Title: Augmented reality based affect adaptive neurocognitive rehabilitation
1Augmented reality based affect adaptive
neurocognitive rehabilitation
- Intermediate report of Msc. Thesis project
- A.S.Panic
2- Student Media Knowledge Engineering (EEMCS) -
Man Machine Interaction
- 5 months project work at ETH Zurich
- Financial support provided by
- Imperial College, London, TU Delft, ETH Zurich,
RWTH Aachen, ParisTech
http//www.idealeague.org/
3In this presentation
Augmented reality based affect adaptive
neurocognitive rehabilitation
4Thesis position
- Neurocognitive rehabilitation is possible to a
higher extent than previously assumed - Therapeutic exercises can be made more motivating
for the patient - In the near future more people will need
cognitive (re)habilitation than have access to,
or can be treated in the existing clinics - Human factors play a significant and undervalued
role when designing technology
Augmented reality based affect adaptive
neurocognitive rehabilitation
5Surveying the literature
- Three questions drive the literature survey
- Which concepts are used to understand cognitive
processes and neurocognitive rehabilitation? - How can neurocognitive rehabilitation be
supported by virtual reality applications? - How can therapeutic games be created so that they
promote a motivated learner?
Augmented reality based affect adaptive
neurocognitive rehabilitation
6Main topics for literature survey
Augmented reality based affect adaptive
neurocognitive rehabilitation
7Basic stages of cognition
- Lack or loss of language severely impairs
cognition - Sound and music can significantly influence
emotion - Emotion significantly influences cognition
Source Groome Dewart, 1999, An introduction to
cognitive psychology processes and disorders
Augmented reality based affect adaptive
neurocognitive rehabilitation
8Emotion and cognition
One example of cognitive influences of emotion
- In a study at Tufts University
- Test subjects were blindfolded and physically
moved a random distance between two houses - The test subject were then asked to which of the
two houses he or she was closer to
The conclusion the reported distance estimates
were significantly different if the two houses
were religious in nature (e.g. church, mosque)
versus neutral
Source Qui Wang at the Psychology department of
Tufts University
Augmented reality based affect adaptive
neurocognitive rehabilitation
9Stages not easily summarizable
- Stages of visual perception include processing
horizontal lines, vertical lines, arcs, edge
detection, shape detection, - Stages of auditory perception include pitch,
timbre, rhythm, melody, localization, so
A multi-stage model of memory
- In reality cognitive processes are not
identifiable by independent and distinct stages,
but composed of many (overlapping) substages - Cognition operates at the levels of basic skills,
executive functions and general intelligence
(fluid and crystallized)
Source Groome Dewart, 1999, An introduction to
cognitive psychology processes and disorders
Augmented reality based affect adaptive
neurocognitive rehabilitation
10Loss of cognitive skills
- A loss of cognitive skills can be caused by
- Typical aging process
- Neurodegenerative diseases (see picture)
- Traumatic brain injury
- Similar symptoms exist in young and old people,
but with different names - Mostly pathological causes
Source Fisk et al, Designing for older adults
Augmented reality based affect adaptive
neurocognitive rehabilitation
11Cognitive (behavioral) therapy
- Cognitive therapy (CT) aims at rehabilitating any
of the basic cognitive skills - Cognitive behavioral therapy (CBT) aims at
rehabilitating one or more Activities of Daily
Living (ADL) - Issues with CT and CBT
- Treatment or assessment can be dependant on
administrator (therapist) - Lack of standardized stimuli or treatment content
- Therapeutic exercises can be boring
Source Buschert, 2009, Kognizionsbezogene
Interventionen bei Alzheimer-Krankheit
Augmented reality based affect adaptive
neurocognitive rehabilitation
12Cognitive rehabilitation strategies
- Cognitive rehabilitation can aim to
- Reinforce, strengthen or reestablish previously
learned skills or behavior - Establish patterns of compensatory cognitive
activity to cope with impairment of cognitive
systems - Establish environmental compensation that allow
new patterns of activity - Enable the patient to adapt to their cognitive
impairment in order to improve overall level of
functioning and quality of life
Source Cicerone, 2000, 2005, Evidence based
cognitive rehabilitation, recommendations for
clinical practice
Augmented reality based affect adaptive
neurocognitive rehabilitation
13Brain plasticity and cognitive reserve
- Since the 1980s two (theoretical) constructs
became adopted when explaining how a loss of
cognitive skills can be rehabilitated - Brain plasticity the changing of neurons, the
organization of their networks, and their
function via new experiences. - Cognitive reserve the brains resilience
to neuro pathological damage
Augmented reality based affect adaptive
neurocognitive rehabilitation
14Gaming stimulates brain plasticity
- MRI assessments show that structural engagement
with the Tetris game increases formation of gray
matter
- Lack of conclusive evidence for other games, e.g.
Dr Kawashimas Brain Training for Nintendo DS. - However many of these games are based on standard
instruments of cognitive assessment.
