TWI755132B - Cognition training system and operating method for the elderly - Google Patents
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Abstract
Description
本發明是關於一種高齡者心智訓練系統及其運作方法,尤指一種可透過虛擬裝置模擬不同情境互動式任務,藉以訓練及評估高齡者心智相關各項能力或其退化、老化狀況的高齡者心智訓練系統及其運作方法。 The present invention relates to a mental training system for the elderly and an operation method thereof, especially an interactive task that can simulate different situations through a virtual device, so as to train and evaluate various mental abilities of the elderly or their degeneration and aging conditions. Training system and how it works.
傳統上而言,認知訓練為減緩高齡者認知功能衰退或日常生活能力下降之有效訓練方式。過去認知訓練應用於高齡者之方式,大多使用人工活動設計實際帶領、與電腦化軟體訓練,少數則使用日常生活任務訓練。 Traditionally, cognitive training is an effective training method to slow down the decline of cognitive function or the ability of daily living in the elderly. In the past, cognitive training was applied to the elderly. Most of them used manual activities to design actual leadership and computerized software training, and a few used daily life task training.
然而,這些訓練方式均有其限制與缺失。就人工活動設計並實際帶領之認知訓練方式來說,每次活動任務給予高齡者之個別與總和練習次數、及每個活動訓練難度之分級與進階標準,均缺乏精準數據紀錄與量化結果。 However, these training methods have their limitations and shortcomings. As far as the cognitive training method designed and actually led by manual activities is concerned, the individual and total number of exercises given to the elderly for each activity task, as well as the grading and advanced standards of the training difficulty of each activity, all lack accurate data records and quantitative results.
此外,更難以了解並確認高齡者接受訓練之劑量與認知能力改變程度。而單純使用電腦化軟體之認知訓練方式來說,其任務大多為非直覺操作情境之項目訓練。因其缺乏與實際生活情境連結之故,高齡 者參與電腦化軟體訓練之動機大為降低,且容易因內容枯燥乏味,亦產生心理上的排斥感,進而導致無法獲得真實的訓練效果。 In addition, it is more difficult to understand and confirm the dose of training and the degree of cognitive change in the elderly. For cognitive training methods that simply use computerized software, most of the tasks are project training in non-intuitive operating situations. Because of its lack of connection to real life situations, the elderly The motivation of participants to participate in computerized software training is greatly reduced, and it is easy to produce a sense of psychological rejection due to the boring content, which leads to the inability to obtain real training effects.
再者,以使用日常生活任務之認知訓練來說,目前訓練內容大多為日常生活基本任務如行走、購物之簡單計算等活動,無針對特定認知元素進行訓練,更缺乏進階認知功能任務;此外,亦缺乏提供高齡者所需加入生活安排、有興趣或喜愛之休閒活動參與任務。 Furthermore, in terms of cognitive training using daily life tasks, most of the current training contents are activities such as basic daily life tasks such as walking, simple calculation of shopping, etc. There is no training for specific cognitive elements, and there is also a lack of advanced cognitive function tasks. , and also lack the task of participating in the leisure activities that the elderly need to join in the living arrangements, interests or favorites.
由於高齡者對於休閒活動參與與否亦會影響其認知表現。過去針對休閒活動之訓練課程,其目標以促進高齡者心理安適感為主,而非針對高齡者自身之認知能力提升為訓練目標。 Because older people's participation in leisure activities will also affect their cognitive performance. In the past training courses for leisure activities, the main goal was to promote the psychological well-being of the elderly, rather than to improve the cognitive ability of the elderly.
本發明的主要目的,在於解決上述先前技術所提到的需求。本發明除了單純的進行心智訓練之外,更可以針對如工作記憶能力、執行功能等特定認知元素進行科學量化訓練方式。並將影響高齡者在不同認知功能中進步之成效量化。 The main purpose of the present invention is to solve the needs mentioned above in the prior art. In addition to simply performing mental training, the present invention can also perform scientific quantitative training methods for specific cognitive elements such as working memory ability and executive function. And quantify the effect that affects the progress of different cognitive functions in the elderly.
