基于视觉人工智能的游戏化认知假体:可行性与可用性研究。

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-10-06 DOI:10.2196/74157
Co Yih Siow, Yao-Hua Yang, Cheng-Jui Tsai, Wan-Wan Yang, Chaur-Jong Hu, Jia-Ying Sung, Jowy Tani
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引用次数: 0

摘要

背景:痴呆是一种以认知能力下降和功能独立性丧失为特征的进行性神经退行性疾病。在认知领域,执行功能障碍是降低自我照顾能力和增加照顾者负担的关键早期贡献者。虽然认知辅助技术主要集中在记忆上,但很少有工具能处理实时的日常任务的执行功能。为了填补这一空白,我们开发了一种新的游戏化认知假体,它集成了人工智能(AI)和计算机视觉,指导用户逐步完成模拟煮鸡蛋的任务。该系统提供实时视听反馈,以支持计划、排序和纠错。目的:本研究旨在评估基于人工智能的认知假体是否能改善轻度痴呆患者的任务完成时间和执行功能表现。方法:我们进行了一项涉及12例轻度痴呆患者和7例年龄匹配的健康对照的初步研究。参与者被要求在两种情况下完成6步游戏化煮蛋任务:有指导和没有指导。使用自定义的“每日任务完成测试”和适应烹饪活动的修改的执行功能性能测试(EFPT)来评估任务。记录人口统计学和临床数据(年龄、性别、教育程度、简易精神状态检查、临床痴呆评分、日常生活活动、日常生活工具活动和痴呆严重程度评定量表)。干预后收集系统可用性量表(SUS)。结果:在轻度痴呆组中,人工智能辅助显着将任务完成时间中位数从134.75 (IQR 92.50-134.75)降低到92.00 (IQR 65.00-92.00; P= 0.03)秒,并显着提高执行功能表现测试(EFPT)分数从4.25 (IQR 1.75-4.25)提高到1.00 (IQR 0.00-1.00; P= 0.005),反映效率提高31.7%,所需辅助减少76.5%。对照组未见明显变化。平均SUS评分为80.53 (SD 24.97),可用性较高。人工智能系统的累计识别精度为0.93 (SD 0.07),累计召回率为0.94 (SD 0.11)。结论:这项初步研究提供了初步证据,表明基于人工智能的认知假体可以增强轻度痴呆患者的执行功能和任务表现。研究结果支持在日常任务中使用实时人工智能指导以促进独立性的可行性。鉴于其模块化设计和有前景的可用性,该系统可以作为未来针对执行功能障碍的数字治疗的基础。更大规模的纵向研究有必要评估持续的认知和功能益处。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Vision AI-Based Gamified Cognitive Prosthesis for Executive Function: Feasibility and Usability Study.

Vision AI-Based Gamified Cognitive Prosthesis for Executive Function: Feasibility and Usability Study.

Vision AI-Based Gamified Cognitive Prosthesis for Executive Function: Feasibility and Usability Study.

Vision AI-Based Gamified Cognitive Prosthesis for Executive Function: Feasibility and Usability Study.

Background: Dementia is a progressive neurodegenerative condition marked by cognitive decline and loss of functional independence. Among cognitive domains, executive dysfunction is a critical early contributor to reduced self-care capacity and increased caregiver burden. While cognitive assistive technologies have focused primarily on memory, few tools address executive function in real-time, daily tasks. To fill this gap, we developed a novel gamified cognitive prosthesis that integrates artificial intelligence (AI) and computer vision to guide users step-by-step through a simulated egg-cooking task. This system provides real-time audiovisual feedback to support planning, sequencing, and error correction.

Objective: This study aimed to evaluate whether the AI-based cognitive prosthesis improves task completion time and executive function performance in individuals with mild dementia.

Methods: We conducted a pilot study involving 12 patients with mild dementia and 7 age-matched healthy controls. Participants were asked to complete a 6-step gamified egg boiling task under 2 conditions: with and without guidance. The task was evaluated using a custom "Daily Task Completion Test" and a modified executive function performance test (EFPT) adapted to the cooking activity. Demographic and clinical data (age, sex, education, Mini-Mental State Examination, Clinical Dementia Rating, activities of daily living, instrumental activities of daily living, and Dementia Severity Rating Scale) were recorded. The System Usability Scale (SUS) was also collected postintervention.

Results: In the mild dementia group, AI assistance significantly reduced median task completion time from 134.75 (IQR 92.50-134.75) to 92.00 (IQR 65.00-92.00; P=.03) seconds, and significantly improved the Executive Function Performance Test (EFPT) scores from 4.25 (IQR 1.75-4.25) to 1.00 (IQR 0.00-1.00; P=.005), reflecting a 31.7% improvement in efficiency and a 76.5% reduction in required assistance. No significant changes were observed in the control group. The mean SUS score was 80.53 (SD 24.97), indicating high usability. The AI system achieved a cumulative recognition precision of 0.93 (SD 0.07) and cumulative recall of 0.94 (SD 0.11).

Conclusions: This pilot study provides preliminary evidence that an AI-based cognitive prosthesis can enhance executive function and task performance in individuals with mild dementia. The results support the feasibility of using real-time AI guidance in everyday tasks to promote independence. Given its modular design and promising usability profile, this system may serve as the foundation for future digital therapeutics targeting executive dysfunction. Larger, longitudinal studies are warranted to evaluate sustained cognitive and functional benefits.

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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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