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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>MemoryLane: Reminiscence for Older Adults</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sheila Mc Carthy</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Heather Sayers</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Paul Mc Kevitt</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mike McTear</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Intelligent Systems Research Centre School of Computing &amp; Intelligent Systems Faculty of Computing &amp; Engineering University of Ulster</institution>
          ,
          <addr-line>Magee BT48 7JL</addr-line>
          ,
          <country>Derry/Londonderry Northern Ireland Tel:</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>School of Computing &amp; Mathematics Faculty of Computing &amp; Engineering University of Ulster</institution>
          ,
          <addr-line>Jordanstown BT48 7JL</addr-line>
          ,
          <country>Newtownabbey Northern Ireland Tel:</country>
        </aff>
      </contrib-group>
      <fpage>22</fpage>
      <lpage>27</lpage>
      <abstract>
        <p>Reminiscence plays an important role in the lives of older adults [8]. Many perfect the art of storytelling and enjoy its social benefits. The telling of stories of past events and experiences defines family identities and is an integral part of most cultures. Losing the ability to recollect past memories is not only disadvantageous, but can prove quite detrimental, especially to many older adults. In this paper we introduce MemoryLane, a Personal Digital Assistant (PDA) based application being developed to enhance the reminiscence capabilities of older adults. Using abilities and preferences as a basis, MemoryLane employs Artificial Intelligence (AI) techniques to adapt its multimodal interface to accommodate the needs of differing older users and to compose and recount user life-cached multimedia as memory stories.</p>
      </abstract>
      <kwd-group>
        <kwd>Artificial Intelligence</kwd>
        <kwd>MemoryLane</kwd>
        <kwd>Multimodal</kwd>
        <kwd>Older Users</kwd>
        <kwd>Reminiscence</kwd>
        <kwd>Storytelling</kwd>
        <kwd>Usability</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Categories and Subject Descriptors</title>
    </sec>
    <sec id="sec-2">
      <title>1. INTRODUCTION</title>
      <p>
        The population count of older people is steadily increasing,
especially in the more economically developed countries of the
world. In Ireland the census of 2006 recorded an increase over the
previous ten years in excess of 54,000 in the number of persons
aged 65 years and over [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Cognitive decline is an inherent part
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      </p>
      <p>Conference’04, Month 1–2, 2004, City, State, Country.</p>
      <p>
        Copyright 2004 ACM 1-58113-000-0/00/0004…$5.00.
of the natural ageing process ensuring that the number of cases
increases steadily as the older population grows. This varies
among individuals, affecting abilities such as memory and
planning, and often impeding reminiscence. Assistive
technologies exist which support older adults with memory
impairment and act as reminder systems that often liaise with
carers [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. Research is being conducted into developing systems
which dynamically generate interfaces which adapt to a user’s
preferences or situations [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. However, in addition to developing
memory prompts for current activities it is of equal importance to
support such older adults in their pursuit of reminiscence. This
research describes the use of Artificial Intelligence (AI)
techniques which, based on user abilities and preferences, will (a)
govern how a mobile application adapts its multimodal interface
to accommodate older users’ differing abilities, and (b) compose
and recount user life-cached multimedia as memory stories. A
Personal Digital Assistant (PDA) based application,
MemoryLane, is being developed as a test-bed platform to
implement these techniques. The research will address any HCI
and usability problems encountered, and will enhance the
reminiscence capabilities of older adults.
      </p>
    </sec>
    <sec id="sec-3">
      <title>2. LITERATURE REVIEW</title>
      <p>There are several bodies of literature which relate to this research:
reminiscence, HCI for older adults and usability studies and the
measurement instruments employed in user evaluations and
testing. In this section we briefly discuss relevant key literature.
2.1</p>
    </sec>
    <sec id="sec-4">
      <title>Reminiscence</title>
      <p>
        Research is being conducted into various aspects of reminiscence.
Chaudhury [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] explores the reminiscence of personally
meaningful past places among both cognitively intact and
impaired residents of nursing homes, advocating that place-based
reminiscence is a viable means of recollecting a rich narrative of
lived experiences and is an opportunity to enhance the quality of
life of older adults. Butler [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] first coined the phrase life review
and suggested that all people coming near to the end of their lives,
and therefore older adults in particular, become involved in a
process of looking back over their lives in an attempt to identify
and come to terms with events which are unresolved at the time.
