Professional Documents
Culture Documents
Abstract—When performing tasks such as remembering let- in a noninvasive manner. As a last example, [8] proposes a
ters, numbers, objects, or shapes, a persons Visual Sequential framework that adds context awareness, by capturing temporal
Memory (VSM) plays a crucial role, especially when the order and spatial context as well as the person’s vital parameters,
of the tasks is important. Lack of VSM makes the persons life
more challenging, possibly leading to dyslexia and dyscalculia. to serious games. This will assist the user to find the most
As such, it is important to detect and treat Visual Sequential appropriate health services according to his/her needs.
Memory Deficit (VSMD). But current clinical methods have a VSM indicates a person’s competency of remembering
low rate of diagnosis, and also offer limited hours to persons letters, numbers, objects or shapes in the correct order [9].
being treated in the clinics. In this paper, we propose an Origami VSM is crucial as it affects various aspects of life since we
based Serious Game, called Memori, as a synthetic instrument
for the diagnosis, performance measurement, and treatment of use this ability in our daily lives while remembering names,
people with VSMD. We illustrate the rationale behind using phone numbers, directions, recipes, etc. A person with VSMD;
Origami, the design process of our game, and its implementation. i.e., a person whose VSM is not working as well as a healthy
Our preliminarily performance evaluations with 24 adults reveal person, could experience problems in various aspects of life
a 13% improvement of memory and 1.00 score increase in and be affected by different disorders such as dyslexia [10]
performance while a slight decrease occurred in attentiveness from
2.33 to 2.02 for people who use our tool. and dyscalculia [11].
Individuals who experience difficulty in VSM often show
Keywords—Visual Sequential Memory Diagnosis and Perfor- it when having difficulty remembering numbers in sequence,
mance Measurement; Serious Games; Origami. sequencing letters in similar words such as was/saw or re-
verse/reserve, copying from a book to a notebook, or recalling
I. I NTRODUCTION events and tasks in series. In the absence of such abilities,
Serious Games are games designed for any purpose other possible problems arise: dyslexia [?], dyscalculia [11], and
than just entertainment Originated in the 1970s [1]. They reading difficulties [12].
are often used in training and education. For example, many In this work, we present a serious game, called Memori, as
serious games have been proposed and successfully used for a synthetic instrument that can run on any general computing
the treatment of children with Autism Spectrum Disorders [2] hardware, such as laptop, tablet, smartphone, PC, etc., to di-
[3]. The effectiveness of serious games for education has been agnose, measure performance, and perform therapy for people
confirmed in many studies, such as [4]. with VSMD, especially children who find games attractive.
In the instrumentation and measurement community, serious To the best of our knowledge, while there are some games
games have been used for a variety of medical measurement available for visual memory, dyslexia and dyscalculia treat-
applications. For example, [5] proposes a therapeutic serious ment, as will be shown in Section II, there is no serious
game using a natural user interface materialized by Kinect game directly targeting VSM. In this paper, we will show our
to motivate patients with upper limb disabilities to perform implementation, preliminary results and analysis.
rehabilitation, while measuring arm motion metrics in an Our research questions are as follows:
unobtrusive way. MeMaPads [6] is an exergaming system de- 1) Does our game succesfully diagnose people with
signed for overweight or obese children. It promotes exercising VSMD?
through playing, and consists of a number of sensory mounted 2) Does our game succesfully treat people with VSMD?
pads used to interact with serious games. Another work [7] 3) Is the instruction medium better in Paper or PC?
uses serious games to engage disabled children in therapy The rest of this paper is organized as follows: in Section
while also tracking their motion data through multiple sensors II we cover related work, in Section III we present the game
B. Participants
24 adults (ages range between 18 and 27) have participated
in this study. No subject had ADHD or any physical disabilities
and none of them were under medication during the game play
that have affected their attention.
C. Procedures
Participants were provided a room with no distractions.
ASUS brand laptop with Core i5 is placed on a table. The
game is displayed via Google Chrome. Subjects were asked
to play. In total 6 origami shapes (including the tutorial) were
Fig. 3. Some steps of Windmill origami
folded in 2 sessions (1 session per week).
