Alexander Simpson, Yongjie An, Jacob Estep, Abhijeet Saraf, J. Raiti
{"title":"A Gamified Approach to Cognitive Assessment with Machine Learning Based Predictions","authors":"Alexander Simpson, Yongjie An, Jacob Estep, Abhijeet Saraf, J. Raiti","doi":"10.1109/GHTC55712.2022.9910615","DOIUrl":null,"url":null,"abstract":"Cognitive Assessment is an important method for identifying cognitive impairment in individuals, and diagnosing diseases such as Alzheimer’s disease. However, it is usually performed using paper-based assessment, which can be frustrating and unengaging for patients. Low engagement can lead to inaccuracies and anomalous results. This paper aims to address this issue by taking a gamified approach to cognitive assessment. Using a physical prototype of a wack-a-mole inspired game, we accurately predicted cognitive ability of players using an SVR Machine Learning model. This model used inputs from participants playing the game including reaction times, in-game scores and heart rate, achieving an R-squared of 0.689 (3sf).","PeriodicalId":370986,"journal":{"name":"2022 IEEE Global Humanitarian Technology Conference (GHTC)","volume":"47 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-09-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 IEEE Global Humanitarian Technology Conference (GHTC)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/GHTC55712.2022.9910615","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Cognitive Assessment is an important method for identifying cognitive impairment in individuals, and diagnosing diseases such as Alzheimer’s disease. However, it is usually performed using paper-based assessment, which can be frustrating and unengaging for patients. Low engagement can lead to inaccuracies and anomalous results. This paper aims to address this issue by taking a gamified approach to cognitive assessment. Using a physical prototype of a wack-a-mole inspired game, we accurately predicted cognitive ability of players using an SVR Machine Learning model. This model used inputs from participants playing the game including reaction times, in-game scores and heart rate, achieving an R-squared of 0.689 (3sf).