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Proceedings of the Workshop on The Cognitive Science of Games and Gaming July 26, 2006
Vancouver, British Columbia, Canada
Embedded Assessment of Cognitive Performance with
Elders’ Use of Computer Games in a Residential Environment
Holly Jimison (jimisonh@ohsu.edu) Misha Pavel (pavel@bme.ogi.edu)
Medical Informatics
Oregon Health and Science University,
3181 SW Sam Jackson Park Road Portland, OR 97201
Spry Learning Company
1325 NW Flanders Street , Portland, OR 97209, USA
Biomedical Engineering
Oregon Health and Science University,
20000 NW Walker Rd, Beaverton, OR 97239, USA
Spry Learning Company
1325 NW Flanders Street , Portland, OR 97209, USA
Katherine Wild (wildk@ohsu.edu) James McKanna (zephy@sprylearning.com)
Neurology
Oregon Health and Science University,
3181 SW Sam Jackson Park Road Portland, OR 97201
Portland OR 97239
Spry Learning Company
1325 NW Flanders Street
Portland, OR 97209, USA
Payton Bissel (payton@sprylearning.com) Devin Williams (devin@sprylearning.com)
Spry Learning Company
1325 NW Flanders Street
Portland, OR 97209, USA
Spry Learning Company
1325 NW Flanders Street
Portland, OR 97209, USA
Abstract
Elders are the fastest growing demographic of new computer
users, and those over the age of 75 are at risk for medically
related cognitive decline and confusion. The early detection
of cognitive problems enables earlier treatment that may be
much more effective. To address this issue, we have
developed a method for embedding cognitive assessment
algorithms within computer games that are enjoyable for
elders to play on a routine basis. The cognitive assessment
algorithms also serve as input to tailored automated hints and
help functions for users of various cognitive abilities. In this
paper we describe a software architecture and methodology
for monitoring cognitive performance using data from a suite
of computer games designed to assess multiple dimensions of
cognitive performance.
Introduction
Cognitive performance is a key health concern of elders in
the United States. In fact, maintaining cognitive health is
often the most important factor in being able to age in place.
Nearly 50% of all people over the age of 85 are found to
have a measurable decline in cognitive function (Callahan,
1995). However, common clinical practice does not offer
methods for detecting cognitive decline at an early stage,
when therapies may be more effective. Recent research has
demonstrated the importance of detecting cognitive decline
in an early stage (Chen, 2000). Some cognitive issues have
immediately treatable causes, such cognitive disturbances
due to medication interactions or short-term medical
conditions. However, even with long-term conditions, such
as dementia, there are many new therapies that researchers
presume would have improved efficacy with earlier
detection. In this paper we describe a framework for using
unobtrusive computer interaction data to infer cognitive
changes on the part of computer users. Frequent
assessments allow us to detect relevant changes in various
aspects of performance that can be used to adapt the user
interface in real time and also provide a mechanism of early
detection of cognitive problems.
.
Growing Use of Computers by Elders
Elders are the fastest growing demographic of new
computer users in the United States. In a recent survey
conducted by the Pew Internet and American Life Project
(Pew Internet Project, 2004), they found that 22% of
American adults over the age of 65 use the Internet.
Interestingly, elders in this group are even more likely than
other Internet users to go online and check email each day.
In addition, nearly 35% of elders who use a computer have
played a game online, comparable to 39%, the average rate
of computer game play for other age groups. Given this
rapid growth of computer use by users at risk for cognitive
problems, as well as the current large use of computers by
the advancing wave of baby boomers, we have an important
opportunity to collect and interpret naturalistic computer
interaction data for diagnostic purposes. In our project on
cognitive monitoring with computer interaction data, we
have focused on keyboard and mouse data from standard
word processing and Web browsing applications, as well as
more focused data interpretation of interactions in computer
games that we have specifically designed to probe cognitive
performance.