Before starting the game, participants answered a ques-
For Tutorial and therapy stages, the game scene has a Next tionnaire about demographic information, visual memory, and
and a Back buttons for going between steps, as shown in physical abilities (regarding fine motor skills). Each of them
Figure 4. In Diagnosis and Therapy stages, there is a Play were given a participant ID to preserve their privacy. 4
button to play the whole animation. Should the player go away participants were randomly selected to be assigned to one
from the main scope of the scene, there is a Reset Camera group that received the demonstration by instructor. Everyone
button to reset the view to default position without changing received instructions and presentment about how to play the
any of the game status (or current step in the shape). game.
For the non-computer game, the instructor showed the folds • Memory. Number of correct steps the participant folded.
and the participants repeated them from their memory. For the • Attentiveness. A variable defined by how many times the
computer-based game, the same procedure was applied except origami animation watched.
origami animation was played on the web browser. • Medium. Performances of each medium; Paper and PC.
D. Experimentation Stage V. E XPERIMENTAL R ESULTS & D ISCUSSION
As explained earlier, the game consists of Tutorial, Diagno- In order to diagnose people with VSMD, we defined a
sis and Therapy parts. performance score and test it with the data set given in
1) Tutorial: This level aims at familiarizing the user with [19]. After testing, we were able to determine a threshold
the game environment and folding process. On average, it takes which if the participant is below that, it indicates that the
128 seconds to finish the tutorial. Only for this level, time player is suffering from VSMD. In Table I, we can see
duration for each fold is saved. the corresponding performances for participants. Based on
2) Diagnosis: In this part, there are 3 origamis; Basic the testing dataset, the threshold is calculated as 0.2. Any
House, Sailboat, and Duck. The difficulty, i.e. number and participant with performance score of 0.2 or less is diagnosed
complexity of folding steps, increases in the corresponding with VSMD. In our experiment, participant 7301, 7338 and
order. Along the diagnosis protocol, users must play the whole 7868 are detected.
origami folding animation and then try to construct the shape.
3) Therapy: In this level, players will see the whole ani- TABLE I
P ERFORMANCE SCORE FOR EACH PARTICIPANT
mation and do the folding. If they are unable to finish all the
steps then by using Next and Back buttons, they can navigate Participant ID Performance Medium
through the animation and complete the folding activity. 5473 0.96 PC
1061 0.39 PC
E. Data Processing 7301∗ 0.14 PC
Number of successive correct folds and time spent for 3996 0.31 PC
3682 0.88 PC
one origami are used to diagnose for VSM. Therefore these 7338∗ 0.11 PC
parameters are noted down for analysis. 8249 0.31 PC
We defined an equation, as shown below in Eqn (1). 3225 0.32 PC
7590 0.22 PC
s 2414 0.21 PC
P erf ormance = r
∗ 100 (1) 5507 1.03 PC
t∗n 7452 0.21 PC
5835 0.47 PC
where s is the correct number of folds for the participant, r
2502 0.41 PC
is the total number of folds for one origami, t is the time that 6385 0.80 Paper
the participant takes to finish the folding activity and lastly n 9828 1.04 Paper
is the number of times the participant watched the animation. 1164 0.78 Paper
This equation gives participants a score to determine the 4947 0.33 PC
3464 0.73 PC
performance for each participant. Similar to the experiment
2430 0.59 PC
in [19], we used the number of correct folds and the times 7868∗ 0.20 PC
animation is watched as features. Distinctly we decided to 2772 0.68 Paper
add another variable to the equation: time. Since time is an 8542 0.23 PC
important feature for performance [22] and additionally it is 5697 0.47 PC
seen as a crucial tool for visual objects like animation [23], * indicates diagnosed participants
we inserted time as a supplementary variable for our equation.
