Monitoring cognitive ability in patients with moderate dementia using a modified “whack-a-mole”

Bruce Wallace, F. Knoefel, R. Goubran, Philippe Masson, Amanda Baker, Brianna Allard, Eleni Stroulia, Victor Guana
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引用次数: 7

Abstract

This paper presents results from the first 2 months of a 1-year study of 12 moderate dementia patients that participate in a weekly adult day program within a local community-care access center. The 12 patients are using a tablet-based whack-a-mole game, instrumented to record the user's behavior; this record is analyzed to extract indicators, as potential proxies of cognitive ability. Our partnership with the adult day program greatly eased recruitment: all but 1 eligible participant joined our study. The measurements recorded by the game include the detailed user progression through the game levels. There are two unique aspects to the design of our game: first, it includes two distinct targets requiring different actions, which increases the cognitive processing in the tap task for the users; second, each level is systematically more difficult than the last. The results show that the patients' performance within the game improves over the first few weeks; this indicates that they are learning the game and retaining ability gains from week to week, which is unexpected in dementia patients. Subsequently they appear to reach a performance plateau, with consistent performance from one week to the next. The performance levels are compared to their MMSE Total score and MMSE Orientation for Time sub-score and they are shown to have a maximum correlation of 0.465 and 0.654 respectively. These results demonstrate the potential for the whack-a-mole game to provide an ongoing measurement alternative for the MMSE and specifically the Orientation for Time sub-score that is a predictor of future decline.
使用改进的“打地鼠”监测中度痴呆患者的认知能力
本文介绍了一项为期一年的研究的前两个月的结果,该研究对12名中度痴呆患者进行了研究,这些患者参加了当地社区护理中心每周一次的成人日项目。这12名患者正在使用一种基于平板电脑的打地鼠游戏,用仪器记录用户的行为;对这些记录进行分析以提取指标,作为认知能力的潜在代理。我们与成人日项目的合作大大简化了招募工作:除了1名符合条件的参与者外,所有参与者都加入了我们的研究。游戏记录的测量数据包括用户在游戏关卡中的详细进度。我们的游戏设计有两个独特的方面:首先,它包含两个不同的目标,需要不同的动作,这增加了用户在点击任务中的认知处理;其次,每一关都比前一关更难。结果表明,患者在游戏中的表现在最初几周有所改善;这表明他们正在学习游戏,并保持每周的能力增长,这在痴呆症患者中是意想不到的。随后,他们似乎达到了一个表现平台期,从一周到下一周的表现都是一致的。将绩效水平与其MMSE总分和MMSE时间取向子得分进行比较,结果显示两者的最大相关系数分别为0.465和0.654。这些结果表明,打地鼠游戏有可能为MMSE提供一种持续的测量替代方案,特别是时间方向子分数,它是未来衰退的预测指标。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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