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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Multimodal Robot Game for Seniors</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Søren Tranberg Hansen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anders Krogsager</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jakob Fredslund</string-name>
          <email>jakob.fredslund@alexandra.dk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Aalborg University</institution>
          ,
          <addr-line>Control and Automation, Aalborg</addr-line>
          ,
          <country country="DK">Denmark</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Alexandra Institute</institution>
          ,
          <addr-line>Aarhus</addr-line>
          ,
          <country country="DK">Denmark</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>BrainBotics</institution>
          ,
          <addr-line>Aarhus</addr-line>
          ,
          <country country="DK">Denmark</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper describes the initial findings of a multimodal game which has been implemented on a humanoid robot platform and tested with seniors suffering from dementia. Physical and cognitive activities can improve the overall wellbeing of seniors, but it is often difficult to motivate seniors with dementia to train frequently and long enough using traditional training exercises. The idea of the presented concept is that robot games potentially can supplement occupational- or physiotherapists to promote more frequent and longer periods of training. The implemented multimodal game is based on tactile feedback and includes animated gestures and sounds. The game has been tested in a nursing home with four seniors suffering from moderate to severe dementia.</p>
      </abstract>
      <kwd-group>
        <kwd>robot</kwd>
        <kwd>games</kwd>
        <kwd>seniors</kwd>
        <kwd>training</kwd>
        <kwd>dementia</kwd>
        <kwd>elder care</kwd>
        <kwd>tactile</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Due to the demographic challenges of Europe and other regions, it is essential to create
new ways of training seniors (+65) to achieve active and healthy ageing [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Dementia
is a growing problem in public health because seniors constitute an increasing
proportion of the population. In Denmark alone, the direct costs of treatment and care of
seniors with dementia are almost 1,2 billion euro a year. Add in about 1 billion euro in
indirect costs in terms of the value of relatives' own care of dementia patients. A
physically active lifestyle can have a significant impact on the wellbeing of people with
dementia and minimize the likelihood of becoming depressive with age. A 10 %
reduction of risk factors related to lifestyle can reduce the disease burden in Denmark with
1.500 people annually. More importantly, a stronger cognitive mind gives improved
life quality and better interaction with relatives and other people. However, seniors do
often not train frequent and long enough.
      </p>
      <p>
        The social and recognizable characteristics of autonomous humanoid robots can
potentially be used to make training captivating and as a natural and enjoyable way to stay
active [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ][
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The benefits to individuals are better overall health, maintaining mobility
and self-sufficiency. In this paper, we describe how we have implemented and tested a
simple multimodal game using a mature humanoid robot platform. The implemented
game is intended to train fundamental cognitive and physical functions and can
potentially also be used to provide patients with insight into their own challenges and
improvement. Within the last 50 years, the computer game industry has developed from
basic lab experimentation to a billion-dollar mass-market industry. Robot based games
are likely to undergo the same explosive development while solving one of the world's
most present tasks – reducing healthcare costs related to the demographic challenge.
We have developed and tested the multimodal game with seniors focusing on validating
basic functionality of the game in a dynamic environment and to get an initial idea of
the target groups reactions. The solution has been evaluated in a nursing home in
Denmark with four seniors suffering from moderate to severe dementia. The research is
preliminary, but based on our observations and feedback from therapists the results are
encouraging.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Theory</title>
      <p>The characteristics of an autonomous humanoid robot, makes training engaging as
humans tend to perceive robots differently from other machines. The tangible nature of
the robot catalyzes interaction, and makes it possible to create many multimodal games
which include physical movement. Additionally, a unique feature of using a robot for
training, is that the robot can take the initiative pro-actively and start a training session.
2.1</p>
      <sec id="sec-2-1">
        <title>Background</title>
        <p>
          Related research has demonstrated how robots can be a motivating tool for seniors with
a light degree of dementia. Aarhus Municipality has worked with the robot project
"Strengthening the Brain" [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] since 2011 showing an improved ability to concentrate
among seniors (measured using standard attention test (T.O.V.A.)) [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. Using
robotbased games, the goal of the training was to give the patients insight into their own
memory challenges, personal strengths and weaknesses pertaining to memory,
understanding the importance of training the mind as well as several memory strategies to
use in daily life. The latter, was documented using a Canadian Occupational
Performance Measure (COPM) which showed improvement compared to a control group. In
2012, a similar study was conducted showing positive results [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Recent results from
2016 by Aarhus Municipality and Aarhus University have showed an improvement of
23% in executive cognitive function measured compared to a control group using the
Montreal cognitive assessment (MoCA) [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. Although these results are promising, they
cannot be transferred directly to the target group used in this paper who are
institutionalized and suffer from a higher degree of dementia.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Game Theory</title>
        <p>
          According to Crawford [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ], the fundamental motivation for all game-playing is to learn.