Later, we tested the performance equation on the dataset in Some participants, i.e. 5835 and 5507, took more time
[19], and specified the threshold for diagnosing VSMD. to fold not because they didn’t remember the sequence, but
To compare the performance in two different mediums, we because they wanted the folds to be perfect and geometrically
selected 8 people who showed the resembling characteristics equal. Therefore for future work, we believe that we should
based on the pre-survey we conducted before playing our define another variable indicating correctness of the final shape
game. Then among these people, 4 of them were randomly for the performance equation. One important limitation of the
assigned to one group which received the instructions by the experiment was that there was no time limit. Hence some
instructor and the rest were assigned to the other group. participants used trial-and-error method for figuring out the
fold. Next step in our research, we inted to settle a max time
F. Measurements for each origami.
Our main interest was the performance of each participant. During our research we diagnosed 3 participants with
However we needed few more variables to answer the research VSMD. Nonetheless, participants 7590, 2414, 7452 and 8542
questions in Section I: have scores which are very close to the threshold value,
• Performance. As defined in Eqn 1. see Table I. Since we conducted our experiment only for 2
sessions, we think that it is a significant limitation to our R EFERENCES
results. Having more sessions will provide additional data
[1] J. Leng, Handbook of Research on Computational Science and Engi-
which will result in more accurate diagnosis. neering: Theory and Practice: Theory and Practice. IGI Global, 2011,
Table II, shows the comparison of attentiveness, memory, vol. 2.
and performance for two sessions. Attentiveness refers to [2] H. M. Zakari, M. Ma, and D. Simmons, “A review of serious games
for children with autism spectrum disorders (asd),” in International
the quick respond defined by the times origami animation is Conference on Serious Games Development and Applications. Springer,
watched. As can be seen, the average time is decreased slightly 2014, pp. 93–106.
from 2.33 to 2.02. Memory is assigned as the percentages of [3] H. A. M. Noor, F. Shahbodin, and N. C. Pee, “Serious game for autism
children: review of literature,” World Academy of Science, Engineering
the average number of correct folds. There is a remarkable and Technology, International Journal of Social, Behavioral, Educa-
increase in memory percentage which indicates successful tional, Economic, Business and Industrial Engineering, vol. 6, no. 4,
progress for future sessions as well. Likewise, same trend is pp. 554–559, 2012.
[4] C. Girard, J. Ecalle, and A. Magnan, “Serious games as new educational
observed in performance. The increment from 3.16 to 4.16 tools: how effective are they? a meta-analysis of recent studies,” Journal
shows promising effect in imroving VSM skills. of Computer Assisted Learning, vol. 29, no. 3, pp. 207–219, 2013.
[5] V. Viegas, O. Postolache, J. Pereira, and P. Girỳo, “Nui therapeutic
serious games with metrics validation based on wearable devices,” in
TABLE II Instrumentation and Measurement Technology Conference Proceedings
E XPERIMENT R ESULTS (I2MTC), 2016 IEEE International. IEEE, 2016, pp. 1–6.
[6] A. Karime, B. Hafidh, A. Khaldi, J. M. Aljaam, and A. El Saddik,
Attentiveness Memory Performance “Memapads: Enhancing children’s well-being through a physically inter-
Session 1 2.33 %67 3.16 active memory and math games,” in Instrumentation and Measurement
Session 2 2.02 %80 4.16 Technology Conference (I2MTC), 2012 IEEE International. IEEE,
2012, pp. 2563–2566.
[7] M. A. Rahman, M. Ahmed, A. Qamar, D. Hossain, and S. Basalamah,
Lastly, we wanted to see if the instruction medium is better “Modeling therapy rehabilitation sessions using non-invasive serious
in paper or PC. We compared the variables, see Table III. For games,” in Medical Measurements and Applications (MeMeA), 2014
the non-computer game, almost all the players preferred to see IEEE International Symposium on. IEEE, 2014, pp. 1–4.
[8] S. Hardy, A. El Saddik, S. Göbel, and R. Steinmetz, “Context aware
the instructions only once, but for the computer based game, serious games framework for sport and health,” in Medical Measure-
they watched the animations till they feel confident enough ments and Applications Proceedings (MeMeA), 2011 IEEE International
to start folding. Although this helped them to increase the Workshop on. IEEE, 2011, pp. 248–252.
[9] D. C. Giles and C. D. Terrell, “Visual sequential memory and spelling
correct number of folds, it affected our results in attentiveness ability,” Educational Psychology, vol. 17, no. 3, pp. 245–253, 1997.
and therefore performance. [10] N. K. Goulandris and M. Snowling, “Visual memory deficits: A plausible
cause of developmental dyslexia? evidence from a single case study,”
Cognitive Neuropsychology, vol. 8, no. 2, pp. 127–154, 1991.