Source Haier et al, 2009, MRI Assessment of
cortical thickness and functional activity
changes in adolescent girls, following three
months of practice on a visual-spatial task
Augmented reality based affect adaptive
neurocognitive rehabilitation
15Cognitive reserve
- Cognitive reserve is based on two mechanisms
- Neural reserve
- Neural compensation
- Evidence for cognitive reserve Nuns have been
diagnosed with Alzheimers Disease
(neurodegenerative!), but without any noticeable
loss of cognitive skills
Sources Stern, 2006, Cognitive reserve and
Alzheimers disease Snowdon, 2004, Healthy aging
and dementia findings from the Nun study
Augmented reality based affect adaptive
neurocognitive rehabilitation
16Case studies and explanations
Brain plasticity, Discovery channel clip (5
min) This video clip, from the Discovery Channel
and McGraw-Hill Higher Education, details how the
brain can "repair" itself. It introduces a case
study of young Jody Miller, who had half of her
brain removed, in an attempt to control her
epileptic seizures.
http//www.youtube.com/watch?vTSu9HGnlMV0
Re-wiring the brain, 2008 TED talk (20
min) Neuroscientist Michael Merzenich looks at
one of the secrets of the brain's incredible
power its ability to actively re-wire itself.
He's researching ways to harness the brain's
plasticity to enhance our skills and recover lost
function.
http//www.ted.com/talks/michael_merzenich_on_the_
elastic_brain.html
Augmented reality based affect adaptive
neurocognitive rehabilitation
17Brain plasticity a case study
stroke of insight, 2008 TED talk (20 min) Brain
researcher Jill Bolte Taylor studied her own
stroke as it happened. She has become a
spokesperson for stroke recovery and for the
possibility of coming back from severe brain
injury stronger than before.
http//www.ted.com/talks/jill_bolte_taylor_s_power
ful_stroke_of_insight.html
Augmented reality based affect adaptive
neurocognitive rehabilitation
18Stimulating cognitive reserve
- At any point in ones lifetime, cognitive reserve
results from a combination of exposures - Socio-economic status (e.g. occupation)
- Educational attainment
- Leisure activities
- Physical activity stimulates neurogenesis
Source Stern, 2009, Cognitive reserve
Augmented reality based affect adaptive
neurocognitive rehabilitation
19The virtuality continuum
- Allows the classification of applications that
create an illusion of an alternate reality
Reality
Virtual reality
Mixed Reality
Augmented reality, more real than virtual (e.g.
HMD)
Augmented virtuality, more virtual than real
Non or partially-immersive VR (e.g computer
monitor)
Source Milgram Kishino, 1994, A taxonomy of
mixed reality visual displays
Augmented reality based affect adaptive
neurocognitive rehabilitation
20Creating a fake reality
- Sensorama (1957) by the godfather of virtual
reality
- One to four simultaneous users
- 3D motion picture, smell, stereo sound,
vibrations, wind - The holy grail of virtual reality is to fool all
the senses and create a suspension of disbelief
for the virtual environment
Source Morten Heilig, 1962, Sensorama patent
Augmented reality based affect adaptive
neurocognitive rehabilitation
21VR based cognitive rehabilitation
- When using virtual reality for neurocognitive
rehabilitation, what are the - Strengths?
- Weakness?
- Opportunities?
- Threats?
- Assumptions
- Administration in home environment
Source Adapted from Rizzo Kim, 2005, A SWOT
analysis of the field of virtual reality
rehabilitation and therapy
Augmented reality based affect adaptive
neurocognitive rehabilitation
22SWOT of particular interest
- Strength
- High fidelity training and assessment
environments can be created - Economy of scale
- Gaming factors can be used to increase patient
motivation and adherence - Weakness
- Interface challenge wires, displays and
peripherals - Side effects of exposure to virtual environments
may not be unavoidable - Engineering challenge proper support for data
mining, extraction analysis (for therapists!)
Source Adapted from Rizzo Kim, 2005, A SWOT
analysis of the field of virtual reality
rehabilitation and therapy
Augmented reality based affect adaptive
neurocognitive rehabilitation
23SWOT of particular interest
- Opportunities
- Emerging technologies
- Unobtrusive and natural interaction devices,
wires - Wearable computing, sensor networks
- Situated cognitive rehabilitation /
telerehabilitation - Preventive training during preclinical stage
increases cognitive reserve and resilience to
pathology - Threats
- Privacy issues with telerehabilitation and
medical data - Potential for lawsuits because of side-effects
- Ethical challenges
Source Adapted from Rizzo Kim, 2005, A SWOT
analysis of the field of virtual reality
rehabilitation and therapy
Augmented reality based affect adaptive
neurocognitive rehabilitation
24Motivation in instructional games
- The goal is to create a game cycle which
- fulfills learning objectives and
- creates and sustains a motivated learner
Source Paras, 2005, Games, motivation and
effective learning an integrated model for
educational game design
Augmented reality based affect adaptive
neurocognitive rehabilitation
25Affective gaming
- Affective computing computers and programs which
take the players affective (emotional) state
into account - Affective games affect-adaptive games adapt
their content based on the players emotional
state. E.g. adapt gameplay difficulty, offer more
or less feedback and support on progress, offer
tips and suggestions on how to continue, increase
or decrease number of concurrent tasks etc. - High level design heuristics Emote me, assist
me, challenge me
Sources Picard, 2000, Affective
Computing Gilleade et al, 2005, Affective
videogames and modes of affective gaming
Augmented reality based affect adaptive
neurocognitive rehabilitation
26Affective game engines
- Core requirements
- A knowledge base which (hierarchically) describes
emotions, used for emotion generation or
expression. - An affective user model (AUM) of the player,
which facilitates recognition of emotion and
transitions between them. - Modeling of game characters emotions.
