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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Benedetta Catricalà</string-name>
          <email>benedetta.catricala@isti.cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</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>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</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>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</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>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</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>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>CNR-ISTI, HIIS Laboratory</institution>
          ,
          <addr-line>Pisa</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Humanoid robot</institution>
          ,
          <addr-line>Personalisation, Serious Games, Cognitive training</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Workshop Robots for Humans 2024, Advanced Visual Interfaces</institution>
          ,
          <addr-line>Arenzano</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>One way to address cognitive decline in ageing 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, proposes the games in a way personalised to specific individuals' experiences using their personal memories associated with facts and events that occurred in older adults' lives. We discuss how such an approach has been deployed in a trial and how we plan to extend it in a new trial.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The increasing number of older adults implies an
increasing need for their physical, social, and cognitive assistance.
Indeed, ageing 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,
informal caregivers, usually family members, provide a large
proportion of cognitive assistance. 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="ref1">1</xref>
        ]. Given the high healthcare expenditure at older ages
and their efects on family caregivers, new technologies
to assist older adults with cognitive impairments are
urgently needed. Non-pharmacological interventions, such as
physical training, cognitive training, and social stimulation
activities, have been used to mitigate cognitive decline by
maintaining or improving cognitive abilities, social
wellbeing, and quality of life of older adults [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. However,
traditional interventions require experienced instructors
who may be unavailable.
      </p>
      <p>
        In recent years, humanoid robots have increased their
similarity to human behaviour, from gestures and facial
expressions to understanding questions and providing 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 trigger-action
rules and associated support [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. A recent literature
review [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] indicates that the humanoid robot is an interactive
technology still not suficiently investigated for supporting
the cognitive stimulation of older adults. In this paper, we
present a novel approach based on a Pepper humanoid robot,
which exploits serious games for the cognitive stimulation
of older adults. A humanoid robot is a system that can
employ diferent interaction strategies, such as verbal and
with better results [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        Using robots to support and assist patients can be a
valuable tool to help them during their cognitive training. In
such a 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 literature, diferent studies show
how digital games can obtain positive results in helping
seniors improve their cognitive abilities compared to
traditional training [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Since older adults are varied in terms of
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 them. Combining
a humanoid robot and a set of personalised serious games
can be a solution to obtain measurable progress in cognitive
functions and stimulate the user to continue the training [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
Personalised serious games for cognitive intervention have
been explored with mobile apps [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] but have not been
investigated with humanoid robots. We aim to ofer novel digital
training through serious games designed using personally
relevant material from older adults‘ lives. They will be based
on elements associated with their biography, thus making
interactions personalised, relevant, and more engaging.
The psychological well-being of older adults may be afected
by some age-related conditions, such as approaching death,
loss of family members, and reduced autonomy. A
metaanalysis [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] indicates that the practice of life review
(discussing what a set of personal memories means for an
individual), even more than reminiscence (recalling and
describing individual memories), is a good instrument for
improving the psychological well-being of older adults and that its
efect sizes are comparable to those of cognitive-behavioural
therapy. Serrano et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] 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="ref10">10</xref>
        ] report that interventions that contextualise
history, personality, and life experiences can improve
communication and social interactions between family members
CEUR
      </p>
      <p>
        ceur-ws.org
and between family members and formal caregivers.
Previous experiences [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]indicated that the humanoid robot
stimulates more engagement in cognitive training of older
adults with respect to a device such as a tablet, which is
often used for this purpose [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Thus, 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’ lives. Specifically, the
games are based on elements associated with the biography
of the users (mainly taken from their youth), thus making
interactions more relevant and more likely to keep them
engaged while enhancing their well-being.
