The Smartkuber Case Study: Lessons Learned from the Development of an Augmented Reality Serious Game for Cognitive Screening

被引:3
|
作者
Boletsis, Costas [1 ]
McCallum, Simon [2 ]
机构
[1] SINTEF Digital, Forskningsveien 1, N-0373 Oslo, Norway
[2] Norwegian Univ Sci & Technol, Teknologivegen 22, N-2815 Gjovik, Norway
来源
AUGMENTED REALITY, VIRTUAL REALITY, AND COMPUTER GRAPHICS, AVR 2017, PT I | 2017年 / 10324卷
关键词
Augmented Reality; Cognitive screening; Elderly; Serious games; DEMENTIA; IMPAIRMENT; TOOL;
D O I
10.1007/978-3-319-60922-5_36
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
In this work, we present a case study, examining the design, development, and evaluation of an Augmented Reality serious game for cognitive screening (namely Smartkuber), which aims to provide reliable and motivating cognitive screening for the elderly. This case study can be of interest for the game designers and researchers, allowing them to build on previous experiences and lessons learned. Smartkuber's development process took place in four stages: (1) analysing the state of the art and defining characteristics, (2) setting up and examining the interaction method, (3) adding and evaluating the game content, and (4) evaluating cognitive screening performance and future direction. The " lessons learned" around the design and development of serious games for cognitive screening are discussed, with focus on Augmented Reality, interaction, test validity, and game motivation aspects.
引用
收藏
页码:457 / 472
页数:16
相关论文
共 46 条
  • [1] Smartkuber: A Serious Game for Cognitive Health Screening of Elderly Players
    Boletsis, Costas
    McCallum, Simon
    GAMES FOR HEALTH JOURNAL, 2016, 5 (04) : 241 - 251
  • [2] Development of an Augmented-Reality-Based Serious Game: A Cognitive Assessment Study
    Taghavi, Mahsa Farshi
    Ghorbani, Fatemeh
    Delrobaei, Mehdi
    IEEE TRANSACTIONS ON COGNITIVE AND DEVELOPMENTAL SYSTEMS, 2024, 16 (03) : 1087 - 1094
  • [3] ARCoD: An Augmented Reality Serious Game to Identify Cognitive Distortion
    Tasnim, Rifat Ara
    Eishita, Farjana
    26TH INTERNATIONAL CONFERENCE ON INTELLIGENT USER INTERFACES (IUI '21 COMPANION), 2021, : 84 - 86
  • [4] Lessons Learned About Serious Game Design and Development
    Strzalkowski, Tomek
    Symborski, Carl
    GAMES AND CULTURE, 2017, 12 (03) : 292 - 298
  • [5] Lessons Learned from Industrial Augmented Reality Applications
    Stuebl, Gernot
    Ebenhofer, Gerhard
    Bauer, Harald
    Pichler, Andreas
    3RD INTERNATIONAL CONFERENCE ON INDUSTRY 4.0 AND SMART MANUFACTURING, 2022, 200 : 1218 - 1226
  • [6] Treating cockroach phobia using a serious game on a mobile phone and augmented reality exposure: A single case study
    Botella, C.
    Breton-Lopez, J.
    Quero, S.
    Banos, R. M.
    Garcia-Palacios, A.
    Zaragoza, I.
    Alcaniz, M.
    COMPUTERS IN HUMAN BEHAVIOR, 2011, 27 (01) : 217 - 227
  • [7] Augmented Reality Cube Game for Cognitive Training: An Interaction Study
    Boletsis, Costas
    Mccallum, Simon
    PHEALTH 2014, 2014, 200 : 81 - 87
  • [8] Leveraging Pedagogical Innovation for Prevention through Design Education: Lessons Learned from Serious Game Development
    Din, Zia Ud
    Gibson, G. Edward
    CONSTRUCTION RESEARCH CONGRESS 2018: SAFETY AND DISASTER MANAGEMENT, 2018, : 706 - 716
  • [9] Lessons learnt from an experience with an augmented reality iPhone learning game
    Carmen Juan, M.
    Furio, David
    Segui, Ignacio
    Rando, Noemi
    Cano, Juan
    PROCEEDINGS OF THE 8TH INTERNATIONAL CONFERENCE ON ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY (ACE 2011), 2011,
  • [10] A Cognitive-Based Board Game With Augmented Reality for Older Adults: Development and Usability Study
    Chen, Yen-Fu
    Janicki, Sylvia
    JMIR SERIOUS GAMES, 2020, 8 (04):