Professional Documents
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Pervasive Health
and Machine Learning Techniques*
A Preliminary Study
Sonia Valladares-Rodriguez1; Roberto Pérez-Rodriguez1; J. Manuel Fernandez-Iglesias1;
Luis E. Anido-Rifón1; David Facal2; Carlos Rivas-Costa1
1Department of Telematic Engineering, University of Vigo, Vigo, Pontevedra, Spain;
2
Department of Developmental Psychology, Facultade de Psicoloxia, Universidade de Santiago de Compostela,
Santiago de Compostela, Spain
evaluation brings some relevant benefits comprises 16 different scenes and relevant coding, storing and syncing different spa-
[5], such as a better standardization of ad- events happening at those places. Subjects tial representations.
ministration; increased accuracy of timing have to carry out cognitive tasks such as Finally, some contributions supporting
presentation and response latencies; an ea- free recall, visuospatial recall, delayed free the evaluation of prospective memory are
Pervasive Health
sier administration and collection of data; recall and recognition. Virtual Reality Shopping Task [23], Virtual
the possibility of capturing and monitoring With respect to the assessment of atten- Week [24] and Banville et al. [25]. The first
dynamic indicators (e.g., cognitive markers tion, the videogame AULA [14, 15, 16], re- example reproduces a virtual reality en-
such as reaction time latency[6] or other produces a virtual environment depicting a vironment in which participants have to
not cognitive indicators such as gait pat- classroom, which is targeted to the diag- perform an ongoing task (i.e., purchasing a
terns[7]); and better randomization of the nosis of the Attention Deficit Hyperactivity list of items) and three event-based pros-
presentation of stimuli through repeated Disorder (ADHD). The cognitive tasks in- pective memory tasks. The second one is a
administrations. volved are omission and commission er- computerized board game that embeds
A promising approach is the use of seri- rors, reaction time, motor activity, differ- event-based and time-based prospective
ous games. They are “games that do not entiation between No-X and X tasks, com- memory tasks. And finally the last
have enjoyment, entertainment or fun as parison of sensorial modalities, and quality example, involves the assessment of pros-
their primary purpose” [8]. They are being of attention focus. pective memory by requesting the player to
introduced in many application areas, such We can also find some videogames tar- remember to perform some actions such as
as education, rehabilitation, or military geting the assessment of working memory. feeding a fish and switching off a fan at
training among many others. Serious The Virtual Radial Arm Maze (VRAM) points of time in the future.
Pervasive Health
ment or even replace classical tests. In The design process was centred on the end cia, Spain, in May and June, 2016. The co-
order to classify adults in two groups (i.e., user. For this, two focus group sessions [31] hort study (cf. ▶ Table 1) was composed by
healthy or MCI/AD), we introduced a were conducted with senior adults to (1) 8 individuals with no cognitive impair-
novel application of machine learning [10] gather information on the specific needs ment as a control group (average age
in this field. This process is discussed in that should cover such games. Further- 68.3±8.88 years); (2) 5 AD patients (aver-
Sect. Methods where the design and devel- more, the research team had a multidisci- age age 75.8±5.36 years, and (3), 3 MCI
opment methodology is introduced from plinary composition by including experts patients (average age 75±6.08 years). All
both a technological and psychometric per- in the field of cognitive neuropsychology participants signed informed consent be-
spective. and computer technologies. For each seri- fore participation, in accordance with the
Panoramix is composed of six serious ous game, design was carried out according Declaration of Helsinki. The pilot study
games addressing the following relevant to (1) the selection of cognitive area to was approved by the Autonomic Research
areas to assess the cognitive status [27]: epi- be assessed; (2) identification of the most Ethics Committee of Galicia (Spain).
