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A screen shot of the CogStim Game including four independent modules 

A screen shot of the CogStim Game including four independent modules 

Source publication
Conference Paper
Full-text available
Older adults want to proactively protect their aging cognition with various possible ways. Cognitive intervention has been proposed as an effective way to improve memory loss problems. In this paper, we present the CogStim Game, an iPad application for older adults to exercise their memory. For example, by practicing name-face matches through the m...

Context in source publication

Context 1
... with the CogStim Game, older adults concerned about their cognitive health may self-administer cognitive intervention games, similar to what they can do at the gym to exercise and monitor their weight in order to prevent cardiac-related disease. Figure 1 shows an initial screen shot of the CogStim Game, in which a user can choose one of the four different game modules. In order to understand the technological potential to support cognition-focused intervention for cognitive impairment, we took the approach of gaining contextual knowledge, such as understanding the intervention process, interactions between therapists and patients in the intervention process, and their interactions with the intervention materials. ...

Citations

... L'intuitivité des tablettes permet de proposer des exercices plus stimulants et plus vivants que sur support papier. Ces exercices peuvent être personnalisés avec la possibilité pour les aidants de recevoir des notifications quand une personne a terminé une session d'exercices [25]. Les applications d'exercices cognitifs jugées les plus ludiques et les plus agréables par des personnes avec des troubles cognitifs liés au vieillissement concernent les mathématiques simples, des jeux de mots et de lettres, alors que les applications présentant le moins d'intérêt se caractérisent par des limites de temps, des consignes confuses et des niveaux de vocabulaire difficiles [21]. ...
... Une démonstration de 30 minutes peut suffire pour apprendre les modalités générales d'utilisation [16]. La facilité d'accès de l'interface permet un apprentissage rapide et une certaine routine dans leur utilisation [25]. Une facilité d'utilisation s'observe davantage lors de sessions de groupe qu'en face à face pour certaines personnes [27] et laisse supposer que le style cognitif de la personne est à prendre en considération afin de lui proposer un mode d'apprentissage qui soit le plus adapté à ses caractéristiques individuelles. ...
Touchscreen tablets are increasingly used to support people with dementia. An inventory of the literature is proposed to specify the nature and intentions of use, the modalities of use and technical characteristics. Tablets are used for psychosocial interventions, life support, social living and leisure activities. Autonomously use is possible and group uses promote interpersonal relationships. The equipment must take into account the physical, sensory, cognitive and interests of people with dementia. Use of tablets should promote social inclusion in a non-stigmatizing approach.
... VIQ is a measurement of speaking abilities, verbal skills, ability to express themselves using appropriate vocabulary and ability to communicate with other people [14]. Kim et al. [15] proposed a name-face matching application named CogStim Game based on Cognitive Stimulation (CS) approach. There are two playing modes namely training and testing in the proposed application. ...
... Leisure technology provides different benefits for elderly people. 13,14,15,19,27 Effort expectancy ...
Article
The Alzheimer's disease damages neuronal and synaptic system due to the high level of amyloid beta in the brain. It is the common cause of dementia which is more common to afflicted the elderly where they will gradually loss their memory and communication skills as well as deterioriation of thinking and reasoning ability. Hence, it is crucial for elderly people to monitor their cognitive performance consistently and continuously to detect the Alzheimer's symptoms such as dementia or Mild Cognitive Impairment. There are many technologies that have been established in healthcare for its detection, however such technologies mostly medical treatments that could not be self-catered by elderly on daily basis and in fact the use of this technology incurs cost each time. Therefore, this study looks at an alternative technology called leisure technology that allows access to the elderly everyday at home in an enjoyable and relaxing manner. The aim of this study is to study applications of leisure activities that could stimulate brain cognitive function to be turned to a leisure technology applications. Prior to proposing the concpetual design of this applictaion, a user acceptance study of leisure technology among elderly people has been conducted. This study involves interviews and survey through distribution of questionnaires. The survey results shows that 90% of the participants stated that there was an improvement in cognitive abilities after using leisure technology and 98.4% of the participants stated that they could adapt to leisure technology. On the other hand, the outcomes from the interview show that they agreed that different types of leisure technology provide heterogeneous benefits, which can improve their cognitive abilities. Finally, this study proposes a conceptual design for leisure technology application that elderly people can adapt to.
... Although many recent game-based interventions for cognitive rehabilitation researches have been reported in the literature [8]- [13], most of them have some shortcomings, such as: ...
Article
The use of serious games in cognitive rehabilitation would be invaluable to the rehabilitation process and provide advantages that may not be available in conventional rehabilitation. Although many recent game-based interventions for cognitive rehabilitation have been reported in the literature, not much knowledge is available on the best approach to develop usable games for individuals with cognitive disabilities. Therefore, Design Science approach was adopted to find a solution to this problem. This paper explores an existing Design Science framework and methodology, which are then combined and reduced into one single framework. This paper further examines how this framework can be used as a means to develop an artefact that can be used as a guideline in developing serious games for cognitive rehabilitation. The Design Science paradigm works well for the development of serious game for cognitive rehabilitation. This paper concludes with a discussion of the research contributions.
Thesis
Full-text available
La gamification est le processus conduisant à l’emploi d’éléments de jeux adaptés au profil des utilisateurs dans des systèmes professionnels numériques afin d’accroître leur motivation, leur engagement avec un accent mis sur des interactions agréables voire de l’amusement. Ce concept récent questionne l’ergonomie, a fortiori dans un contexte professionnel. Il y a un besoin de définition, de mise en œuvre, d’évaluation et de réflexion sur ce qui engage l’utilisateur et sur son sens. L'expérience 1 analyse la perception de la gamification chez des concepteurs qui doivent identifier et catégoriser les éléments ludiques d’interfaces. Deux dimensions apparaissent : cosmétique et implicative. L'expérience 2 s’intéresse à la perception de la gamification chez des utilisateurs finaux avec un comparatif système gamifié / non gamifié. Les analyses révèlent que la gamification possède un impact primaire positif et un impact secondaire non désirable. Ensuite, un guide de conception est construit avec une description du processus de conception et une boîte à outils (principes généraux, arbres de décision, grille de conception). Il est validé lors de l’expérience 3 où des sujets doivent gamifier un système avec ou sans le guide. Les résultats indiquent qu’il favorise la fluidité, la flexibilité, l’originalité et l’élaboration. En définitive, ces travaux apportent des précisions conceptuelles et des clés de réflexion autour de l’idéologie de la gamification et des ressorts psychologiques employés pour engager, motiver mais aussi persuader, induire des comportements et contrôler. Pour finir, les suites à donner à ces travaux et l'avenir de la gamification sont abordés.
Article
A list of iTunes apps was compiled for usage with early stage or mild dementia participants. The method in choosing these apps and determining salient features of the most successful apps was reported. The results will advance the knowledge base on innovative use of smart technology in clinical settings.