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Proceedings of the Workshop on The Cognitive Science of Games and Gaming July 26, 2006
Vancouver, British Columbia, Canada
Current Methods of Cognitive Assessment
In standard clinical practice, cognitive screenings are
usually performed only at advanced age or if there are
already patient or family concerns about cognitive
dysfunction. These screening tests, such as the Mini-Mental
State Exam, the Kokmen Short Test of Mental Status, and
the Memory Impairment Screen, can be performed in a
physician’s office, but are fairly course and not particularly
useful for the early detection of problems (Callahan, 1995).
More complete neuropsychological batteries can be
performed to obtain more sensitive diagnostic information.
These normally include measures of short-term and working
memory, divided attention, motor speed, planning, and
general executive function (Howieson, 2003). Typical tests
include:
Verbal Fluency - This test is focused on semantic
processing and recall from long term memory. The test
procedure requires the participants to recall as many
words as possible given a specific semantic category or
one or more phonemic constraints.
Word-List Acquisition - This test is focused on learning
and recall from short term memory. The test procedure
requires the participants to learn and recall a list of words.
Word list Recognition - This is a test of the ability to
recognize words previously presented during the Word-
List Acquisition test. The participant is asked to
discriminate between the words that were presented in the
list from distracter words. Together with the Word-List
Acquisition test, the recall test can distinguish whether the
“forgotten” items were truly lost or the memory trace was
just too weak to support reliable recall.
Constructional Praxis - This test is focused on the
ability to integrate visual and motor processing. The
participants are asked to copy several black-and-white
drawings of simple forms such as circle, diamond, etc. In
addition, this test is used to assess the participants’ visual
memory.
Trail-Making Test - This test is focused on complex
visual scanning, mental tracking and mental flexibility.
The participants are asked to trace a sequence of digits or
interposed digits and letters.
Symbol Digit Modalities Test - This test is used to assess
the ability to sustain attention and to perform coding task.
The participant is given a table associating a simple but
novel symbol with each digit and then asked to assign a
number to each of a long list of these symbols.
Letter-Number Sequencing - The focus of this test is
working memory and focused attention. The participant
hears a list of letters and digits, presented in random
order. The task is to repeat the presented items, digit first
in the numerical order and then letters in the alphabetic
order.
Finger tap test - Although this test is focused on the
speed of motor control, there is increasing evidence in the
literature that this type of test is useful to predict future
decline in cognitive abilities. The participant in this test is
asked to push a switch as many times as he or she can
within a ten second interval. One feature of this test is that
the results of the performance are insensitive to
educational level and other demographic variables.
Advantages of Frequent Home-Based Monitoring
The conventional tests described above are usually
performed by trained psychologists and usually done no
more frequently than once per year. One of the hallmarks of
cognitive impairment is the increasing variability in
performance. Infrequent assessments do not offer a
mechanism to pick this up. In fact, the sensitivity of
standard cognitive measures is clouded by a need to
reference the performance metrics directly to population
norms. Many cognitive tests are highly affected by
differences in educational level, language abilities, etc.
In our work with monitoring computer interactions to infer
cognitive performance, we attempt to incorporate these
conventional metrics of verbal fluency, short-term and
working memory, planning abilities, and divided attention
into computer activities that are enjoyable for elders to play
on a routine basis. With this method we are able to make
frequent assessments using each elder participant as their
own control. Although our computer assessments are less
direct and potentially more noisy on an individual trial, we
have the benefit of multiple nearly continuous measures to
filter and / or average, and in addition, this technique allows
us to analyze within subject trends. Comparing an
individual’s current performance to their own baseline
substantially reduces unwanted confounding effects due to
education, language abilities, and culture. In addition, we
are able to characterize variability in performance over time,
which in itself is a powerful indicator of cognitive function.
Describing Elders’ Preferences for Computer
Activities
In our project on monitoring elders’ computer interactions,
we first performed a needs assessment to define elders’
preferences for computer applications, games, and potential
barriers to computer use. We used focus groups and surveys
to help us define a set of features for an elder Web portal
that we could use as a research environment to collect real-
time interaction data. We also defined a set of enjoyable
computer games that could be adapted for cognitive
monitoring. To select the games for further development,
we observed which features were most enjoyable and easily
understood by elders and then also did a cognitive task
analysis on each of the games to characterize its
appropriateness for providing information on one of the
cognitive dimensions described in the previous section on
standard cognitive tests.