sodic memory, attention, semantic mem- appropriate design approach, and finally Participants provided data through (1)
ory, working memory, procedural memory (3) identification of variables to be col- an initial interview where several classical
and gnosias. This suite aims to reproduce lected throughout game playing. Finally, tests were administered to gather golden
sample sizes in small populations, and also, 2.1.2.1 Construct Validity 2.1.2.2 Criterion Validity
according to existing recommendations Construct validity is the degree to which a Criterion validity reflects the extent to
[33; 34] for the estimation of Spanish adult test measures what it claims to be measur- which a measure is related to an outcome, a
population. According to existing data ing. There are several ways to assess con- classification into health, MCI or AD sub-
about the Spanish adult population and the struct validity, including the correlation of jects in our case. It is typically measured
prevalence of dementia in Spain, the a measure of the construct and designated through concurrent validity (i.e., with re-
sample selected —n=16— is a represen- variables; factor analysis; among others. In spect to diagnostic categories) and predic-
tative sample of the Spanish senior popu- our study, correlations were computed be- tive validity (i.e., predicting performance or
lation with a 95% confidence interval and tween the classical tests administered – behaviour). In this case, data captured
an error of 7.5%. Mini Mental State Examination (MMSE) from games only was processed using ma-
[37]; Memory Alteration Test (MAT) [38]; chine learning techniques to classify par-
Spanish version of California Verbal Learn- ticipants in healthy individuals or people
2.1.2 Psychometric Validation
ing Test (CVLT) [39] and Informant Ques- with cognitive impairments (i.e., MCI or
As the main goal of Panoramix is to emu- tionnaire on Cognitive Decline in the AD in our case). In other words, we aim to
late a classical neuropsychological battery, Elderly (IQCODE) [40] –, the correspond- compute a cognitive assessment or cogni-
the same validation process of such bat- ing games, and static general variables – tive status of senior adults, only from their
teries shall be followed to guarantee psy- gender, age, schooling years, socialize (i.e., interaction with the games in the Panora-
chometric validity. As a reference for this level of interaction with other people), fre- mix suit.
procedure, we relied on the Standards for quency of use of video games, frequency of
Educational and Psychological Testing use of technologies, etc.. Note that classical 2.1.2.3 External Validity
[26]. Besides, from a methodological per- tests provided our golden standard truth Finally, external validity indicates whether
spective a cross-sectional or prevalence data. Despite their limitations, these tools the test and its results can be generalized to
study [35] was performed, combined with a have clinical validity and are widely ac- different subjects, people, places, experi-
one-left-out validation strategy [36] (cf. cepted in medical practice. Thus, they con- menters, etc. For this, we designed both the
▶ Figure 1). In our case, data were ob- stitute our ground truth in order to develop digital games and the pilot experiment ac-
tained to assess construct, criterion and ex- and to validate an improved cognitive digi- cording to these parameters: (1) we used
ternal validity. tal tool based on serious games. sufficiently heterogeneous sample, even
Pervasive Health
taking place at participants’ homes; and
finally (3) we conducted the experiment at
different times for each user in order to
avoid temporary/daily aspects that may in-
terfere with the administration of digital
games. Finally, an adaptation of the Game
Experience Questionnaire (GEQ) [9, 41],
was completed by those participating in the
pilot study, to capture data about this issue.
Particularly, a questionnaire – based on a
5-point Likert scale – about perception of
Panoramix (cf. ▶ Online Appendix A), fa-
cilitated the assessment of players’ feelings
(i.e., perception extracted from Q4, Q5 and
Q6) and thoughts (i.e., perception extract-
recency, primacy, semantic clustering, re- input” [52]. One of the classical methods to consists of 4 trials lasting 15 seconds where
sponse to inhibitions, etc.), and also, hits, evaluate this cognitive area is the Corsi’s different aspects of the rotor are modified,
repetitions, guesses, omissions, errors, and Cubes test [53]. This test involves placing including the rotational speed and the
total time spent in each phase (e.g., nine cubes stuck randomly on a board. The radius of the different elements composing
Pervasive Health
RCL_CP2: long-term recall with 2nd sem- examiner plays a sequence of cubes in a the rotor (cf. ▶ Online Appendix A).
antic clues; RCL_CP: long-term recall with specific order and the subject under study
clues; RL_CP: long-term recall; R1_B1: im- must reproduce that sequence (i.e., two se-
3.1.6 Gnosix Serious Game
mediately recall, etc.). quences of 3, 4, 5 and 6 span). In the case of
assessing working memory, the input se- Gnosia [55] is defined as the human capac-
quence must be repeated in reverse order. ity to develop, interpret and assign mean-
3.1.2 Attentix Serious Game
If we replied in the same order, attention ing to the information captured by the
This game assesses the attention capabil- and not working memory would be the senses. There are different categories of
ities of players, as the way they select in- cognitive area involved. In other words, gnosia, depending on the sense through
formation for its conscious processing and this test – and therefore the designed seri- which information is captured: visual,
action, maintaining the state of alertness ous game – supports the evaluation of auditory, tactile, olfactory, gustatory, and
required for attentive processing at the working memory or attention span, ac- body scheme.