He states that games are a fundamental part of human existence and is the basic way
that humans (and many animals) learn to survive. All games are essentially teaching us
the skills we might need in real life in a safe environment. Lazzaro [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] conducted an
independent cross-genre research study on why adults play games, and found that
games can offer order that players want in real life. The excitement and relaxation
effects of games are very appealing, and some apply the therapeutic benefits to get
perspective, calm down or build up self-esteem. Although player enjoyment is central to
many computer games, there is currently no universally accepted model of player
enjoyment in games. Many heuristics are presented in the literature based on elements
such as the game interface, mechanics, game play and narrative [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. However,
successful games are often characterized using the concept Flow, as proposed by
Csikszentmihalyi [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], which is a mental state where a person is fully immersed in what
he or she is doing.
        </p>
        <p>Fig. 1. Illustration of the relation between skill and challenge. In state T1 and T4, there is a
balance between skill and challenge and the player is in the state of flow. In state T2 and T3 there
is no balance, and the player is either bored or frustrated.</p>
        <p>
          It is a feeling characterized by great absorption of energized focus, full involvement,
and success in the process of the activity. As illustrated in Figure 1, Flow can only occur
when there is an appropriate balance between challenge and skill. In the state T1, the
difficulty of the challenge is in an appropriate relation to your (undeveloped) skills. T2
is the situation where you develop your skills to a level where the challenge becomes
too easy and therefore boring. In T3, the difficulty of the challenge is higher than your
skills, leading to discontent and frustration. T4 is also a flow state, but in a more
complex situation than in T1. Flow is not a stable state because your skills will keep
developing [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
        </p>
        <p>
          Although Flow is a well-established construct for examining game experience, an
inherent problem is that it is not immediately obvious how to translate between the flow
construct and an operative description of game-play [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. Another inherent problem
with the concept of Flow, is that there is no standard approach for measuring it.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Equipment</title>
      <p>Driven by the exponential growth of processing power, it is now possible to develop
robot solutions for the masses at affordable price levels. This development opens for
new opportunities in creating robot solutions which can be used in novel areas including
physical training of seniors.
To ensure robustness, we have chosen to rely on mature hardware technology using a
commercially available robot platform. Many commercial platforms are available, but
we have chosen to use the Pepper platform which is a humanoid robot from Softbank
Robotics (see figure 2). The advantage of this approach is that it reduces development
risks and make it is easy and fast to validate new game concepts.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Game Implementation</title>
      <p>The training exercises we implemented using Pepper are light to moderate workouts
designed as interactive games in which the robot proactively encourages the seniors to
participate. The design of the specific game followed these principles:
 Simple, recognizable narrative that is easily understood</p>
      <p>Simple gameplay and objective, including an uncomplicated competition
element
Strong visual and aural stimulus using simple and easily recognizable
gestures, sounds and tactile interaction
4.1</p>
      <sec id="sec-4-1">
        <title>Game Description</title>
        <p>We have currently implemented several multimodal games using Pepper. However,
only one game has been evaluated in a real nursing home setting. This game is designed
for 2-5 people, placed in a circle around the robot. The robot acts as a token being
passed back and forth between the players. When the robot has approached a player,
the goal of the player is to touch the back of the hand of the robot (see figure 3).</p>
        <p>If successful, the player will get a game point and the robot will make a short
energetic expression using arm gesturing, light and sound (see figure 4).</p>
        <p>Based on the player’s number of points, the robot’s arms will slowly change position
from being static in front of the robot to gradually more dynamic animated movements.
