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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>An Environment to Collect Personal Memories of Older Adults and Use them to Personalise Serious Games with Humanoid Robots</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Benedetta Catricalà</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Miriam Ledda</string-name>
          <email>miriam.ledda@isti.cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marco Manca</string-name>
          <email>marco.manca@isti.cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fabio Paternò</string-name>
          <email>fabio.paterno@isti.cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carmen Santoro</string-name>
          <email>carmen.santoro@isti.cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Eleonora Zedda</string-name>
          <email>eleonora.zedda@isti.cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>CNR-ISTI, HIIS Laboratory</institution>
          ,
          <addr-line>Via G. Moruzzi 1, 56124 Pisa</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>One of the goals of Ambient Assisted Living (AAL) solutions is to be able to stimulate the cognitive resources of older adults. An innovative way to address such stimulation is the use of serious games delivered through humanoid robots, as they can provide an engaging way to perform exercises useful for training human memory, attention, processing, and planning activities. This paper presents an approach to supporting cognitive stimulation based on personal memories. The humanoid robot can exhibit different behaviours using various modalities, and propose the games in a way personalised to specific individuals' requirements, preferences, abilities, and motivations, which can vary among older adults, and even dynamically evolve over time for the same person depending on changing user needs and health conditions. Using personal memories associated with facts and events that occurred in older adults life in the serious games can increase their engagement, and thus potentially reduce the cognitive training drop-out.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Humanoid robot</kwd>
        <kwd>Personalisation</kwd>
        <kwd>Serious Games</kwd>
        <kwd>Ambient Assisted Living</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>
        According to the World Health Organization, by 2050 the number of individuals over the age of
85 is projected to be three times more than today. In this scenario, most older adults will need
physical, social, and cognitive assistance. Indeed, aging has a considerable impact on the health of
older adults in terms of cognitive and physical impairments, which influence the abilities to complete
and perform basic activities of daily living, such as cooking, shopping, managing the home, bathing,
and dressing. Nowadays, a large proportion of cognitive assistance is provided by informal
caregivers, usually family members. These caregivers often experience a negative impact on their
psychological, emotional, and physical well-being due to the high workload [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Given the high
health care expenditure at older ages, and their effects on family caregivers, new technologies to
assist older adults with cognitive impairments are urgently needed.
      </p>
      <p>
        Non-pharmacological interventions, such as physical training, cognitive training, and social
stimulation activities have been used to mitigate the cognitive decline by maintaining or improving
cognitive abilities, social well-being, and quality of life of older adults [
        <xref ref-type="bibr" rid="ref3 ref5">3, 5</xref>
        ]. However, traditional
interventions require experienced instructors who may be unavailable. Assistive technologies can
provide useful support to address this problem. They are technologies that aim to assist different
types of users during their rehabilitation. They can help older adults maintain their independence
during daily routines and can also be an important instrument during their rehabilitation [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>
        In recent years, humanoid robots have increased their similarity to human behaviour starting from
gestures and facial expressions to the ability to understand questions and provide answers. Thanks
to such humanlike characteristics, the interaction between people and robots is becoming more
natural. The behaviour of such robots can also be personalised through end-user development
approaches, such as the use of trigger-action rules and associated support [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. A recent literature
review [16] indicates that the humanoid robot is an interactive technology still not sufficiently
investigated for supporting the cognitive stimulation of older adults.