據此,本發明提供了一種高齡者心智訓練系統,主要包含一虛擬裝置、至少一操控裝置、一主控中心以及一訓練模組。 Accordingly, the present invention provides a mental training system for the elderly, which mainly includes a virtual device, at least one control device, a main control center and a training module.
其中,該虛擬裝置提供一高齡者配戴,該至少一操控裝置與該虛擬裝置連接。而該主控中心與該虛擬裝置連接,該訓練模組設置於該虛擬裝置中。 Wherein, the virtual device is provided to be worn by an elderly person, and the at least one control device is connected with the virtual device. The main control center is connected with the virtual device, and the training module is set in the virtual device.
該訓練模組包含一主選單,且該主選單包含一難度選項、一反應時間選項以及至少一遊戲種類選項。該高齡者以該操控裝置決定該難度選項、反應時間選項及該至少一遊戲種類選項後進入所選的一訓練 遊戲,該訓練遊戲包含至少四個園藝遊戲及分別與該至少四個園藝遊戲相對應的至少三個條件參數;當該至少三個條件參數皆被滿足時,即產生至少一任務指標,其中該至少三個條件參數係分別與該訓練遊戲之一色彩資訊、一位置資訊及一順序資訊相關聯。 The training module includes a main menu, and the main menu includes a difficulty option, a reaction time option, and at least one game type option. The elderly person uses the control device to determine the difficulty option, the reaction time option and the at least one game type option and then enters a selected exercise game, the training game includes at least four gardening games and at least three conditional parameters corresponding to the at least four gardening games respectively; when the at least three conditional parameters are all satisfied, at least one task index is generated, wherein the At least three condition parameters are respectively associated with a color information, a position information and a sequence information of the training game.
進一步地,本發明之高齡者心智訓練系統的運作方法主要由六個步驟組成,分別是:(A)提供一虛擬裝置予以一高齡者配戴;(B)提供至少一操控裝置予以該高齡者;(C)該虛擬裝置顯示一主選單,該主選單包含一難度選項、一反應時間選項及至少一遊戲種類選項;(D)該高齡者以該操控裝置決定該難度選項、反應時間選項及該至少一遊戲種類選項後進入所選的一訓練遊戲;(E)該訓練遊戲包括至少四個園藝遊戲及分別與該至少四個園藝遊戲相對應的至少三個條件參數,其中當該至少三個條件參數皆被滿足時,始產生至少一任務指標,且其中該至少三個條件參數係分別與該訓練遊戲之一色彩資訊、一位置資訊及一順序資訊相關聯;以及(F)根據完成該至少一任務指標與否決定該高齡者的至少一積分,並將該至少一積分透過該虛擬裝置回傳至一主控中心。 Further, the operation method of the mental training system for the elderly of the present invention mainly consists of six steps, respectively: (A) providing a virtual device for an elderly person to wear; (B) providing at least one control device for the elderly person ; (C) the virtual device displays a main menu, the main menu includes a difficulty option, a reaction time option and at least one game type option; (D) the elderly person uses the control device to determine the difficulty option, reaction time option and After the at least one game type option is selected, a selected training game is entered; (E) the training game includes at least four gardening games and at least three condition parameters corresponding to the at least four gardening games, wherein when the at least three gardening games are When all condition parameters are satisfied, at least one task indicator is generated, and wherein the at least three condition parameters are respectively associated with a color information, a position information and a sequence information of the training game; and (F) according to the completion Whether or not the at least one task indicator determines at least one point of the elderly person, and the at least one point is sent back to a main control center through the virtual device.