TABLE III [11] I. Lanoux, “Les mathematiques, pas a plis,” in Proc. First International
M EDIUM C OMPARISON Conference Origami Education Therapy (COET ’91), Birmingham, UK,
oct 1997, pp. 291–295.
Attentiveness Memory Performance [12] K. Hermann, Reading disability: A medical study of word-blindness and
Paper 1.10 %74 0.75 related handicaps. Munksgaard, 1959.
PC 1.70 %83 0.61 [13] A. R. Mohammed, A. Rashed, and S. Shirmohammadi, “Memori: A
serious game for diagnosing and treating visual sequential memory
deficit,” in 5th IEEE Conference on Serious Games and Applications
VI. C ONCLUSION for Health (SeGAH’17), Perth, Australia, april 2017, pp. 1–7.
[14] G. M. Gross, “Using origami in the classroom,” in Proc. First Interna-
In this paper, we tested the serious game Memori for tional Conference Origami Education Therapy (COET ’91), Birming-
diagnosing and treating people with VSMD. During our ex- ham, UK, oct 1991, pp. 95–100.
[15] D. Kaplan, “Paperfolding - plus,” in Proc. First International Conference
periments, we observed improvements in performance. Our Origami Education Therapy (COET ’91), Birmingham, UK, oct 1991,
preliminary results show promising enhancement in VSM pp. 154–158.
skills. [16] M. B. Brown, “Teaching techniques for the child with a learning
disability - origami, a learning disability aid,” in Proc. First International
Although the results of game medium for Paper was better Conference Origami Education Therapy (COET ’91), Birmingham, UK,
than PC, our game has many advantages; (i) can be done in oct 1991, pp. 282–290.
the natural environment of the player, (ii) time saving, (iii) [17] N. Robinson, “Thoughts on origami and therapy,” in Proc. First Inter-
national Conference Origami Education Therapy (COET ’91), Birming-
financially economical since the game runs on web browser, ham, UK, oct 1991, pp. 416–439.
its accesibility is quite high. [18] F. Temko, “Paperfolding in schools,” in Proc. First International Con-
ference Origami Education Therapy (COET ’91), Birmingham, UK, oct
ACKNOWLEDGMENT 1991, pp. 223–228.
[19] M. B. Brown and M. Loomis, “Origami as a diagnostic test,” in Proc.
We would like to thank Assistant Professor Reyyan Bilge for First International Conference Origami Education Therapy (COET ’91),
her guidance. We want to also acknowledge the support from Birmingham, UK, oct 1991, pp. 264–281.
[20] S. Gold, “Origami as a therapeutic tool,” in Proc. First International
Shady A. Mohammed who helped us during the experiments. Conference Origami Education Therapy (COET ’91), Birmingham, UK,
This study is developed under the grant from Euro- oct 1991, pp. 383–385.
pean Project “Intelligent Serious games for Social and Cog- [21] M. Paparo, “Origami as diagnosis, recovery and socialization in the
learning of reading and writing,” in Proc. First International Conference
nitive Competence”. For further information please visit Origami Education Therapy (COET ’91), Birmingham, UK, oct 1991,
www.isg4competence.com pp. 363–368.
[22] B. Bruno, J. Bart, O. Lubos, D. Florent, S. Victor, and V. S. J. Serge,
“Clinical evolution or familiarization?: Time analysis of serious games
exercises to assess the learning effect,” in 2015 International Conference
on Virtual Rehabilitation (ICVR), June 2015, pp. 166–167.
[23] A. Ferko, Z. ernekov, J. Dadov, V. Major, D. Onailov, E. ikudov,
R. varba, M. Valkov, I. Varhankov, M. Vataha, M. Vesel, and E. Dukov,
“Schola ludus, serious games, and measurement of interestingness,”
in 2011 14th International Conference on Interactive Collaborative
Learning, Sept 2011, pp. 557–558.
[24] R. Van Eck, “Digital game-based learning: It’s not just the digital natives
who are restless,” EDUCAUSE review, vol. 41, no. 2, p. 16, 2006.
[25] A. R. Cano, B. Fernández-Manjón, and Á. J. Garcı́a-Tejedor, “Glaid:
Designing a game learning analytics model to analyze the learning
process in users with intellectual disabilities.”