      </p>
      <p>
        In this paper, we present a novel approach based on a Pepper humanoid robot, which exploits
serious games for cognitive stimulation of older adults. A humanoid robot is a system that can
employ different interaction strategies, such as verbal and non-verbal communication, facial
expressions, communicative gestures, and can detect the surrounding context by using various
sensors (tactile sensors, camera, microphones). These capabilities are essential to creating social and
emotional interaction with users to increase their acceptability and users engagement, which may
increase the possibility of reaching the goal of assistance in less time and with better results [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>Using robots to support and assist patients can be a valuable tool to help them during their
cognitive training. In such context, digital cognitive training through serious games may potentially
benefit those with cognitive impairments more than traditional training due to enhanced motivation
and engagement. In the literature, different studies show how digital games can obtain positive
results in stimulating older adults and helping them improve their cognitive abilities compared to
traditional training [24]. Since older adults are a category of users very varied in terms of their
preferences, interests, and abilities, it is important to propose serious games for cognitive training
that are able to personalise, and thus be more relevant for each of them. Combining a humanoid
robot and a set of personalised serious games can be an exciting solution to obtain measurable
progress in cognitive functions and stimulate the user to continue the training program [16]. We aim
to offer novel digital training through serious games designed using personally relevant material
from older adults‘ life. They will be based on elements associated with their biography, thus making
interactions personalised, relevant, and more engaging.</p>
      <p>In the paper we present our approach to personalised serious games for cognitive training, and
the platform that we have designed for supporting. Next, we describe the multimodal Web app for
collecting older adults memories, and how we have considered feedback received by target audience
for categorising such memories. We then illustrate the first set of games that have been designed
and implemented for providing exercises that exploit personal memories. Lastly, we draw some
conclusions and provide indications for future work.</p>
    </sec>
    <sec id="sec-2">
      <title>2 The SERENI Approach</title>
      <p>
        The psychological well-being of older adults may be affected by some age-related conditions,
such as approaching death, loss of family members, and reduced autonomy. A meta-analysis [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]
indicates that the practice of life review, even more than reminiscence (reminiscence involves
describing a memory itself, while life review is based on discussing what a memory means), is a
good instrument for improving the psychological well-being of older adults and that its effect sizes
are comparable to those of cognitive-behavioural therapy. Serrano et al. [17] found that the practice
of autobiographical memory improved the mood of the elderly by improving their life satisfaction.
Furthermore, Damianakis et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] report that interventions that contextualise history, personality,
and life experiences can contribute to improving both communication and social interactions
between family members and between family members and formal caregivers.
      </p>
      <p>
        Based on previous experiences [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], we have started the development of a new prototype in which
the serious games installed on the humanoid robot will motivate older adults by engaging them in
playful situations that draw on their personal memories, with which they can interact. Indeed, such
serious games are designed to use personally relevant material and events from older adults’ life.
Specifically, the games are based on elements associated with the biography of the older adults, thus
making interactions more relevant and more likely to keep them engaged while enhancing their
wellbeing as well. In the following, we describe the approach proposed for a platform able to support
cognitive stimulation through humanoid robots, a multimodal app for collecting memories, and a
first set of games able to exploit such memories through the humanoid robot.
2.1
      </p>
    </sec>
    <sec id="sec-3">
      <title>The SERENI Platform</title>
      <p>According to the motivations discussed in the previous section, we have designed the SERENI
platform, to deliver serious games designed using personally relevant material from older adults’ life
through a humanoid robot. It aims to stimulate cognitive functions through play sessions, which
should last 15-20 minutes. The exercises should be useful for making the participants think and
reason before providing the correct answer. The platform can be a solution for daycare centres where
older adults with mild cognitive impairments can go to perform relevant exercises. On the one hand
the older adults, by interacting with the biographical app, provide relevant biographical data that are
mainly used to customise the games, which thereby will be highly personalised for them. On the
other hand, seniors will also interact with the games to stimulate their cognitive abilities. The data
produced during the interactive sessions will be exploited to improve the adaptation of the game
itself (according to the data gathered in previous game sessions) and also to feed the associated
analytics services.</p>
      <p>The SERENI platform is based on a modular architecture allowing the deployment of the
multimodal serious cognitive games on a humanoid robot, which can stimulate interest and
engagement from seniors that would be more difficult with other types of smaller and more limited
robots, thanks to its human-like appearance and behaviour.</p>
      <p>The platform is based on various components (see Figure 1). The first one is the Remind App,
which is a responsive multimodal Web application to collect memories from older adults and their
relatives. The memories can be entered both through graphical and vocal interaction.</p>
      <p>
        Biographical information is exploited in a group of games that aim to stimulate and train varoious
cognitive resources in older adults (memory, attention, planning), …. The platform is also able to
store data regarding user performance, such as when and for how long the user played with a given
game, the number of errors in a session, the type of games that have been played. In addition, the
evocation and detection of a user’s emotional state are becoming a crucial element in the aim of
developing more effective interfaces between humans and computers, especially in applications such
as games and e-learning tools [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. This is typically done by sanalysing emotions while playing,
which can be performed by using sensors in a wristband to detect relevant information. For this
purpose, we have started the integration of a E4 Empatica wristband in the platform. It is a device
equipped with various sensors to measure Blood Volume Pulse (BVP), from which heart rate
variability can be derived, and the constantly fluctuating changes in specific electrical properties of
the skin, capture motion-based activity through a 3-axis accelerometer, read peripheral skin
temperature, and tag events and link them to physiological signals. In this way, it can be possible to
perform unobtrusive monitoring of anxiety and mood-related information of older adults.
