ABSTRACT Many patients suffering from multiple sclerosis encounter cognitive impairment. The use of computerized serious games could play an essential role in their cognitive rehabilitation, especially when these games are designed to train the patient with intellectual dis- ability on tasks typically required in their daily activities. In this paper, we present a serious game for the rehabilitation of executive functions, high-level cognitive processes that people activate to achieve their everyday goals. The game consists in executing, via a dedicated graphical interface, the actions that are necessary to complete a set of common tasks. Automated planning techniques are used to generate a potentially unlimited number of game scenarios with parametrized difficulty, and to verify if the patient’s game strategy is leading to the correct completion of the tasks. An evaluation of the game usability is also presented.

Daniele Baschieri, Mauro Gaspari, Floriano Zini (2018). A Planning-Based Serious Game for Cognitive Rehabilitation in Multiple Sclerosis. New York : ACM [10.1145/3284869.3284916].

A Planning-Based Serious Game for Cognitive Rehabilitation in Multiple Sclerosis

Mauro Gaspari;Floriano Zini
2018

Abstract

ABSTRACT Many patients suffering from multiple sclerosis encounter cognitive impairment. The use of computerized serious games could play an essential role in their cognitive rehabilitation, especially when these games are designed to train the patient with intellectual dis- ability on tasks typically required in their daily activities. In this paper, we present a serious game for the rehabilitation of executive functions, high-level cognitive processes that people activate to achieve their everyday goals. The game consists in executing, via a dedicated graphical interface, the actions that are necessary to complete a set of common tasks. Automated planning techniques are used to generate a potentially unlimited number of game scenarios with parametrized difficulty, and to verify if the patient’s game strategy is leading to the correct completion of the tasks. An evaluation of the game usability is also presented.
2018
Proceedings of the 4th EAI International Conference on Smart Objects and Technologies for Social Good
214
219
Daniele Baschieri, Mauro Gaspari, Floriano Zini (2018). A Planning-Based Serious Game for Cognitive Rehabilitation in Multiple Sclerosis. New York : ACM [10.1145/3284869.3284916].
Daniele Baschieri; Mauro Gaspari; Floriano Zini
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11585/666419
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