      </p>
      <p>According to such motivations, we have designed the
SERENI (SERious gamEs with humanoid robots in
cogNItive training) platform to deliver serious games using
personally relevant material from older adults’ lives 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 day-care 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 multimodal serious cognitive
games on a humanoid robot. Thanks to its human-like
appearance and behaviour, it can stimulate interest and
engagement from seniors that would be more dificult with
other types of smaller and more limited robots can stimulate
interest and engagement from seniors that would be more
dificult with other types of smaller and more limited robots,
thanks to its human-like appearance and behaviour. The
platform is based on various components. The first one is the
Remind App, 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. Biographical information is exploited in a group
of games that aim to stimulate and train various cognitive
resources in older adults (memory, attention, planning). The
platform (see Figure 1) is also able to store data regarding
user performance (i.e. when and for how long the user
played with a given game, the number of errors in a session,
type of games played). 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 remembering past events or names of
family members and friends). The solution aims to allow
caregivers to configure the exercises and choose the most
suitable games to stimulate the cognitive skills of users
and enhance their experience. Caregivers can also interact
with an Analytics tool, to have both overview and detailed
information regarding user performance and state. For this
goal, the games include a custom tracking system, which
tracks the data about user performance and other game
analytics data (such as time, number of errors, pass/fail,
score, completion level, etc.).</p>
      <p>To facilitate entering the memories through the
responsive Web application (Remind) developed to collect older
adults’ memories, we thought it was useful to categorise the
biographical aspect, also because diferent types of
memories need diferent types of questions for being entered.
Based on the results of a survey filled out by 50 people (23
males and 27 females) aged between 65 and 84 years (Mean:
72, SD: 5,09), the categories selected were Beloved, Events,
Games, Hobbies, Places, Music.</p>
      <p>At the beginning of the interaction with the Web Remind
application, users are asked whether they want to enter
a new memory or review those previously entered. After
selecting a memory category, the user can provide the
associated information associated with the specific memory.
For example, for entering a memory related to a particular
event in life the user indicates a name for the event and
provides a description, which can be entered either vocally
or by keyboard. The users can also indicate their age when
such an event occurred, and optionally provide an image
associated with it. In the case of 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 the Pepper robot for specific exercises.
In general, it is not necessary that the older adults directly
enter the memories, to facilitate the process they can tell
them to some formal or informal caregiver, who can also
help them in specifying relevant memories. The Pepper
application presents various exercises useful for making the
participants think and reason to provide the correct answer.
An initial set of five games were identified:
• Memory completion. Pepper presents a memory
with a missing detail, which the user should select
from some elements. For example: “I liked playing
with my grandchildren in the kitchen, we used:”
and the robot shows three possible options: Flours,
Eggs, Fake recipes) or “I used to listen to that singer
when I travelled by car with my father” with possible
answers: Modugno, Morandi, Celentano, Guccini;
• Activities ordering. It is only applied to the Hobby
category: a set of activities presented in an
unordered list should be put in the right temporal
sequential order by the user (this can stimulate
executive functions and procedural memory);
• Memory association. In this game, three memories
are briefly listed as well as some details: users have
to connect each memory with the corresponding
detail, for example associating events to the
corresponding places (to stimulate attention and
memory);
• Memory-related event question. The user has to
guess an event that happened in the same year of
the memory: the robot asks the user to select that
event from a list of possible events. For example:
what happened in the same year you got married
(1945)? Possible answers: “the end of the Second
World War”, “the first man on the moon”, “women
gain the right to vote in Italy“? (useful to stimulate
long-term memory).