      </p>
      <p>In the resulting environment, the humanoid robots will serve as personal trainers, proposing
exercises and communicating through various modalities, and challenging users in cognitive games
relevant to their daily life (e.g. by smemorising scheduled events or names of family members and
friends).</p>
      <p>The solution aims to allow doctors and caregivers to configure the exercises and choose the most
suitable games to stimulate the cognitive abilities of end users and enhance their experience. We
also plan to include a Game personalisation tool, which allows them to provide further relevant
personalisations for the elderly’s interaction with the games. In addition, the caregiver will also
interact with an Analytics tool, to have both overview and detailed information regarding user
performance and state. For this purpose, the games include a custom tracking system, which tracks
the data about user performance and other important information necessary for the analytics of
serious games (such as time, number of errors, pass/fail, score, completion level, skill level achieved
etc.).
2.2</p>
    </sec>
    <sec id="sec-4">
      <title>The Biography App</title>
      <p>A responsive Web application (Remind) has been developed to collect older adults’ memories. It
can receive them both through graphical and vocal interaction. To facilitate entering the memories,
we thought it was useful to categorise the biographical aspect, also because different types of
memories need different types of questions for being entered. Based on our previous experiences in
projects in the Ambient Assisted Living area and informal discussions with relevant stakeholders,
the first version of the app we identified a first set of possible categories of memories: music, specific
events, games that the user liked to play, locations, food, and hobbies.</p>
      <p>We then decided to carry out an empirical validation of such classification with the target
audience (older adults). We thus proposed a questionnaire to people aged 65+, in Italian language.
The questionnaire was composed of three parts. The initial part was dedicated to demographic
information, in the second part they were asked to freely indicate at least four categories that they
deemed particularly relevant to claissify their personal memories, and to select which categories they
find relevant in a list comprising (Food, Events, Family, Travels, Music, Hobby, Work, Love/
friendship, Studying, Health). Then, they had to rate on a scale from 1 to 5 the relevance of the
categories used in the initial version of the games (Locations, Games, Hobby, Food, Music, and
Personal Events), with also the possibility of indicating what category they would add or remove
from such classification.</p>
      <p>The questionnaire was completed in paper form by 50 participants identified thanks to leafleting,
word of mouth and home visits to friends and acquaintances. The sample consisted of 50 people (23
males and 27 females) aged between 65 and 84 years (mean 72, SD 5,09). 40% of them have a higher
education while only 38% have a degree. 86% said they were very familiar with electronic devices
such as smartphones, tablets and PCs; the remaining 14% only use smartphones mainly out of
necessity.</p>
      <p>The following considerations emerged from the review:
- 80% (40 out of 50 participants) indicated “Family” as the most representative category for their
memories; the examples proposed concern the birth of children and grandchildren, the memory of
parents and grandparents and the childhood home.</p>
      <p>- 40% (20 people out of 50) indicated “Work”, in particular the first experiences and satisfactions
during their career.</p>
      <p>- 50% (29 out of 50 participants) cited “Affections”, and provided examples such as meeting their
first love, childhood friendships, and events such as engagement and marriage.</p>
      <p>Participants were also asked to indicate, among the initially proposed categories, those most
relevant to them. Participants rated each category on a scale of 1 to 5, with 1 being Not Relevant and
5 being Relevant. In particular, in the participants’ ratings:
•
•
•
•
•
•
54% (27/50) rated the Hobbies category as Not Relevant (scores below 3 on a 1-5 scale)
40% (20/50) rated the Food category as Not Relevant (scores below 3 on a 1-5 scale)
74% (37/50) rated the Music category as Relevant (scores above 3 on a 1-5 scale)
86% (43/50) rated the Places category as Relevant (scores above 3 on a 1-5 scale)
98% (49/50) rated the Events category as Relevant (scores above 3 on a 1-5 scale)
68% (34/50) rated the Games category as Relevant (scores above 3 on a 1-5 scale)
The most relevant category among those proposed by us was the one linked to Events with an
average score of 4.7 out of a maximum of 5: the participants appreciated the category as it was
considered very versatile, as it allows the inclusion of different types of memories.</p>
      <p>The least relevant categories turned out to be Hobbies and Food. Hobbies received an average
score of about 2.6 out of a maximum of 5, The main criticism concerned the name of the category
because, according to the participants, it was not very pertinent compared to the other proposals. As
possible replacements, terms such as “leisure” or “entertainment” have been suggested. Participants
also showed very low interest in the Food category as this type of memories did not have a significant
impact in their life experiences for most of them.</p>
      <p>In conclusion, the answers of the candidates showed that the most significant memories concern
the dearest affections and the most important events in life such as graduation, marriage or the birth
of children. Of the six categories proposed, those related to Music and Personal Events aroused the
greatest interest. Everyone expressed their appreciation for the project, declaring that they are
inclined to use the web application to share their memories. Thus, in the new version of the Remind
app we introduced the Affects category (see Figure 2 left).</p>
      <p>At the beginning of the interaction with the Remind application, users are asked whether they
want to enter a new memory or review those previously entered. When a memory category is
selected, then the user can provide the information associated with the specific memory. For
example, Figure 2 (right) shows the user interface for entering a memory related to a particular event
in life. The user has to indicate a name for the event, then provide a description, which can be done
either vocally or by keyboard. The user can also indicate the age they had when they had when such
event occurred, and optionally provide an image associated with it. In the case of a memory in the
Hobby category, the user can also provide a list of activities required by the hobby. All such
information can then be used by the games provided by Pepper for specific exercises.</p>
      <p>In general it is not necessary that the older adults directly enter the memories, to facilitate the
process they can just tell them to some formal or informal caregiver, who can also help them in
indicating relevant memories.
