilities. Current Opinion in Behavioral Sciences, 4:160--165, 2015.Google ScholarCross Ref
- P. Belchior, M.Marsiske, S. Sisco, A. Yam, and W. Mann. Older adults' engagement with a video game training program. Act. Adapt. Aging, 36:269--279, 2012.Google ScholarCross Ref
- A. Bermingham, J. O'Rourke, C. Gurrin, R. Collins, K. Irving, and A. F. Smeaton. Automatically recommending multimedia content for use in group reminiscence therap. In MIIRH'13, pages 49--58, New York, NY, USA, 2013. ACM. Google ScholarDigital Library
- E. Berry, N. Kapur, L. Williams, S. Hodges, P. Watson, G. Smyth, J. Srinivasan, R. Smith, B. Wilson, and K. Wood. The use of a wearable camera, sensecam, as a pictorial diary to improve autobiographical memory in a patient with limbic encephalitis: A preliminary report. Neuropsychol Rehabil, 17(4--5):582--601, 2007.Google Scholar
- K. A. Blocker, T. J. Wright, and W. R. Boot. Gaming preferences of aging generations. Gerontechnology, 12(3):174--184, 2014.Google ScholarCross Ref
- M. Bolanos, M. Dimiccoli, and P. Radeva. Toward storytelling from visual lifelogging: An overview. IEEE Trans. Human--Mach. Syst., 47:77--90, 2017.Google Scholar
- W. R. Boot, D. Souders, N. Charness, K. Blocker, N. Roque, and T. Vitale. The gamification of cognitive training: Older adults' perceptions of and attitudes toward digital game-based interventions. In J. Zhou and G. Salvendy, editors, Lecture Notes in Computer Science, volume 9754 of Human Aspects of IT for the Aged Population. Design for Aging, ITAP 2016. Springer, Cham, 2016.Google Scholar
- Y. Chen and G. J. Jones. Augmenting human memory using personal lifelogs. In AH'10. ACM, 2010. Google ScholarDigital Library
- M. Cotelli, R. Manenti, O. Zanetti, and C. Miniussi. Non-pharmacological intervention for memory decline. Frontiers in Human Neuroscience, 6:No. 46, 2012.Google Scholar
- M. Csikszentmihalyi. Flow: The psychology of the optimal experience. New York: Harper & Row., 1990.Google Scholar
- J. R. Finley, W. F. Brewer, and A. S. Benjamin. The effects of end-of-day picture review and a sensor-based picture capture procedure on autobiographical memory using sensecam. Memory, 19(7):796--807, 2011.Google ScholarCross Ref
- A. Garcia del Molino. First person view video summarization subject to the user needs. In MM '16, pages 1440--1444. ACM, 2016. Google ScholarDigital Library
- N. J. Gates and P. Sachdev. Is cognitive training an effective treatment for preclinical and early alzheimer's disease? Journal of Alzheimer's Disease, 42:S551--S559, 2014.Google ScholarCross Ref
- G. Gowans, J. Campbell, N. Alm, R. Dye, A. Astell, and M. Ellis. Designing a multimedia conversation aid for reminiscence therapy in dementia care environments. CHI EA '04, pages 825--836, New York, NY, USA, 2004. ACM. Google ScholarDigital Library
- K. He, X. Zhang, S. Ren, and J. Sun. Deep residual learning for image recognition. In CVPR' 16, pages 770--778.Google Scholar
- G. Kim, L. Sigal, and E. Xing. Joint summarization of large-scale collections of web images and videos for storyline reconstruction. In CVPR, 2014. Google ScholarDigital Library
- A. M. Kueider, J. M. Parisi, A. L. Gross, and G. W. Rebok. Computerized cognitive training with older adults: A systematic review. PLoS ONE, 7(7):e40588, 2012.Google ScholarCross Ref
- A. Lampit, H. Hallock, and M. Valenzuela. Computerized cognitive training in cognitively healthy older adults: A systematic review and meta-analysis of effect modifiers. PLOS Medicine, 11(11):e1001756, 2014.Google ScholarCross Ref
- M. Lee and K. Dey. Providing good memory cues for people with episodic memory impairment. In ASSETS'07, 2007. Google ScholarDigital Library
- T.-Y. Lin, M. Maire, S. Belongie, J. Hays, P. Perona, D. Ramanan, P. Dollar, and L. Zitnick. Microsoft coco: Common objects in context. In ECCV'14.Google Scholar
- Z. Lu and K. Grauman. Story-driven summarization for egocentric video. 2013.Google Scholar
- H. W. Mahncke, B. B. Connor, J. Appelman, O. N. Ahsanuddin, J. L. Hardy, R. A. Wood, N. M. Joyce, T. Boniske, S. M. Atkins, and M. M. Merzenich. Memory enhancement in healthy older adults using a brain plasticity-based training program: A randomized, controlled study. PNAS, 103(33):12523--28, 2006.Google ScholarCross Ref
- V. Manera, G. Ben-Sadoun, and T. Aalbers. Recommendations for the use of serious games in neurodegenerative disorders: 2016 delphi panel. Frontiers in Psychology, 8:1243:1--10, 2017.Google ScholarCross Ref
- A. McLaughlin, M. Gandy, J. Allaire, and L. Whitlock. Putting fun into aging? overcoming usability and motivational issues in video games for older adults. Ergonomics in Design, 20(13--20), 2012.Google Scholar
- A. Mora, C. González, and J. Arnedo-Moreno. Gamification of cognitive training: A crowdsourcing- inspired approach for older adults. In Interacción '16, page Article No. 5, 2016. Google ScholarDigital Library
- A. C. Oei and M. D. Patterson. Enhancing cognition with video games: A multiple game training study. PLOS ONE, 8(3):e58546, 2013.Google ScholarCross Ref