• Music game, the robot plays the initial part of a song
popular at the time of the memories and the user has
to guess its singer or title. In general, music has a
positive efect on the users’ engagement, and in this
case, music related to their memories is proposed.</p>
      <p>In a session at the beginning, the robot asks for the name
of the user, and 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 in the
Memory completion exercise, the robot proposes a memory
and a list of possible missing details derived from that user’s
memories. For the memory-related event exercises, the
list of options in terms of real events is taken by external
services. The activities ordering exercise refers only to the
Hobby category because only in that case users are asked
to enter the steps required to perform the hobby. Thus,
users can first select the type of game they want to play, and
then they have the opportunity to perform the associated
exercises, with personalised content.</p>
    </sec>
    <sec id="sec-2">
      <title>3. First Trial</title>
      <p>In order to validate the approach, a trial has been carried
out. It involved 15 older adults 67+ who have been recruited
in a Train the Brain programme managed by the CNR
Neuroscience Institute in Pisa. They were diagnosed MCI by the
local university medical centre. In the trial to better
understand the role of the personal memories two versions of the
games were proposed: a version based on their memories
and therefore with a personalized gaming experience and a
standard version with general culture questions that does
not change according to the users and their memories. The
application maintains the same structure but the contents
change, which are linked to users’ memories only in one
version. The test was of the within-subjects type in which users
tested both conditions of the same application alternately:
in one week they played with the customized version, and
in the following week they played with the non-customized
version. The purpose of this type of experimentation was
to better understand the impact of the personalised version,
from the point of view of the user experience, the user’s
game performance and cognitive training. For the creation
of the contents of the non-personalised version, the interests
and ages of the target user were taken into consideration.</p>
      <p>The trial was organized in twelve sessions per user held
in the period March-May 2023 with 15 patients of the Train
The Brain program. Preceded by 2 interviews per user held
in January 2023 to collect the memories of each user to be
included in the web application. Testing meetings were held
twice a week for 12 weeks, each week choosing a category
of memories for users to play with. In each session, users
had to play at least once with each game available exploiting
the memories associated with the category initially selected.
The two groups of users played with the same category
but while one group played with the customized version
of the application, the other group played with the
noncustomized version. In the following week, the category
changed and the two groups switched sides playing the
version of the application they had not played in the previous
week. Each user played 2 times with each of the 6 memory
categories. The sessions were conducted individually and
lasted approximately 15 minutes each. At the end of each
session, users had to fill out a paper questionnaire through
which they expressed their emotional state associated with
the gaming experience. At the end of the 12 weeks, each
user filled out a questionnaire to evaluate the user
experience (UEQ: User Experience Questionnaire), the gaming
experience and the interaction with the robot.</p>
      <p>
        The user interactions were logged in order to facilitate
their analysis. Various pieces of information have been
stored for analysis. Overall, the personalised version seems
to stimulate slightly better performance (reaction time,
number of errors), even if the diference in the quantitative data
collected was not statistically significant. A detailed
description of the data collected and their discussion can be found
in [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Users praised memory-based games for evoking
emotions and triggering memories. The games that they
liked most were Music, Memory association, and Memory
completion (those that more explicitly refer to memories
stimulated more curiosity and interest).
      </p>
    </sec>
    <sec id="sec-3">
      <title>4. The Design of the Second Trial</title>
    </sec>
    <sec id="sec-4">
      <title>Planning</title>
      <p>
        In the new trial, we are going to change some aspects of
the training exercise. First of all, the older adults will be
free to interact with vocal or touch-based interaction during
the exercises. Next, we will add an exercise (memory) in
which, at the beginning, the robot shows a set of pictures
and then hides their content. The user has to remember the
position of the couple of pictures identical. The pictures
that will be shown will be provided by the participants.
Then, the users will participate with a Pepper exhibiting
two personalities (introvert and extravert) [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] in order to
analyse how they impact the user experience in a cognitive
training programme.
      </p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions and Future Work</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 Pepper 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 of seniors. We carried
out a trial in which they were asked to interact with both
the version of the games exploiting personal memories and
another version with standard content in a within-subjects
study.</p>
      <p>We also present the design of a new trial that is currently
being organised. We describe the main changes introduced
for such a new trial, which started in May 2024.</p>
      <p>For future work, we plan to introduce a game able to
exploit ChatGPT, with an exercise able to consider the
personal memories provided as a prompt in the conversation
with the robot.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Acknowledgments</title>
      <p>This work is partly supported by the CNR project SERENI
https://hiis.isti.cnr.it/sereni/index.html document.</p>
    </sec>
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