2.3</p>
    </sec>
    <sec id="sec-5">
      <title>The Games with the Humanoid Robot</title>
      <p>The Pepper application prototype aims to stimulate cognitive functions through play sessions,
which should last 15-20 minutes. The games present various exercises, which should be useful for
making the participants think and reason to provide the correct answer. An initial set of four types
of games have been identified:
• Memory completion, where the robot presents a memory with a missing detail, which
should be indicated by the user by choosing from a multiple choice of elements, and in
case of a correct answer, the memory is reread to the older adult. For example: “when I
was 12 years old I used to spend summer time in…”(and the robot shows three possible
options: Marina di Pisa, Tirrenia, San Vincenzo or Castiglioncello) or “I used to listen to
that singer when I traveled by car with my father” with possible answers: Modugno,
Morandi, Celentano, Guccini;
• Activities ordering, which can be applied to hobby, in which sequence of tasks presented
in an unordered list should be put in the right order by the user (this can stimulate
executive functions and procedural memory);
• Memory association, where 3-4 memories are briefly described along with a set of
details, and the user has to connect each memory with the corresponding detail (for
example associate song titles to the corresponding singers);
• Memory-related event question, where the user has to guess the event that happened in
the same year of the presented memory, thus it asks the user to select which important
event in the world happened that year from a set of events that are listed (for example:
what happened in the same year you got married (1945)? Possible answers: “the end of
second world war”, “the first man on the moon”, “women gain the right to vote in Italy“?).</p>
      <p>In a session at the beginning the robot asks the name of the user (Figure 3, left), then through such
information it retrieves the memories that the user entered, which are available from the biography
application backend through a restful service and transmitted in JSON format. The memories arrive
in the robot with the indication of the corresponding category, which is useful to determine how to
exploit them in the various exercises. In the case of a missing detail exercise the robot proposes a
memory and a list of possible missing details, which are derived from the memories of that user. In
case there are not sufficient memories to identify the proposed options, the details are taken by the
memories of another user who has a similar age. For the memory-related event exercises, the list of
possible options in terms of real events to choose from are taken by external services. The activities
ordering exercise refers only to the Hobby category of memories because only in that case the users
are asked to enter the steps required by the hobby, thus the robot can retrieve sufficient information
to propose it. Then, users can first select the type of game they want to play (Figure 3, center), and
then they have the opportunity to perform the associated exercise, with personalised content (Figure
3, right).</p>
    </sec>
    <sec id="sec-6">
      <title>3 Conclusions</title>
      <p>In this paper, we introduce a novel approach to personalising serious games for the cognitive
stimulation of older adults delivered through a humanoid robot. It is based on a multimodal Web app
to collect memories of older adults, and then such content is exploited in a set of games aiming to
stimulate several cognitive resources in older adults implemented for a Pepper robot.</p>
      <p>In future work, we plan to validate the approach with trials involving a group of older adults with
mild cognitive impairments participating in a Train the Brain programme in which they regularly
attend cognitive stimulation exercises in a care centre managed by CNR in Pisa. We also plan to
develop a customisation and analytics environment to further extend the possible personalisations of
games and their analysis.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgements</title>
      <sec id="sec-7-1">
        <title>This work is partly</title>
        <p>https://hiis.isti.cnr.it/sereni/index.html.
supported
by
the</p>
        <p>CNR
project</p>
      </sec>
      <sec id="sec-7-2">
        <title>SERENI</title>
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