将智能辅导系统纳入成人人工耳蜗植入者基于游戏的听觉康复训练:算法开发与验证。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-12-03 DOI:10.2196/55231
Florian Gnadlinger, Maika Werminghaus, André Selmanagić, Tim Filla, Jutta G Richter, Simone Kriglstein, Thomas Klenzner
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引用次数: 0

摘要

背景:人工耳蜗是一种植入式听力装置;这种技术不像普通助听器那样放大声音,而是将预处理的声音信息直接传递给听觉神经。在手术和第一次人工耳蜗激活后,患者必须练习解释新的听觉感觉,特别是语言理解。这个康复过程伴随着听力治疗,包括与治疗师面对面的训练、自我指导的训练和基于计算机的听觉训练。目的:总的来说,自主的、基于计算机的听觉训练任务已经显示出优势。然而,人工耳蜗受者的依从性仍然是一个主要因素,特别是在家中进行自我指导训练。因此,我们的目标是探索两种技术的结合来增强学习者的动机:适应性学习(以智能辅导系统的形式)和基于游戏的学习(以严肃游戏的形式)。方法:根据循证设计框架的建议,对听力治疗进行领域分析,使我们能够将人类听力技能部分描述为概率能力模型(贝叶斯网络)。我们开发了一种算法,使用这样的模型来估计患者当前的能力水平,并创建培训建议。对于训练,我们开发的任务系统基于7种语言理解任务类型,作为自动生成不同难度任务的蓝图。为了实现这一点,我们创建了1053个带有元信息标签的音频资产。我们将自适应任务系统嵌入到一款类似图画小说的手机严肃游戏中。在为期4周的可行性研究中,讲德语的人工耳蜗受者使用了该系统。结果:23名成年受试者(女性20名;(3人)完成了2259项任务。总共有2004个(90.5%)任务被正确解决,255个(9.5%)任务被错误解决。对这些任务的广义加性模型分析表明,系统在开始时比在结束时更快地适应人工耳蜗受者的估计能力水平。与所有任务类型的均匀分布相比,推荐的任务类型存在差异(χ 2 6=86.713;结论:智能辅导系统与严肃游戏相结合在人工耳蜗康复治疗中的可行性。本文提出的研究结果可能会导致人工耳蜗植入护理和听力康复的进一步发展。试验注册:德国临床试验注册(DRKS) DRKS00022860;https://drks.de/search/en/trial/DRKS00022860。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Incorporating an Intelligent Tutoring System Into a Game-Based Auditory Rehabilitation Training for Adult Cochlear Implant Recipients: Algorithm Development and Validation.

Background: Cochlear implants are implanted hearing devices; instead of amplifying sounds like common hearing aids, this technology delivers preprocessed sound information directly to the hearing (ie, auditory) nerves. After surgery and the first cochlear implant activation, patients must practice interpreting the new auditory sensations, especially for language comprehension. This rehabilitation process is accompanied by hearing therapy through face-to-face training with a therapist, self-directed training, and computer-based auditory training.

Objective: In general, self-directed, computer-based auditory training tasks have already shown advantages. However, compliance of cochlear implant recipients is still a major factor, especially for self-directed training at home. Hence, we aimed to explore the combination of 2 techniques to enhance learner motivation in this context: adaptive learning (in the form of an intelligent tutoring system) and game-based learning (in the form of a serious game).

Methods: Following the suggestions of the evidence-centered design framework, a domain analysis of hearing therapy was conducted, allowing us to partially describe human hearing skill as a probabilistic competence model (Bayesian network). We developed an algorithm that uses such a model to estimate the current competence level of a patient and create training recommendations. For training, our developed task system was based on 7 language comprehension task types that act as a blueprint for generating tasks of diverse difficulty automatically. To achieve this, 1053 audio assets with meta-information labels were created. We embedded the adaptive task system into a graphic novel-like mobile serious game. German-speaking cochlear implant recipients used the system during a feasibility study for 4 weeks.

Results: The 23 adult participants (20 women; 3 men) fulfilled 2259 tasks. In total, 2004 (90.5%) tasks were solved correctly, and 255 (9.5%) tasks were solved incorrectly. A generalized additive model analysis of these tasks indicated that the system adapted to the estimated competency levels of the cochlear implant recipients more quickly in the beginning than at the end. Compared with a uniform distribution of all task types, the recommended task types differed (χ²6=86.713; P<.001), indicating that the system selected specific task types for each patient. This is underlined by the identified categories for the error proportions of the task types.

Conclusions: This contribution demonstrates the feasibility of combining an intelligent tutoring system with a serious game in cochlear implant rehabilitation therapies. The findings presented here could lead to further advances in cochlear implant care and aural rehabilitation in general.

Trial registration: German Clinical Trials Register (DRKS) DRKS00022860; https://drks.de/search/en/trial/DRKS00022860.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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