Biography-based games for cognitive stimulation of older adults Catricalà B., Manca M., Paternò F., Santoro C. Currently, cognitive stimulation exercises conducted with Mild Cognitive Impairment (MCI)-affected older adults are typically administered by care professionals through exercises, which require a high degree of involvement by professional therapists, and are often perceived as tedious by the older adults. We aim to offer novel digital training through serious games designed using personally relevant material from the older adults' life. They will be based on memories associated with their biography, thus making interactions personalised, relevant, and more engaging. The serious games can be accessed through humanoid robots, which can make the training exercise more engaging because of their human-like behaviour. In this paper we discuss our approach to biography-based games for older adultsSource: CROA 2022 - The First Workshop on Care Robots for Older Adults, Naples, Italy, 29/08-2/09/2022
Personalisation of humanoid robots: serious games for older adults based on biographical memories Catricalà B., Manca M., Paterno F., Santoro C., Zedda E. We present an approach to novel digital cognitive training through serious games able to adapt to personally relevant material from the older adult's life. The games are based on memories associated with the older adult's biography, thus making interactions personalised, relevant, and more engaging. The serious games are accessed through humanoid robots, which can make the training exercise more engaging because of their human-like behaviour.Source: ERCIM news 132 (2023): 28–29.
Biography-based robot games for older adults Catricalà B., Ledda M., Manca M., Paternò F., Santoro C., Zedda E. One issue in aging is how to stimulate the cognitive skills of older adults. One way to address it is the use of serious games delivered through humanoid robots, to provide engaging ways to perform exercises to train memory, attention, processing, and planning activities. We present an approach in which a humanoid robot, by using various modalities, propose the games in a way personalised to specific individuals' experiences using their personal memories associated with facts and events that occurred in older adults' life. This personalization can increase their interest and engagement, and thus potentially reduce the cognitive training drop-out.Source: CHI2023 SARs: TMI - 2023: Socially Assistive Robots as Decision Makers: Transparency, Motivations, and Intentions, Hamburg, Germany, 28/04/2023 DOI: 10.48550/arxiv.2305.19849 Metrics: