2022
DOI: 10.1155/2022/4403976
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Development and Evaluation of an Artificial Intelligence–Based Cognitive Exercise Game: A Pilot Study

Abstract: Recently, cognitive serious games have successfully been employed to train cognitive abilities in elderly people with mild cognitive impairment, Alzheimer’s disease, and related disorders. However, despite the continuous rehabilitation game design and its applications, the existing cognitive exercise games fall short of user interaction and personalized elements with regard to difficult levels, which leads to users leaving early and losing interests during the gameplay. In this regard, the purpose of the study… Show more

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Cited by 18 publications
(6 citation statements)
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“…The first one focused on improving memory, attention, executive function and language, while the other two focused on reaction time and processing speed. In turn, Eun et al (2022) study a series of cognitive mini-games for computers, smartphones, tablets, and other portable devices designed with artificial intelligence that facilitate older users to feel entertained and immersed in cognitive play voluntarily and to benefit from cognitive training. Ghorbani et al (2022) use augmented reality to develop a video game that not only provides cognitive training but also simultaneously examines the mental state of players to slow down the progression of potential cognitive problems and increase the quality of life of the individual.…”
Section: Resultsmentioning
confidence: 99%
“…The first one focused on improving memory, attention, executive function and language, while the other two focused on reaction time and processing speed. In turn, Eun et al (2022) study a series of cognitive mini-games for computers, smartphones, tablets, and other portable devices designed with artificial intelligence that facilitate older users to feel entertained and immersed in cognitive play voluntarily and to benefit from cognitive training. Ghorbani et al (2022) use augmented reality to develop a video game that not only provides cognitive training but also simultaneously examines the mental state of players to slow down the progression of potential cognitive problems and increase the quality of life of the individual.…”
Section: Resultsmentioning
confidence: 99%
“…Six studies are not empirical in nature and provide from 2018)). According to the SIGN methodology for study design (Harbour and Miller (2001)), eleven used a controlled trial (n=8 non-randomised controlled trial and n=3 Individual randomized controlled trial) and two proposed either a case study (Wilms (2011)) or a non-comparative study (Eun et al (2022)). All the controlled trials included an active control group, either using a between-subject or within-subject design.…”
Section: Descriptive Resultsmentioning
confidence: 99%
“…Reinforcement learning methods were commonly used, with three different algorithms employed: Q-learning (n=4), Bucket brigade (n=3), and Actor-critic (n=1). Additionally, Eun et al (2022) proposed a method utilizing deep learning, particularly Long Short-Term Memory (LSTM). The second category comprises six intelligent methods designed to extract valuable information from collected data, facilitating the generation of optimal pedagogical decisions.…”
Section: Descriptive Resultsmentioning
confidence: 99%
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“…The advent of AI research has presented exciting possibilities for the development of efficient and accessible tools that can aid in the early prediction of dementia [ 21 ]. Previous evidence has demonstrated the potential of AI to assist physicians in conducting specific tests and investigations for more effective management of dementia [ 22 , 23 , 24 ]. Our study findings show that the majority of research has focused on various aspects of dementia, including disease classification, diagnosis, prediction, segmentation, and early detection.…”
Section: Discussionmentioning
confidence: 99%