‘Life review’ is a psychological preparation for death and forms
part of the natural process of human development as a person
becomes older. Reminiscing is then the means by which the
material for ‘life review’ is generated [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
    </sec>
    <sec id="sec-5">
      <title>2.2 HCI for Older Adults &amp; Usability Studies</title>
      <p>
        Developing technologies for older adults is an exacting science,
often varying from established HCI research processes. Zajicek
[
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] identifies certain areas in which this type of research differs
significantly from other research disciplines. The requirements of
older users are habitually disparate and researchers increasingly
strive to find new methods of designing in this field. Newell and
Gregor [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] developed their User Sensitive Inclusive Design
(USID) methodology which focuses on universal usability.
Myriad HCI usability studies are conducted into older adults’
interaction with computers, but substantially less are conducted
into the interaction between older adults and mobile devices. Avid
researchers [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] within the area have highlighted the benefits of
developing mobile technologies for older adults. An initial PDA
usability study conducted by Siek et al. [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] examined the
differences in the interaction patterns of older and younger users
with PDAs.
      </p>
    </sec>
    <sec id="sec-6">
      <title>2.3 Measurement Instruments</title>
      <p>
        Many research tools, metrics, instruments and scales have been
developed in an attempt to measure the intangible emotions,
feelings, opinions and well-being of older adults.
2.3.1 Measuring Reminiscence &amp; Social Well-Being
Haight [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] developed Life Review and Experiencing Forms
(LREF) to measure life satisfaction and psychological well-being.
Webster [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] devised and validated a Reminiscence Functions
Scale (RFS), a 43 item questionnaire to assess the functions of
reminiscence among older adults. Webster distributed the 43
questions across seven factors: Boredom Reduction, Death
Preparation, Identity/Problem Solving, Conversation, Intimacy
Maintenance, Bitterness Revival and Teach/Inform. This scale has
since been widely used in reminiscence research [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Havighurst
and Glasser [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] applied a scoring method to the questionnaires
used in their exploratory study of reminiscence. The results from
this study formed the basis for their scales for Frequency and for
Affect, which can be used in correlation studies. Osada and Osada
[
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] adapted Havighurst and Glasser’s scales for their own
research and devised a reminiscence scale consisting of 8
questions. Lawton spearheaded the development of geriatric
assessment tools used widely by clinicians and researchers. These
include the PGC Morale Scale [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and the Observed Emotion
Rating Scale [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Ando and Shiihara [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] used both Havighurst’s
and Glasser’s scales and Lawton’s Morale Scale in their
reminiscence study.
      </p>
      <sec id="sec-6-1">
        <title>2.3.2 Measuring Technology Acceptance</title>
        <p>
          Since its inception in 1986, Davis’ [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] Technology Acceptance
Model (TAM) has been widely used as a theoretical model in
behavioural psychology. Simply put, TAM states that the
‘perceived usefulness’ and the ‘perceived ease of use’ determine
the behavioural intention to use a system, and this behavioural
intention predicts the actual use. Lee et al. [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] examined TAM’s
accomplishments and limitations in a study which traces its
history, investigates its findings, and predicts its future trajectory.
Venkatesh et al. [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ] examined all existing models and presented
a new model, the Unified Theory of Acceptance and Use of
Technology (UTAUT) which includes demographic factors
previously omitted in other models such as age and gender.
        </p>
      </sec>
      <sec id="sec-6-2">
        <title>2.3.3 Measuring Enjoyment</title>
        <p>
          Heerink et al. [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] explore the concept of enjoyment as a possible
factor in influencing acceptance of robotic technology by older
adults. The findings of the study were in accordance with the
assumptions made in the TAM. Sweetser and Wyeth [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]
developed a rigorous scale to assess user enjoyment of e-learning
games. They drew various heuristics together to form a concise
model of enjoyment in games that is structured by Flow, a widely
accepted model of enjoyment. Fu et al. [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] based their work on
Sweetser’s and Wyeth’s framework and developed a newer scale.
The scales are recognised as effective tools for evaluating the
level of enjoyment provided by e-learning games to their users.
        </p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>3. REQUIREMENTS ANALYSIS</title>
      <p>
        Two ethnographical studies were conducted to elicit requirements
to assist in the design and implementation of MemoryLane. Due
to the known benefits of reminiscence among older adults [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], the
objective of MemoryLane is to assist older adults in recalling their
own past life events and memories as they experience the natural
cognitive declines associated with the ageing process.
MemoryLane uses AI techniques to dynamically produce an
adaptive multimodal interface and to construct memory stories
based on users’ abilities and preferences.
      </p>
    </sec>
    <sec id="sec-8">
      <title>3.1 PDA Usability Study</title>
      <p>The first study conducted with a sample of 15 participants aged
65+ investigated current PDA usability levels among older adults.