以上對本發明之簡述,目的在於對本發明之數種面向和技術特徵作一基本說明,發明簡述並非對本發明的詳細表述,因此其目的不在特別列舉本發明的關鍵性或重要元件,也不是用來界定本發明的範圍,僅為以簡明的方式呈現本發明之數種概念而已。 The purpose of the above brief description of the present invention is to provide a basic description of several aspects and technical features of the present invention. The brief description of the present invention is not a detailed description of the present invention, so its purpose is not to specifically list the key or important elements of the present invention, nor to It is merely intended to present several concepts of the invention in a concise manner, which are used to define the scope of the invention.
10:高齡者心智訓練系統 10: Mental training system for the elderly
100:虛擬裝置 100: Virtual installation
200 a:操控裝置 200 a: Controls
200 b:操控裝置 200 b: Controls
300:主控中心 300: main control center
400:訓練模組 400: Training Module
401:難度選項 401: Difficulty Options
402:反應時間選項 402: Response Time Options
403:遊戲種類選項 403: Game Type Options
(A)~(G):步驟 (A)~(G): Steps
圖1係為本發明實施例之結構示意圖。 FIG. 1 is a schematic structural diagram of an embodiment of the present invention.
圖2係為本發明實施例之運作方法流程圖。 FIG. 2 is a flowchart of an operation method according to an embodiment of the present invention.
為能詳係理解本發明的技術特徵及其作用功效,並可根據發明內容據以實現,茲進一步以如圖式所揭露的具體實施例,詳細說明如後。 In order to understand the technical features and functions of the present invention in detail, and to implement them according to the content of the invention, the specific embodiments disclosed in the drawings are further described in detail as follows.
請參照圖1,圖1係為本發明實施例之結構示意圖。如圖1所示,本實施例之高齡者心智訓練系統10包含虛擬裝置100、至少一操控裝置(200a、200b)、主控中心300以及訓練模組400。
Please refer to FIG. 1 , which is a schematic structural diagram of an embodiment of the present invention. As shown in FIG. 1 , the
其中,虛擬裝置100提供一高齡者配戴。在本實施例中,虛擬裝置可以是擴增實境裝置、虛擬實境裝置或混合實境裝置。前述之擴增實境裝置、虛擬實境裝置或混合實境裝置可以是以任何的方式實現,凡舉頭盔或是眼鏡式的裝置均可,本發明並不加以限制。
The
而本實施例之操控裝置(200a、200b)數量為兩個。所述操控裝置(200a、200b)可以是任何控制器或是遙控器,並且以有線或是無線的方式與虛擬裝置100連接。具體言之,在可能的實施狀況下,操控裝置(200a、200b)係供高齡者雙手持握。而特定情況下,更可穿戴於高齡者之腳上,本發明並不加以限制。
The number of the control devices (200a, 200b) in this embodiment is two. The manipulation device (200a, 200b) can be any controller or remote controller, and is connected to the
操控裝置(200a、200b)之形式可以依照不同的心智訓練方式改變實施樣態。如僅需要感知手臂位置或運動的操控裝置(200a、200b),可以單純使用具有IST感測器(Inertial Space Tag)、加速度感測器或是陀螺儀功能的控制器即可。而特定至需要偵測手/腳指動作等狀態,也可以利用手/腳套型的控制器來實現。進一步地,如果有抓握 力道感測的需求,則操控裝置(200a、200b)中內建壓電感測器或是機械能感測器基本上也都是可能的,本發明並不加以限制。 The form of the manipulation device (200a, 200b) can be changed according to different mental training methods. If only the control devices (200a, 200b) for sensing the position or motion of the arm are required, a controller with an IST sensor (Inertial Space Tag), an acceleration sensor or a gyroscope function can be used. And it is specific to the need to detect the state of the hand/foot movement, etc., it can also be realized by using the hand/foot type controller. Further, if there is a grasp It is basically possible to build a piezoelectric sensor or a mechanical energy sensor in the control device (200a, 200b) to meet the requirements of force sensing, which is not limited in the present invention.
