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dc.contributor.advisorMcCallum, Simon
dc.contributor.advisorHjelsvold, Rune
dc.contributor.authorBoletsis, Konstantinos
dc.date.accessioned2016-08-11T11:18:21Z
dc.date.available2016-08-11T11:18:21Z
dc.date.issued2016-08-11
dc.identifier.isbn978-82-326-1740-1 (printed version)
dc.identifier.isbn978-82-326-1741-8 (electronic version)]
dc.identifier.issn1503-8181
dc.identifier.urihttp://hdl.handle.net/11250/2398794
dc.description.abstractCognitive impairment in the elderly can be associated with the normal ageing processes or be a symptom of early onset dementia. Even though, early detection of dementia has many benefits, cognitive impairment is still underrecognised and under-diagnosed. This lack of diagnosis often leads to confusion over behavioural changes and prevents social and medical intervention and planning. Cognitive screening represents the initial step in a process of further assessment for cognitive impairment, leading to early diagnosis; however, it presents certain intrinsic limitations. These include culture, gender, and educational biases, long test-retest periods, “white coat” and learning effects, limited test validation and the user’s potential lack of motivation. Serious games can address those limitations and be an alternative to traditional, pen-and-paper and computerised cognitive screening tests, potentially motivating and engaging the user to regularly perform cognitive screening tasks, thus increasing the potential to recognise cognitive impairment and trigger referral for a more comprehensive, formal assessment. The current work contributes by designing, implementing, and testing a novel, gaming approach for the cognitive screening process, utilising stimulating cognitive training. The study thoroughly describes all the design and development stages of a serious game for cognitive training and screening from its inception and its theoretical groundings to its Release Candidate version and the evaluation of its test validity, focusing on the iterative design process and the evaluation of each stage. Finally, a cognitive training game for cognitive health screening of the elderly is produced, utilising an interaction technique based on Augmented Reality (AR) and the manipulation of tangible, physical objects (cubes). The game succeeds in stimulating the cognitive function of the elderly players, presenting high concurrent validity versus the widely used Montreal Cognitive Assessment (MoCA) score. Directions for future research in the area include the use of wearable biosensors - such as smartwatches - for cognitive health screening purposes, suggesting an ecosystem with serious games in the centre. The term “cognitive passport” is defined and discussed, as a tool for tracking personal cognitive health.nb_NO
dc.language.isoengnb_NO
dc.subjectComputer Sciencenb_NO
dc.subjectCognitive Healthnb_NO
dc.subjectaugmented realitynb_NO
dc.subjectGaming experiencenb_NO
dc.subjectGamingnb_NO
dc.subjectUsabilitynb_NO
dc.subjectSG4D taxonomynb_NO
dc.titleAugmented Reality Serious Gaming for Cognitive Healthnb_NO
dc.typeDoctoral thesisnb_NO
dc.subject.nsiVDP::Technology: 500::Information and communication technology: 550::Computer technology: 551nb_NO
dc.subject.nsiVDP::Mathematics and natural science: 400::Information and communication science: 420::System development and system design: 426nb_NO
dc.source.pagenumber198nb_NO


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