Each participant was interviewed in familiar surroundings in a
one-to-one structured interview format. Questionnaires were
employed to record the participants’ opinions of and preferences
for different colours, sizes and number of interface components.
Participants were given a demonstration of how to interact with a
PDA by a researcher, followed by observation of their capability
in attempting to complete pre-set interactive PDA tasks as
depicted in Figure 1.
While the study afforded a rich insight into the preferred sizes and
colours of on-screen buttons and text, it became clear from the
outset that the participants found the PDA extremely complicated
to use and had difficulty even knowing where to start with no one
finding the interface instinctive or intuitive. This was evidenced
by the level of assistance requested and given. Despite the
functionality of a PDA being demonstrated beforehand, not one of
the participants could carry out even the most basic of tasks
unaided, participants all referred to ‘not knowing what to do next’,
and many frequently objected to cluttered screens and complex
menu structures. In addition to this, participants who had poorer
levels of vision or dexterity often complained of cumbersome
scroll bars and impracticable text and button sizes. However, the
potential and portability of a PDA appealed to the majority of
participants who remarked on it being ‘small enough’ to fit into a
handbag or breast pocket. However, most referred to being ‘too
old to learn how to use one now’. This would imply that many
older adults possess a genuine interest in engaging with mobile
technologies and that a PDA has a certain appeal. However, due
to complex interfaces many choose not to experiment with such
devices. These findings suggest that adopting AI approaches to
both create intuitive applications which guide user navigation and
which would dynamically adapt their interfaces to support varying
user abilities would certainly provide older users with a more
fruitful PDA interaction experience.</p>
    </sec>
    <sec id="sec-9">
      <title>3.2 Reminiscence Workshops</title>
      <p>The second study was designed to investigate the reminiscence
capabilities, patterns and preferences of older adults. The findings
from this study influenced the choice of reminiscence topics
selected for MemoryLane to ensure that it produces topical and
pleasing memories for users. Informal focus groups were
conducted with older adult samples which examined both
episodic/autobiographical1 and procedural2 memories and elicited
valuable oral histories. We examined how older adults recalled
their past experiences singularly in isolation, socially in groups of
their peers and also with younger people, such as family members.
Reminiscence discussion was initially conducted without the aid
of props to investigate participants’ powers of (un-aided)
recollection of past events. This independent discourse was
followed by further reminiscence sessions during which users
were encouraged to consider various cultural probes, e.g.,
artefacts, photographs, newspapers. and a specially compiled
Memory Scrapbook as pictured in Figure 2 to investigate if this
improved their reminiscence experience.
Participants found the sessions both stimulating and enjoyable,
and all agreed that their powers of reminiscence were richly
enhanced, many evoking long-forgotten histories, when using the
memory prompts. This provided a strong argument for the
popularity and usefulness of developing MemoryLane as a
portable memory companion. The results of the study found that
in the main, genders frequently wished to reminisce and discuss
similar gender specific topics. However, there were some topics
which seemed to be of universal interest to both genders. The
more popular reminiscence topics are listed in Table 1. These
results inspire the category options from which the user can select
the topic for a memory story.
1 Personalised memories of events, times, places and associated
emotions.
2 Long term ‘how to’ memory of skills and procedures.</p>
    </sec>
    <sec id="sec-10">
      <title>3.3 Methodology</title>
      <p>
        MemoryLane design follows the USID methodology [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] and is
underpinned by the findings of the two previously discussed
ethnographic field studies. The development process is iterative in
nature, requiring repeated evaluations with older adult samples.
      </p>
    </sec>
    <sec id="sec-11">
      <title>4. MEMORYLANE ARCHITECTURE</title>
      <p>MemoryLane is a hybrid system which incorporates the AI
techniques of Case-Based Reasoning (CBR) and Rule-Based
Reasoning (RBR) for decision making, generation of data and also
to address the usability problems encountered by older adults
when using mobile devices. The data flow of MemoryLane’s
architecture is given in Figure 3. User abilities and preferences are
input to the system to form a unique user profile and the
information stored in this profile is consulted for all future
decision making for the duration of that user’s interaction.
MemoryLane has two primary objectives: (1) multimodal
interface configuration, and (2) dynamic generation of appropriate
and entertaining memory stories.</p>
    </sec>
    <sec id="sec-12">
      <title>4.1 Multimodal Interface Configuration</title>
      <p>The first intelligent aspect of MemoryLane is concerned with
configuring the interface on the basis of its current user’s
preferences and abilities, thus tailoring to individual needs, e.g. a
visually impaired user would be compensated with an audio
enriched interface. To achieve this, the user is required to enter a
rating for their perceived ability for four different modalities:
hearing, vision, speech and dexterity. Users must rate themselves
as having normal, reduced or very poor levels of these abilities.
