Cognitive Neuroscience Lab, Department of Biological Sciences, BITS Pilani K. K. Birla Goa Campus, Goa, 403726, India.
Sci Rep. 2024 Oct 13;14(1):23918. doi: 10.1038/s41598-024-75065-1.
Current medical and clinical ecosystem for dementia detection is inadequate for its early detection. Traditional cognitive assessments are introduced after cognitive impairment has begun to disrupt the real-world functioning of the person. Moreover, these tools are paper-pen based and fail to replicate the real-world situations wherein the person ultimately lives, acts and grows. The lack of tools for early detection of dementia, combined with absence of reliable pharmacological cure compound the problems associated with dementia diagnosis and care. Advancement of technology has facilitated early prediction of disease like cancer, diabetes, heart disease, but hardly any such translation has been observed for dementia or cognitive impairment. Given this background, we examine the potential of Virtual Reality (VR) and 3D Mobile-based goal-oriented games for cognitive assessment. We evaluate three games (2 in VR, one in mobile) among 82 young participants (aged 18-28 years) and compare and contrast the game-based results with their Addenbrooke Cognitive Examination (ACE-III) scores. Three main analysis methods are used: Correlative, Z-score and Regression analysis. Positive correlation was observed for ACE-III and game-based scores. Z-scores analysis revealed no difference between the two scores, and stronger statistical significance was found between game scores and cognitive health factors like age, smoking compared to ACE-III. Specific game performances also revealed about real-world traits of participants, like hand-use confusion and direction confusion. Results establish the plausibility of using goal-oriented games for more granular, time-based, and functional cognitive assessment.
当前用于痴呆检测的医学和临床生态系统不足以进行早期检测。传统的认知评估是在认知障碍开始扰乱患者的现实生活功能之后引入的。此外,这些工具是纸笔测试,无法复制患者最终生活、行动和成长的现实情况。缺乏用于痴呆早期检测的工具,加上缺乏可靠的药物治疗,使得痴呆症的诊断和护理问题更加复杂。技术的进步促进了癌症、糖尿病、心脏病等疾病的早期预测,但几乎没有观察到痴呆症或认知障碍的类似翻译。有鉴于此,我们研究了虚拟现实 (VR) 和基于 3D 移动的面向目标游戏在认知评估中的潜力。我们在 82 名年轻参与者(年龄在 18-28 岁之间)中评估了三个游戏(两个在 VR 中,一个在移动设备上),并将基于游戏的结果与其 Addenbrooke 认知测验 (ACE-III) 分数进行了比较和对比。使用了三种主要的分析方法:相关性、Z 分数和回归分析。ACE-III 和基于游戏的分数之间观察到了正相关。Z 分数分析表明这两个分数之间没有差异,与 ACE-III 相比,游戏分数与认知健康因素(如年龄、吸烟)之间的相关性更强。特定的游戏表现还揭示了参与者的一些现实世界特征,例如手的使用混淆和方向混淆。研究结果证实了使用面向目标的游戏进行更细致、基于时间和功能的认知评估的合理性。
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