而該主控中心300與該虛擬裝置100連接。在本實施例中,主控中心300與該虛擬裝置100之間的連接方式同樣可以有線或無線的方式連接。此外,考慮到無限連接狀態下訊號可能會有來往延遲的問題,相關的通訊技術可以使用以毫米波為主的5G通訊技術;前述之虛擬裝置100與操控裝置(200a、200b)之間亦同,本發明並不加以限制。
And the
而本實施例中可選用的主控中心300可以是任何具有資料運算及儲存功能的裝置。具體來說,可以是工業電腦、個人電腦、平板電腦、筆記型電腦、智慧型手機或其組合,僅依照不同的個案運算需求改變,本發明並不加以限制。
The optional
而本實施例之訓練模組400設置於虛擬裝置100中。以本實施例來說,訓練模組400實質上可以是以軟體應用程式的方式呈現。除了可以獨立儲存於虛擬裝置100進行運算模擬呈現之外,亦可透過虛擬裝置100讀取主控中心300中的訓練模組400檔案後儲存於虛擬裝置100中,本發明並不加以限制。
The
在本實施例中,訓練模組400包含主選單。所述主選單係以圖形使用者介面(Graphical User Interface,GUI)的方式呈現虛擬裝置100的顯示螢幕上。接著,本實施例之主選單進一步顯示難度選項401、反應時間選項402以及至少一遊戲種類選項403。透過這樣的方式,可以讓配戴虛擬裝置100的高齡者以操控裝置200a或操控裝置200b來決定或調整該難度選項401、反應時間選項402及至少一遊戲種類選項403。
In this embodiment, the
具體來說,難度選項401可以設定各種的難度標籤以及相關的難度設定。所謂難度標籤可以是入門級、普通級、高手級或是大師級等高齡者易於辨識的中文詞彙;當然,純粹以C級、B級、A級或S級等難度標籤亦可,本發明並不加以限制。
Specifically, the
同理,反應時間選項402同樣可以透過類似的標籤來作為反應速度需求的門檻要求。進一步地,反應時間選項402亦可提供使用者自訂易模式的反應時間,以利針對不同的高齡者個案進行調整。
Similarly, the
最後,至少一遊戲種類選項403便是涉及欲運行的情境遊戲種類,給予高齡者選擇。在本實施例中,在難度選項401、反應時間選項402及至少一遊戲種類選項403均選取完成後,高齡者隨後會進入於至少一遊戲種類選項403所選的訓練遊戲。具體來說,本實施例中所述的訓練遊戲係至少四個園藝遊戲,並且所有園藝遊戲按序排列,其中第一個園藝遊戲是播種遊戲,以及其他園藝遊戲按序為澆水遊戲、施肥遊戲及採收遊戲。
Finally, at least one
本實施例中所述的訓練遊戲(即至少四個園藝遊戲)包含分別與該至少四個園藝遊戲相對應的至少一任務指標,以評估高齡者在每個遊戲中的心智訓練能力表現。每個該至少一任務指標包含但不限於持續性注意力、分散性注意力、處理速度能力、工作記憶力、執行功能或其組合。換言之,透過親近於高齡者的情境訓練遊戲,可以讓高齡者在不知不覺間訓練到持續性注意力、分散性注意力、處理速度能力、工作記憶力、執行功能或其組合等各項心智基礎技能。並且,透過虛擬裝置100、操控裝置200a或操控裝置200b直接/間接回傳給主控中心
300之資料,更可直觀地紀錄和評估高齡者的心智狀態,以及透過訓練遊戲訓練後的心智能力回復狀況。
The training games (ie at least four gardening games) described in this embodiment include at least one task index corresponding to the at least four gardening games respectively, so as to evaluate the mental training ability performance of the elderly in each game. Each of the at least one task indicator includes, but is not limited to, sustained attention, distracted attention, processing speed, working memory, executive function, or a combination thereof. In other words, through situational training games that are close to the elderly, the elderly can unconsciously train various mental foundations such as sustained attention, distracted attention, processing speed, working memory, executive function or their combination. Skill. In addition, the
以下將針對各種不同可能的訓練遊戲進一步說明其與心智訓練之間的關係。 The relationship to mental training is further explained below for a variety of possible training games.