Measuring Cognitive Dimensions within
Computer Game Play
We currently monitor all keyboard and mouse interactions,
both within game play, and in conventional computer
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Proceedings of the Workshop on The Cognitive Science of Games and Gaming July 26, 2006
Vancouver, British Columbia, Canada
applications. As one measure of motor speed, we monitor
typing speed on the computer keyboard. Although we
monitor general typing speed in word processing or game
applications, our measures of average login speed provide
us with the most robust measure of general motor speed. It
is less likely to be influenced by learning effects and other
confounding factors. Our repeated measures of login typing
speed is a useful proxy for the Finger Tap Test described in
the previous section. This is a simple test of motor speed
that is highly predictive of cognitive decline. Similarly, we
use mouse trajectories (speed and smoothness) within
repeated and consistent conditions to provide another
measure of motor speed.
In addition to motor speed, we also measure word
complexity in word processing and game applications. Our
complexity measures include average word length and word
frequency in the English language (greater rare word usage
corresponding to higher cognitive function). In our home
monitoring research, we then compare these results to
standard tests of verbal fluency. We also use simple
computer word games, as shown in Figures 1 and 2, to
provide us with additional assessments of language
performance. In these games, the user’s speed of word
discovery and creation of longer and more sophisticated
words (against time and difficulty of available letters) we
rate as having higher verbal fluency. We concentrate on
monitoring relative performance (with respect to the user’s
baseline) to look for differences. This is likely to be a more
sensitive measure that is less influenced by education and
language abilities, and more influenced by cognitive
changes.
Figure 1: An example of a word game interface (word
jumble).
Figure 2: Example of an interface for a word game where
users connect adjacent letters to form words.
Standard play in most computer games offer at least an
indirect measure of memory. However, to obtain a more
direct measure of short term and working memory, we
adapted the standard Concentration card game, as shown in
Figure 3. Users must remember the location of various
cards they select (turn over to view the face of the card) and
then match pairs. Game difficulty is adapted based on
number of cards and the cognitive difficulty of the matches.
These range from simple shape and color matches to
cognitively more difficult matches, such as matching a
digital clock time with the analogue picture equivalent.
Figure 3: Example of a memory computer game
We have also designed other computer games to specifically
test additional dimensions of cognition. Figure 4 shows a
shape and color matching game that provides us with
measures of planning (inferring the number of steps ahead a
user would have to be able to plan in order to be successful).
In this game we can also manipulate difficulty and provide
added features to test memory and divided attention.
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Proceedings of the Workshop on The Cognitive Science of Games and Gaming July 26, 2006
Vancouver, British Columbia, Canada
Figure 4: Color and shape matching game that tests
planning ability, memory and attention.
Evaluating Cognitive Monitoring with
Computer Games in a Home Environment
Most of our experience and testing of computer games for
cognitive monitoring has come from our work with an
implementation of the popular Solitaire game of FreeCell,
as shown in Figure 5. We found that this game was by far
the favorite with the elders that we interviewed and in
addition, it is a game that requires a significant degree of
planning to complete the more difficult layouts of cards.
Figure 5: Sample game of FreeCell (Solitaire game
requiring significant planning).
In our research version, to measure cognitive performance,
we compare user performance to our computer solver. The
computer solver provides us with a difficulty metric for any
initial and mid-game layout of cards by calculating the
minimal number of moves to complete the game from that
layout. Figure 6 shows a plot comparing the move-by-move
difficulty for a sample game of FreeCell. In this case, the
game difficulty starts at 82 moves to optimal solution. The
lower line shows the computer solver’s direct path to
solution, and the upper line shows the subject’s moves
going toward and away from best solution, with the new
difficulty calculated whenever the user changes the board
layout. We use the slope of the subjects performance as a
measure of efficiency of play. In our early pilot work
comparing FreeCell performance of cognitively healthy
elders to those with diagnosed mild cognitive impairment,
we were able to use the efficiency metric to distinguish the
two groups (Jimison, 2004).