- G. Oliveira-Barra, M. Bola nos, E. Talavera, A. Due nas, O. Gelonch, and M. Garolera. Serious games application for memory training using egocentric images. Sept. 11--15 2017.Google Scholar
- C. Peretz, A. D. Korczyn, E. Shatil, V. Aharonson, S. Birnboim, and N. Giladi. Computer-based, personalized cognitive training versus classical computer games: A randomized double-blind prospective trial of cognitive stimulation. Neruoepidemiology, 36:91--99., 2011.Google ScholarCross Ref
- V. Pieramico, R. Esposito, S. Cesinaro, V. Frazzini, and S. L. Sensi. Effects of non-pharmacological or pharmacological interventions on cognition and brain plasticity of aging individuals. Front in Syst Neurosci, 8:153: 1--10, 2014.Google ScholarCross Ref
- S. Ren, K. He, R. Girshick, and J. Sun. Faster r-cnn: Towards real-time object detection with region proposal networks. IEEE Transactions on Pattern Analysis and Machine Intelligence, 39(6):1137 -- 1149, 2017. Google ScholarDigital Library
- J. P. Salmon, S. M. Dolan, R. S. Drake, G. C. Wilson, R. M. Klein, and G. A. Eskes. A survey of video game preferences in adults: Building better games for older adults. Entertainment Computing, 21:45--64, 2017.Google ScholarCross Ref
- V. Sarne-Fleischmann, N. Tractinsky, T. Dwolatzky, and I. Rief. Personalized reminiscence therapy for patients with alzheimer's disease using a computerized system. In PETRA '11, pages 48:1--48:4. ACM, 2011. Google ScholarDigital Library
- A. Sellen and S. Whittaker. Beyond total capture: A constructive critique of lifelogging. Communications of the ACM, 53(5):70--77, 2010. Google ScholarDigital Library
- E. Shatil. Does combined cognitive training and physical activity training enhance cognitive abilities more than either alone? a four-condition randomized controlled trial among healthy older adults. Front. Aging Neurosci., 5:8:1--12, 2013.Google ScholarCross Ref
- E. Shatil, A. Metzer, O. Horvitz, and A. Miller. Home-based personalized cognitive training in ms patients: A study of adherence and cognitive performance. NeuroRehabilitation, 26:143--153, 2010.Google ScholarCross Ref
- A. R. Silva, S. Pinho, L. M. Macedo, and C. J. Moulin. Benefits of sensecam review on neuropsychological test performance. Am J Prev Med, 44(3):302--307, 2013.Google ScholarCross Ref
- P. Siriaraya and C. S. Ang. Recreating living experiences from past memories through virtual worlds for people with dementia. In CHI'14, pages 3977--3986, 2014. Google ScholarDigital Library
- V. Subbaraju, Q. Xu, B. Mandal, L. Li, and J.-H. Lim. An empirical approach for automatic face clustering on personal lifelogging images. In ICSIP'17, pages 127--131.Google Scholar
- C. Szegedy, S. Ioffe, V. Vanhoucke, and A. A. Alemi. Inception-v4, inception-resnet and the impact of residual connections on learning. In AAAI'17, pages 4278--4284.Google Scholar
- P. Wang and A. F. Smeaton. Using visual lifelogs to automatically characterize everyday activities. Information Sciences, 230:147--161, 2013. Google ScholarDigital Library
- S. L. Willis, S. L. Tennstedt, M. Marsiske, K. Ball, J. Elias, K. M. Koepke, J. N. Morris, G. W. Rebok, F. W. Unverzagt, A. M. Stoddard, and E. Wright. Long-term effects of cognitive training on everyday functional outcomes in older adults. JAMA, 296(23):2805--2814, 2006.Google ScholarCross Ref
- Q. Xu, V. Subbaraju, A. G. del Molino, J. Lin, F. Fang, J. Lim, L. Li, and V. Chandrasekhar. Visualizing personal lifelog data for deeper insights at the ntcir-13 lifelog-2 task. In NTCIR17, pages 33--39, 2017.Google Scholar
Index Terms
- Personalized Serious Games for Cognitive Intervention with Lifelog Visual Analytics
Recommendations
Monitoring Cognitive Performance with a Serious Game: A Longitudinal Case Study on Online Cognitive Assessment Using Serious Games
CHI EA '21: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing SystemsThis case study involves: the design and evaluation of serious games; the use of longitudinal research and remote testing in an international setting. Current methods for cognitive assessment tend to be inconvenient, costly and infrequently performed. ...
Voluntary Play in Serious Games
GALA 2015: Revised Selected Papers of the 4th International Conference on Games and Learning Alliance - Volume 9599Voluntariness is an important feature of games. Serious game designers intend to generate engaging gameplay, which implies that voluntary play should be equally important for serious games as for entertainment games. This paper describes the outcome of ...
Gamifying Serious Games: Modding Modern Board Games to Teach Game Potentials
Gaming, Simulation and Innovations: Challenges and OpportunitiesAbstractThe growing interest in game-based approaches is evident. But establishing Gamification and Serious Game processes are challenging, especially when there are few available resources and game design knowledge. Low-tech and low-budget games can be ...
Comments