The four ratings entered by the user are stored as part of that
user’s unique profile and are linked with the interface input and
output elements. Hearing determines the volume level, speech, the
usage of automatic speech recognition (ASR), vision governs the
use of text to speech (TTS) and frequency and sizes of text and
images. While both vision and dexterity govern the size and
choices of on-screen buttons and menus available to that user. As
seen in Table 2, there are three possible categories (default,
enhanced and superior) for each modality. Each of these
categories has a pre-set interface specification. In this way the
interface can be adapted to suit the varied needs of older adults.
For example, a user profile purporting normal hearing, very poor
vision, normal speech with reduced dexterity as shown in the
shaded cells of Table 2, would be provided with a tailored
interface that would accommodate his/her needs. The default
hearing specification would provide a default volume level for all
audio and TTS, the default speech specification would involve
default levels of ASR. The superior vision specification would
ensure that TTS would relay all on-screen prompts aloud and
display all on-screen text, images at the maximum size. However,
in this instance, because vision was rated as very poor, the
enhanced dexterity specification would be upgraded to superior,
thus ensuring that all on-screen buttons and menus were of an
appropriate size. All system default levels are based on the results
of the prior PDA requirements analysis.</p>
    </sec>
    <sec id="sec-13">
      <title>4.2 AI Memory Story Generation</title>
      <p>The second intelligent aspect of the system is concerned with
intelligently generating dynamic ‘memory stories’. The user’s
life-cached multimedia items provide story content and are output
in accordance with the user’s preferences and abilities. The
system offers the user a choice of categories such as family,
holidays, weddings or history from which they can select the topic
for the new memory story. Once a selection is made, the system
locates all stored multimedia objects which are tagged as (a)
belonging to that user, and (b) belonging to the chosen category.
Appropriate multimedia items, based on the likes and dislikes of
the user, are selected from this pool for inclusion in the memory
story. This multimedia, including TTS and non-speech audio if
deemed applicable, are synchronized and fused into a memory
story for simultaneous output through multithreading.</p>
    </sec>
    <sec id="sec-14">
      <title>5. MEMORYLANE IMPLEMENTATION</title>
      <p>MemoryLane is deployed on a PDA which equips users with the
ability to re-live bygone days, and the portability to relay them to
others. MemoryLane operates across a Client/Server architecture
on a bespoke local area network (LAN) as seen in Figure 4. The
user’s client PDA stores the multimedia items and hosts the
MemoryLane application. This application connects to a hosting
server which provides system functionality through the public and
private web methods of a web service. The server also hosts a
back end database which stores user profiles and system
information and the web service facilitates interrogation of this
database. A speech engine also located on the server provides a
TTS facility for the production of speech synthesis from string
variables. This supports multimodal interaction in the utterances
of on-screen prompts to assist the user if required and in the
conveyance of stories. To further enhance multimodal user
interaction MemoryLane will also incorporate ASR. MemoryLane
may be deployed using the Internet for communication at a later
phase. At this stage a LAN is required for user evaluations in
areas which do not currently have Internet access.
In accordance with the findings of the previously conducted pilot
studies, the initial interface for MemoryLane is designed to be
both intuitive and instinctive to the user while also being of visual
appeal. The layout is consistent, deliberately plain, avoiding scroll
bars or ambiguous clutter. The default colour scheme is of neutral
tones. The interface has minimal screen objects at any one time
and yet provides full functionality. The sizes of the screen objects
(e.g. buttons or text) are decided by MemoryLane to suit the needs
and preferences of the user. Iterative evaluations of MemoryLane
with target user groups will improve and enhance this initial
prototype.</p>
    </sec>
    <sec id="sec-15">
      <title>5.1 Log-in Screen</title>
      <p>The user is greeted with a welcome screen as shown in Figure
5(a). To log-in the user must select (press) their photo from a set
of photos of six potential users. MemoryLane then establishes
which user has logged on and immediately retrieves the stored
profile for that user. The interface is then adjusted to reflect the
profile details, tailoring it to the abilities and preferences of that
user. The user’s image is displayed in the top left of the screen
throughout the duration of their interaction and personalised
messages are displayed. The logged on user proceeds to either
view memories or edit their profile. A Help button is continuously
available in the bottom right of the screen and explains any
ambiguities with on-screen text, and speech if deemed applicable.