010 20 30 40 50 60 70 80 90 100
0
10
20
30
40
50
60
70
80
90
Actua l
Expec ted
Difficulty
Number of moves
subject
solver
Figure 6: Diagram showing subject performance versus
computer solver on the research version of FreeCell.
Table 1 shows the results of our early pilot tests to show the
feasibility of monitoring computer interactions in the home.
We monitored 12 elders in a local senior residential facility
for a period of 3 weeks. Using conventional
neuropsychological tests described earlier, we found that 3
of the elderly subjects (mean age 80.2 +/- 8.0) had mild
cognitive impairment. Using only data from their FreeCell
performance we were able to distinguish cognitively healthy
subjects from those with mild cognitive impairment.
Interestingly, the variability of the measures over time was
in itself a useful feature in classifying cognitive impairment
(Jimison, 2004).
Table 1: Classification Performance of FreeCell Metrics
Ave of
Subjects’
Ave
Efficiency
SD of
Subjects’
Ave
Efficiency
Average of
Subjects’
SD
Efficiency
Normals
0.58 0.12 0.38
MCI 0.27 0.72
0.55
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Proceedings of the Workshop on The Cognitive Science of Games and Gaming July 26, 2006
Vancouver, British Columbia, Canada
Software Architecture for Cognitive
Monitoring
We have developed a rich set of tools for assessing
cognitive performance based on the unobtrusive collection
of computer interaction data. Our measures are based on
keyboard and mouse interactions for both cognitive
computer games and conventional applications. The
measures include metrics of verbal fluency (word
processing and word games), motor speed (login typing,
game speed), memory, attention, planning and general
executive function. Figure 7 shows our general software
architecture for collecting and analyzing the monitoring
data.
Figure 7: Overview of software architecture for cognitive
monitoring.
Real-time analysis of game data takes place on the elder’s
local machine. This data is used to adapt the difficulty of
the ongoing computer game (in cases where appropriate)
and also used to adapt the level of difficulty for a user’s
upcoming games. We attempt to ensure a win rate of
between 50% and 80%. Our goal is to keep users engaged
by having the activities be challenging but not overly
frustrating. In addition, win rates in this region provide us
with more sensitive cognitive monitoring data, ensuring that
we avoid “ceiling” or “basement” effects sometimes seen on
conventional tests that are either too hard or too easy for a
patient. We also use real-time analysis and feedback to
tailor hints and help messages as part of the user interface.
If we realize that a user is having memory problems or
divided attention problems, we are then able to immediately
adapt our user interface.
Most importantly though, our work on cognitive monitoring
is designed to provide clinical feedback to the elder. Based
on the elder’s preferences, he or she may choose to share
this information with caregivers and clinicians.
Conclusion
We have demonstrated proof of concept for a software
architecture for real-time unobtrusive monitoring of
computer interactions for the purpose of inferring cognitive
performance. This approach offers substantial benefits in
being able to measure within subject changes over time in a
natural setting. Our ability to detect trends in cognitive
performance offers the possibility of detecting cognitive
decline earlier than conventional methods. We plan to test
the effectiveness of this approach in a large prospective
long-term trial in elders’ residences. Our hope is that this
monitoring information may be an inexpensive way of
facilitating cognitive health management for elders, helping
them maintain their quality of life and independence.
Acknowledgments
This work was supported by the National Institute on
Standards and Technology’s Advanced Technology
Projects, by the Intel Corporation, and by ORCATECH,
Oregon’s Roybal Center for Aging & Technology with a
grant from NIA (Grant NIA P30AG024978).
Elder Web Portal
•Email
•Web browsing
•Computer games
•Word processing
•Support groups
•News
•Photo management
•Other
Monitor
Verbal
Fluency
Monitor
Motor
Speed
Monitor
Attention
Planning
Memory
Inference
of
Cognitive
State
Adaptive
Algorithms
Clinical feedback
Game difficulty
User interface
Hints / help
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