The idea is to make it more and more difficult for players to reach and touch the hand
as their number of points increase (see figure 5).</p>
        <p>While not touched, the robot will wait passively for 5 seconds. After an encounter
or time-out, the robot will move backwards to the initial position and rotate to face the
next player. When the players are sitting down, the robot trains the upper torso as well
as eye/hand coordination. When the players are standing up, the game also trains
balancing and walking sideways. The game flow can be defined in pseudo code:
1 DEFINE n AS NUMBER OF PLAYERS (2-5)
2 DEFINE x AS THE CURRENT PLAYER
3 DEFINE point(x) AS THE NUMBER OF GAME POINTS
4 SET x = 0
5 WHILE x &lt; n
6 Move robot forwards
7 WHILE time &lt; 5 seconds</p>
        <p>IF touch == true
THEN make energetic expression
point(x) = point(x) + 1</p>
        <p>GOTO LINE 9
8 END WHILE
9 Move robot back to initial position
10 SET x = x + 1
11 Rotate robot to a new angle
12 Animate arms based on point(x)
13 END WHILE</p>
        <p>The flow of the game is illustrated in figure 6 and a video of the game can be found
at https://youtu.be/Bb_23Er6JaE
After successful interaction (a player touching the robot’s hand), the robot is
programmed to make an energetic expression lasting 2-3 seconds using pre-selected
animations and sounds. The expressions are randomly picked from a library of pre-selected
built-in positive sounds and animations. After each successful interaction, the robot will
slowly reposition its arms. Each movement is a function based on the number of game
points of each individual player (see table 1). The idea is to gradually make the robot
gesture more dynamically for each successful interaction, making it slightly more
difficult to touch the robot’s hands as game points increases.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Experiment</title>
      <p>We have evaluated the game on a target group of players consisting in four participants
in their 80’es. Three women (A, H and T) and one man (E). All participants of the group
suffer from dementia in a moderate to a high degree. The session was planned to last
for one hour. Two participants stayed for the entire session, and two participants had to
leave after 45 minutes due to fatigue. The experiment was documented using photo and
video, but no systematic quantitative measurement was performed. After the training
session, the experiment was evaluated with the main occupational therapist and the
head of the nursing home.</p>
      <p>We observed a positive response by all participants who seemed engaged in the game
while playing. The participants tended to move their arms together with the robot when
gesturing (see figure 4), and to laugh and smile when the robot was gesturing and
playing sounds. The participants would keep commenting the robot by calling it “sweet”,
“cute” etc. treating the robot as a living being.</p>
      <p>
        As also observed in earlier experiments [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ][
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], the game must be kept very simple,
or else it will become too difficult for the seniors to play. The functionality of increasing
the game difficulty with the number of points (i.e. gradually more dynamic arm
movements) did not seem to affect the game play, i.e. the participants did not link the
behavioral change of the robot to their number of points, and either ignored or did not
understand the competitive element of the game. When evaluating the session, the staff were
generally positive, and suggested that the robot could be a successful tool for
entertainment and assistance in the future. The occupational therapist who observed the entire
session described it as “very exciting”, “very impressive” and “a definitive success”.
      </p>
      <p>
        In a similar experiment [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], we evaluated the same game with the exact same
participant group using a simpler mobile robot (the Double Robot from Double Robotics,
which is basically an iPad on a set of wheels). Here, the results were more mixed.
Although the therapist reported that participants appeared livelier after the training session,
laughing and talking about the robot and the training, it was also observed that the robot
did not work optimally due its form-factor. The seniors found the robot platform too
difficult to use and did not benefit from the game as a social activity. Observations from
the current experiments, shows that implementing a game on a humanoid platform like
Pepper seems to increase engagement for this specific target group. However, adjusting
the challenge to the skills of the player did not seem to have any significant effect of
the players participation and engagement in the game.
6
      </p>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>Although this research is very preliminary, it is our impression that using a multimodal
humanoid robot as Pepper, works well with seniors who are suffering from moderate
to a high degree of dementia. This becomes clear when comparing the results with a
similar game experiment based on a simpler robot, in which participant lost interest
faster and feedback were mixed. We did not observe that adapting the game challenge
to the skills of the players affected the game experience significantly for this target
group, i.e. the physical and social elements of playing with the robot (moving, touching,
observing and commenting) overshadowed the competitive element.</p>
      <p>Although more research is needed, it is encouraging that humanoid multimodal robot
games are not rejected by the target group suffering from dementia – a group who are
often difficult to train using traditional tools. However, the games must be very basic.</p>
    </sec>
  </body>
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