same time. We used the popular Simon cording to the order in which the subject In particular, the Gnosix game focuses
Says game as an inspiration. Like in the must reproduce the sequence. Workix on visual gnosias, that is, the ability to vis-
original game, Attentix reproduces a color gamifies this test to be run from a digital ually recognize different elements to assign
(r=0.62, p=0.46) – and socialize – frequency of use of games (r=−1, ρ=0), 3.2.3 External Validity
(r=0.77, ρ=0.51) – for AD); and finally frequency of use of ICT (r=−1, ρ=0),
CVLT (e.g., time duration for HC – and subjects’ age (r=−1, ρ=0), for HC The core module of the GEQ questionnaire
time_duration_R1_B1 (r=0.73, ρ=0.03) subjects and MMSE and IQCODE. [9, 41]was utilized to collect actual feelings
Pervasive Health
and time_duration_RCL_CP2 (r=0.96, Idem for MAT but direct correlation. and thoughts during game playing. In
ρ=0)). addition, we applied the Cronbach’s alpha
• Attentix: the higher correlations are ob-
3.2.2 Criterion Validity
algorithm [56] to measure the internal con-
served between the following game vari- sistency of results from this questionnaire
ables and MMSE, MAT and CVLT tests Several trials were run using all game vari- (cf. ▶ Table 3 and ▶ Online Appendix B,
results: average time – (r=−0.76, ρ= ables, or just a subset of them including Table 7 as supplementary information).
0.01) – and failures – (r=−0.69, ρ=0.05). those deemed as most representative (e.g., The main results obtained are:
Idem for IQCODE, but with a positive 100%, the best 50% or the best percentage • About their feelings – α=.85±1.79 for all
correlation. for each method). As a preliminary step to sample and α=.89±2.41 for participants
• Semantix: in this case, the best corre- apply the algorithm, we constructed the with cognitive problems –, a 93.4% per-
lation is observed for MCI patients: dataset and preprocessed it by interpolat- ceived the games as entertaining; a
average time (r=−1, ρ=0), time duration ing median values for the missing features, 93.4% as not boring; and a 93.4% as not
(r=−1, ρ=0), socialize (r=−1, ρ=0) and as well as normalizing them as required by being irritating or unpleasant.
age (r=−1, ρ=0) for both MMSE and SVM. • Regarding their thoughts – α=.61±1.8 in
MAT. A similar correlation is main- Due to the limitations caused by fast general and α=.40±1.49 for subjects
Note: different subsets of most informative data are obtained using internally Random Forest (RF)
sign was carried out to adequately cover external validity of the battery. With re- CVLT – mainly with Episodix, but partially
the cognitive spectrum needed to detect spect to the first one, that is, the ability to with other games, such as Attentix or Pro-
MCI or AD. measure cognitive areas that Panoramix is cedurix. This is due to the existing inter-
With respect to the validation of this re- intended to measure, all games had statisti- relations among cognitive areas, which the
search, the pilot study gave a preliminary cally significant correlations with classical games would also make apparent. In gen-
assessment of the construct, criterion and tests (e.g., MMSE, MAT, IQCODE and eral terms, all games showed good corre-
lations – correlation factor r close to unity Table 3 Cronbach’s alpha scores for GEQ [9, 41].
and significance ρ<0.05. Especially relevant Parametersc Game experience factora α±SD α±SD α±SD
is the correlation obtained for MCI patients (all) (HC) (MCI/AD)b
using the Semantix game. In sum, the cor- Feelings Positive affect, Negative 0.85±1.75 0.38±0.71 0.89±2.41
Pervasive Health
relation analysis shows that the serious affect & Annoyance
games implemented cover the cognitive
Thoughts Competence & Challenge 0.61±1.8 * 0.4±1.49
areas for which they were designed in the
same way as their corresponding classical aImmersion and flow answers were discard, due to we have detected difficulties to understand by
tests do (i.e., construct validity). senior participants
bSubjects with cognitive problems were grouped, due sample size
Regarding the ability of classifying par-
ticipants according their cognitive status as ▶
c Please refer to Online Appendix B for further details about the perception questionnaire and
game experience factors assessment (e.g., feelings and thoughts)
healthy controls or people with cognitive
impairment (i.e., criterion validity), we
conducted a separate analysis on the pre- the classification accuracy of the Pano- as no incidences were detected related to
diction capabilities of Episodix, Semantix ramix suite, in line with previous studies the characteristics of the sample (i.e., genre,
and Procedurix, as all participants played [43, 44]. At the same time, most inform- educational level, training on ICT, etc.), or
these three games. As a first result, classifi- ative variables present a high correlation, environmental issues (i.e., natural location
cation offered by each game using all vari- which led us to confirm both construct and at participants’ homes), or behavioral ones
ables is correct in more than 75% of cases. criterion validity. For instance, time du- (i.e., not detecting any intrusive feeling in
extends our previous work [30] with addi- were played by all users in the sample. No therapy’s impact on trust in veterans with PTSD: a
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Pervasive Health
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