The user can exit MemoryLane at any time via the Exit button in
the bottom left of the screen. This button is replaced by a Go Back
button positioned in the same location on all subsequent screens
which provides the user with a means of navigating through
MemoryLane and return to the Exit button to leave.</p>
    </sec>
    <sec id="sec-16">
      <title>5.2 Change Profile Option</title>
      <p>In Figure 5(b), we can see that ‘Nellie’ has logged and has chosen
the Change Profile option. She is now presented with the choice
of editing her preferences or abilities held in her recorded profile.
The preferences option facilitates control over certain interface
options such as choosing a preferred colour scheme or skin for the
interface, or perhaps opting for the use of icons and symbols
instead of text. The abilities option allows the user to change the
level recorded for their hearing, vision, speech and dexterity, as
previously discussed in section 4.1., the user can select from
normal, reduced or very poor for each ability. Changing the level
for an ability will instantly be reflected in the multimodal
interface, e.g., increased or decreased font size, button size,
volume levels or amounts of ASR and on-screen text read aloud to
the user.</p>
    </sec>
    <sec id="sec-17">
      <title>5.3 Start Option</title>
      <p>The user begins the reminiscence experience and is offered the
option of viewing a previously seen and saved memory story from
the stored album, or creating a new memory story using
combinations of their stored multimedia, e.g., photographs, video
clips, music, sounds, letters or poems. If the user chooses to view
a memory from the album, they are presented with a selection of
thumbnail images where each image represents a stored memory
in the album. Selecting (pressing) an image causes it to be played
in full. The new memory option allows the user to select a topic
for the new memory story as seen in Figure 6(a) and previously
discussed in section 4.2. The user can then view the ensuing
memory story via the bespoke user interface as shown in Figure
6(b). Memory stories last anywhere between one and three
minutes, during which the user has the options to pause, stop or
replay the memory, and to also maximise the viewing screen if
desired. The options to rate a memory story and save to the album
are offered after each showing. An example memory story might
simultaneously include background music, a series of rotating
photographs and a voice over narration.
(a)
(b)</p>
    </sec>
    <sec id="sec-18">
      <title>5.4 MemoryLane Intelligence</title>
      <p>MemoryLane will learn from the user during interaction and
record this information as part of the user’s profile. Should the
user express dislike for a particular story then MemoryLane will
learn to avoid this particular multimedia combination for future
memory stories. Similarly if the user rates the memory story
highly MemoryLane will learn that this is a popular combination
of multimedia and increase further usage of these items in future
memory stories. For example, a memory story may choose to
exclude a particular topic which could cause discomfort, e.g., the
mention of a recently deceased loved one. Similarly,
MemoryLane could highlight positive events, a wedding perhaps
and also devise historical stories based on known topics of interest
to its user. In addition, if the user repeatedly requires help at the
various stages of the interaction, MemoryLane will become
proactive and will begin to automatically offer help in problem areas
for that user. MemoryLane will also record how often favourite
saved memory stories were retrieved from the user’s album and
viewed again. As a user interacts with MemoryLane over a period
of time its knowledge of that user will increase accordingly.
MemoryLane can then offer more precise and accurate memory
stories in a way that the user finds entertaining using interface
components that the user finds easy to understand, navigate and
control. The more the user interacts with MemoryLane the more it
will learn from him/her.</p>
    </sec>
    <sec id="sec-19">
      <title>6. CONCLUSION &amp; FUTURE WORK</title>
      <p>This research introduces a hybrid method of decision-making
specifically for a mobile platform applying AI techniques in the
development of a multimodal PDA-based application called
MemoryLane. MemoryLane accommodates user-specific abilities
and preferences for multimodal input and output, and also
performs fusion and synchronisation of life-cached multimedia for
story generation. MemoryLane provides older adults with an
intelligent, portable memory device to enhance their reminiscence
experiences. The MemoryLane prototype is currently being
implemented and will be enhanced and improved with iterative
evaluations with target user groups. The final prototype will be
rigorously tested with a fresh sample of end users. This will
eliminate the possibility of any prior knowledge of, or familiarity
with the system, and therefore give an accurate account of the
intuitiveness of the interface and MemoryLane’s usability. This
final testing will also use real data (i.e., the users’ own multimedia
items) to effectively measure (a) the appeal of MemoryLane (its
functionality and usability) and (b) the support that it offers to
older adults whilst reminiscing. Some of the measurement
instruments and tools previously mentioned in section 2.3 will be
employed in this testing to measure and validate the success of
MemoryLane. Detailed analysis of the ensuing results will follow.</p>
    </sec>
    <sec id="sec-20">
      <title>7. ACKNOWLEDGMENTS</title>
      <p>The authors would like to extend their appreciation to the user
study participants for contributing to the research. The research is
supported by The Department for Employment and Learning
(DEL).</p>
    </sec>
  </body>
  <back>
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