- No computational model of cognitive processes
required, a few simple rules can already have a
measurable effect
Source Hudlicka, 2009, Affective game engines
motivation requirements
Augmented reality based affect adaptive
neurocognitive rehabilitation
27Thesis position (revisited)
- Neurocognitive rehabilitation is possible to a
higher extent than previously assumed - This may be explained by theories of brain
plasticity and cognitive reserve - Therapeutic exercises can be made more motivating
for the patient - This can be achieved by designing therapeutic
games using criteria from affective computing and
affective gaming
Augmented reality based affect adaptive
neurocognitive rehabilitation
28Thesis position (revisited)
- In the near future more people will need
cognitive (re)habilitation than have access to,
or can be treated in the existing clinics - Using telerehabilitation and commonly available
(cheap) computing technology, virtual reality
based therapy can be offered to a larger part of
the patient population - Human factors play a significant and undervalued
role when designing technology - Human Computer Interaction design should target
natural and embodied interaction as much as
possible. - Differences in technological aptitude should not
prevent people from accessing healthcare
Augmented reality based affect adaptive
neurocognitive rehabilitation
29Experimental research questions
- Principal research questions
- Does the use of affect-adaptive training
influence the rate of learning and motivation on
a commonly used instrument of cognitive
performance, when compared to a standard computer
based training? - Does the use of human computer interaction
devices which support more natural and embodied
interaction lead to a higher rate of acceptance
by the targeted population?
Augmented reality based affect adaptive
neurocognitive rehabilitation
30The mental rotation task
- Research vehicle the mental rotation task (MRT)
- Response time depends on
- Difference in rotation between object pair
- Object complexity (but this diminishes with
practice!)
Are these two objects the same?
Sources Shepard Metzler, 1972, Mental
rotation of three dimensional objects, Bethell-Fox
Shepard, 1988, Mental Rotation effects of
stimulus complexity and familiarity
Augmented reality based affect adaptive
neurocognitive rehabilitation
31Why use the mental rotation task?
- Rationale for using the MRT in this experiment
- As a widely used instrument for cognitive
assessment it is particularly suitable for
investigating gaming factors that influence
motivation - As a visuo-spatial task it is particularly
suitable for virtual and augmented reality - Stimulus complexity can be controlled precisely
Sources Rizzo et al, 1998, the virtual reality
mental rotation spatial skills project
Augmented reality based affect adaptive
neurocognitive rehabilitation
32Experiment setup
IR LED glasses allow tracking of head position
gaze direction
Training, Assessment
Wii remote allows gestural interaction with
virtual objects (pointing, dragging, selecting)
and tactile and auditory output
With headtracking support, a TV screen allows
virtual objects to appear in front or behind of it
Augmented reality based affect adaptive
neurocognitive rehabilitation
33Experiment protocol
- Targeted population
- Elderly people with mild cognitive impairment
- Vision corrected to standard, no history of
postural instabilities, no motion sickness - In a clinical session the participants complete
- A training round (using 1 of 3 game modes)
- A feedback round (motivation questionnaire)
- An assessment round (of task performance)
Augmented reality based affect adaptive
neurocognitive rehabilitation
34Project status
- Dec 2009 Mar 2010
- Project work _at_ ETH
- Mar 2010 Jul 2010
- Finish writing Msc. Thesis _at_ DUT
- Thesis defense
- Complete 2 remaining human factors in aerospace
courses from my honors program
Augmented reality based affect adaptive
neurocognitive rehabilitation
35Do you want to know more?
- Y. Stern,Cognitive Reserve, Neuropsychologia
vol 47, 2009
http//www.cumc.columbia.edu/dept/sergievsky/cnd/p
dfs/sdarticle-1.pdf
- Rizzo G. Kim, A SWOT analysis of the Field of
Virtual Reality Rehabilitation and Therapy,
Presence vol 14, 2005
http//vrpsych.ict.usc.edu/PDF/1Rizzo_2005_A20swo
t20analysis20of20the20field20of20VR.pdf
E. Hudlicka, Affective Game Engines Motivation
and Requirements, ICDFG proceedings, 2009
http//www.imgd.wpi.edu/speakers/0910/Hudlicka_ICF
DG_09_Dist.pdf