=Paper= {{Paper |id=Vol-2844/games3 |storemode=property |title=Towards Game-based Assessment of Executive Functions in Children (short paper) |pdfUrl=https://ceur-ws.org/Vol-2844/games3.pdf |volume=Vol-2844 |authors= Alexis Lueckenhoff, Callen Wessels, Maria Kyrarini, Fillia Makedon |dblpUrl=https://dblp.org/rec/conf/setn/LueckenhoffWKM20 }} ==Towards Game-based Assessment of Executive Functions in Children (short paper)== https://ceur-ws.org/Vol-2844/games3.pdf
     Towards Game-based Assessment of Executive Functions in
                           Children
                           Alexis Lueckenhoff                                                                Callen Wessels
           Computer Science and Engineering Department                                       Computer Science and Engineering Department
              The University of Texas at Arlington                                              The University of Texas at Arlington
                      Arlington, Texas, USA                                                            Arlington, Texas, USA
                   alexis.lueckenhoff@uta.edu                                                          callen.wessels@uta.edu


                               Maria Kyrarini                                                                Fillia Makedon
           Computer Science and Engineering Department                                       Computer Science and Engineering Department
              The University of Texas at Arlington                                              The University of Texas at Arlington
                     Arlington, Texas, USA                                                              Arlington, Texas, USA
                     maria.kyrarini@uta.edu                                                               makedon@uta.edu




ABSTRACT
Executive Functions are very important mental skills that help us                      1 Introduction
to coordinate, plan, pay attention, organize, and multitask, among
                                                                                       Executive Functions (EFs) are a set of cognitive skills that support
others. Weak executive functions may affect school or work
                                                                                       the regulation of thoughts, emotions, and behaviors. The role of
performance. Therefore, there is a need of identifying executive
                                                                                       EF is very important as they assist us to achieve goals in our daily
function deficits early during childhood and enable interventions
                                                                                       lives, whether planning an event, multi-tasking, or regulating
that could improve executive functioning skills. In this work, we
                                                                                       emotions. EFs are essential for school achievements, for the
present a game-based assessment system of executive functions in
                                                                                       preparation and adaptability of our future workforce, and for
children that could be performed at home. The proposed system
                                                                                       avoiding a wide range of health problems [1]. EFs are dramatically
utilizes machine learning techniques to detect and track head and
                                                                                       developed during infancy and childhood. Executive function
eye movements from image frames and fuses this data with game
                                                                                       deficits are common symptoms of some neurodevelopmental
performance. A novel variation of the Flanker task has been
                                                                                       disorders observed in children, such as Attention Deficit and
developed as a game to measure engagement, attention, working
                                                                                       Hyperactivity Disorder (ADHD), Learning Disability (LD), and
memory, and processing speed. In the future, the proposed system
                                                                                       Autism Spectrum Disorder (ASD) [2, 3]. In the U.S., according to
will be evaluated in a real-world study on children between 6 and
                                                                                       researchers, 9.26% of children between 6-11 years suffer from
14 years old.
                                                                                       ADHD, 8.02% from LD, and 1.75% from ASD [3]. Therefore, there
                                                                                       is a fundamental need to help children suffering from
                                                                                       neurodevelopmental disorders to overcome deficits of EFs. The
                                                                                       development of EFs requires proper assessment and intervention
CCS CONCEPTS                                                                           at the appropriate time during childhood [4]. Traditionally,
• Human-centered computing ~ Human-computer interaction                                psychologists and medical experts have been assessing EFs
(HCI) ~ Interaction paradigms ~ Web-based interaction                                  through written closed-ended questionnaires that the children,
                                                                                       their parents, and their teachers require to complete. However,
                                                                                       these assessments are subjective based on the personal feelings
KEYWORDS                                                                               and opinions of the respondents and time-consuming as they
Game-based assessment, Executive Function, Flanker Task, Eye                           require multiple visits. Therefore, an objective system to assess
Gaze                                                                                   EFs is vital.
                                                                                       The NIH toolbox cognitive battery [5] is a set of computer-based
                                                                                       tests to assess EFs, such as working memory, inhibitory control,


GAITECUS0, September 02–04, 2020, Athens, Greece
Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons
License Attribution 4.0 International (CC BY 4.0).
attention, and processing speed. When a test is completed, the        end of the test. First, the GUI instructs the child to look at specific
NIH toolbox yields the measured scores. However, the NIH              locations on the screen, as calibration is required to enable
toolbox calculates the score based on a child’s performance during    accurate eye tracking. Both parent and child consent will be asked
the test. Nowadays, devices, such as smartphones, tablets, and        for and is required for this functionality as well. Subsequently,
laptops, are part of the everyday life of children. Most of them      the child starts playing the proposed game described in section 3.
play video games from a young age. Therefore, a child may not be      During the game, image frames of the device’s camera are used to
engaged with the NIH toolbox tests and because of this, s/he may      detect and track the head and eyes of the child. The head is
not perform well.                                                     detected and tracked by the framework developed in [9], which
                                                                      detects the face, estimates the position and orientation of the head,
Another assessment system is the Activate Test of Embodied
                                                                      and tracks the head’s pose in subsequent image frames. A
Cognition (ATEC) [6][7], which is designed to measure EFs in
                                                                      recurrent Convolutional Neural Network (CNN) developed by
children through physically and cognitively demanding tasks.
                                                                      [10] is used to detect the eye gaze. In parallel, game performance
Embodied cognition is a theory of cognitive psychology
                                                                      is analyzed to measure game metrics, such as correctness and
suggesting that bodily actions can influence cognition [8]. The
                                                                      response time. The game metrics and the head and eye
ATEC has 17 physical tasks with several variations and difficulty
                                                                      movements are synchronized and a deep learning framework is
levels, designed to provide measurements of executive and motor
                                                                      used for the fusion of the data. The output of the framework is the
functions. The ATEC is developed for school environments and
                                                                      scores of attention, working memory, engagement, and
consists of two Kinect cameras, a large screen, and a table
                                                                      processing speed, which are important EFs. The attention is
interface for the administrator. However, the ATEC system is not
                                                                      scored based on the correct answers in the game combined with
suited for a home environment.
                                                                      the eye gaze and head motion data. The working memory is
Moreover, children with weak EFs may stay undetected because          scored based on correct answers according to the rules of the
of limited access to health professionals. Identifying issues with    game and the engagement is computed by the eye gaze and head
EF early can be beneficial for the child’s development and could      motion data. The processing time is computed based on the
improve the likelihood of success in school and later in life.        response time in the game combined with the eye gaze. The
Therefore, it is crucial to have an assessment system of EF that is   calculated scores are then grouped into three classes “low EF”,
engaging and can be conducted at home with widely-used                “medium EF” and “high EF” and are sent to the parent with
everyday devices. In this paper, we propose a Game-based              additional resources for EFs and contact information for experts.
Assessment Test of EFs (G-ATEF), which is web-based and
compatible with the most widely-used devices (e.g. smartphones,
laptops, tablets). Additionally, G-ATEF measures not only the
game performance metrics but also physiological measurements,
such as eye and head movements, from a camera already available
on the devices. The eye and head movements of the children
during the game can provide valuable information regarding
engagement and attention. Deep learning methods will be utilized
to identify the movements from the camera images and to
calculate the scores of attention, engagement, working memory,
and inhibition by combining the eye and head movements with
the game performance.
The rest of the paper is organized as follows; Section 2 presents
an overview of the G-ATEF system, section 3 discusses the
proposed game and section 4 concludes and provides future
directions.




2 Overview of the Proposed System
Figure 1 illustrates an overview of the proposed G-ATEF system.       Figure 1: Overview of the Proposed Game-based
                                                                      Assessment Test of Executive Functions (G-ATEF) System.
The G-ATEF consists of a web-based Graphical User Interface
(GUI) that is compatible with most smartphones, tablets, laptops,
etc. At the beginning of the assessment, the parents are required     3 Proposed Game
to give their consent and to provide an email so they can receive
the assessment scores and additional information about EFs at the     The NIH Toolbox proposes a Flanker Inhibitory Control and
                                                                      Attention Test (Flanker Task) in order to measure EFs. In the
flanker task, the subjects are required to indicate the left or right
orientation of a centrally presented arrow that is surrounded by
two arrows on either side (i.e. the flankers) [5].
In this paper, we present a variation on the Flanker Task that
strives to be more engaging for children to collect more accurate         a                                b
results on EFs in children. In the proposed game-based assessment
task, various sharks are arranged across the screen facing left or
right. The child is directed to only focus on one. Their goal is to     Figure 3: An example of the second level of the proposed
quickly identify its direction while ignoring the distractor sharks.    flanker task – A spotlight will identify the focus-shark
                                                                        briefly before the sharks appear (left image). The sharks
The task has different variations, or levels, in which the rules        appear and the child has to identify the direction of the
slightly change. The first level is the closest to the traditional      focus-shark (right image).
flanker task. The child is instructed to focus only on the center
shark and sequences of five sharks arranged horizontally or
vertically or nine sharks arranged in a grid are tested. An example
of the horizontal arrangement of the sharks is shown in Figure 2.
Level two uses a grid of nine sharks, but rather than focusing on
the middle shark, a spotlight will identify the focus-shark briefly
before the sharks appear. This spotlight-location changes every
round. Figure 3 shows an example of the second level of the
proposed game. Level three uses a grid layout of various-sized
sharks. The spotlight is used at this level as well. Figure 4
illustrates an example of level three.



                                                                        Figure 4: An example of the third level of the proposed
                                                                        flanker task – Grid layout of various-sized sharks.




Figure 2: An example of the first level of the proposed
flanker task – Horizontal arrangement of the sharks.

There is an additional long-term goal for the child to focus on. If
at any time during the task the child spots a dolphin anywhere on
the screen, they are to press the dolphin button rather than the
direction of the shark in focus. The child is told about the dolphin
at the beginning of level one and is not reminded for the               Figure 5: An example of the long-term goal to spot a
remainder of the task. Figure 5 shows an example of the dolphin.        dolphin.

In addition to collecting correctness and timing of each round,
head and eye movement data is used to discover trends in the            4 Conclusion and Future Directions
child’s attention and engagement. By analyzing the eye gaze data        In this position paper, we have proposed a game-based assessment
we hope to be able to infer how the child approaches the task, why      system of EFs in children. A web-based GUI has been developed
the child incorrectly identifies a shark’s direction, and for how       to enable a child to play the game and the head and eye
long the child continues to look for the dolphin as the rounds          movements are detected and tracked by a camera and advanced
progress.                                                               machine learning techniques. We have designed a novel game
                                                                        based on the flanker task, which can measure EFs, such as
                                                                        engagement, attention, working memory, and processing speed.
                                                                        The proposed system has the potential to be used as a home
                                                                        assessment tool, which provides parents initial indications to seek
                                                                        further professional assistance. The next step of our research is to
conduct a real-world study with children in elementary school
(age range between 6 and 14 years old), to evaluate the proposed
system and its machine/deep learning algorithms.

ACKNOWLEDGMENT
This paper is based upon work supported by the National Science
Foundation under Grant No 1565328. Any opinions, findings, and
conclusions or recommendations expressed in this paper are those
of the author(s) and do not necessarily reflect the views of the
National Science Foundation.



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