[播種遊戲] [Sowing game]
當高齡者於至少一遊戲種類選項403所選的訓練遊戲為播種遊戲時,該至少一任務指標包含工作記憶能力、持續性注意力及分散性注意力等三大任務指標。
When the training game selected by the elderly in the at least one
進入播種遊戲後,高齡者可選擇觀看教學模式,並將相應出現圖片文字教學,如「記住發光盆栽之顏色,選擇相對應之種子」之圖文訊息等。並在教學模式進行的同時,出現盆栽畫面,讓長者可直接進行操作練習。 After entering the seeding game, seniors can choose to watch the teaching mode, and the picture and text teaching will appear accordingly, such as the graphic message of "Remember the color of the luminous potted plant and choose the corresponding seed". And while the teaching mode is in progress, the potted plant screen appears, allowing the elderly to directly practice the operation.
於此播種遊戲中,高齡者將同時使用到操控裝置200a及操控裝置200b;且操控裝置200a及操控裝置200b由高齡者的左右兩手各自持握。接著,高齡者應將欲選擇之不同種子包,透過按壓操控裝置200a或操控裝置200b拿起。在此播種遊戲中,如操控裝置200a或操控裝置200b為手套型態的遙控器,亦可以透過其內建的壓力感測器或震動感測器紀錄高齡者的手部抓握力到或顫抖程度,進一步讀取高齡者的生理狀態。
In this seeding game, the elderly will use the
再將操控裝置200a或操控裝置200b移至欲種下種子之盆栽上方。最後,高齡者的雙手透過操控裝置200a及操控裝置200b做出倒下種子動作,即完成其中一盆盆栽播種的過程。
Then, move the
觀看教學模式後,若高齡者已學會,則可透過操控裝置200a或操控裝置200b點選「開始遊戲」等開始提示選項。在此播種遊戲中高齡者視系統所給予之發光盆栽位置、顏色,做出相對應撒種之認知功能反應。高齡者需先持續將目光注意發光盆栽的位置,並分辨不同發光顏色之盆栽(此任務指標需持續性注意力),接著將其顏色與位置記憶起來(此任務需工作記憶能力)。再來,高齡者需要同時注意不同種子包擺放位置,另一方面確認雙手透過操控裝置200a或操控裝置200b拿取正確顏色之種子包(此任務指標需分散性注意力與工作記憶能力),再將操控裝置200a或操控裝置200b所選取之種子包移至剛剛記憶之相應發光顏色之盆栽位置上,進行播種動作(此任務指標需工作記憶能力)。
After watching the teaching mode, if the elderly have learned it, they can click the "Start Game" and other start prompt options through the
因此,此播種遊戲中涉及認知功能中工作記憶能力、持續性注意力與分散性注意力;故播種遊戲亦以工作記憶能力、持續性注意力、與分散性注意力做為其任務指標。其中「工作記憶能力」所佔積分的權衡比重最為重要。 Therefore, this seeding game involves working memory ability, sustained attention, and distracted attention in cognitive functions; therefore, the seeding game also uses working memory ability, sustained attention, and distracted attention as its task indicators. Among them, the weight of "working memory ability" is the most important.
此外,播種遊戲進入前的難度選項401係以高齡者回應之正確性為依據,並依據不同難度所應能連續完成之不同正確數目,作為難度調整的依據。
In addition, the
[澆水遊戲] [Watering Game]
當高齡者於至少一遊戲種類選項403所選的訓練遊戲為澆水遊戲時,澆水遊戲相關的至少一任務指標包含處理速度能力、執行功能及分散性注意力三大任務指標。
When the training game selected by the elderly in the at least one
進入澆水遊戲後,同樣可如前述播種遊戲一般進入觀看教學模式。例如,將出現圖片文字教學「注意盆栽目前水量,若盆栽乾枯請給予噴水」,並同時出現盆栽畫面,讓長者可直接進行操作練習。於教學模式中,高齡者使用雙手透過操控裝置200a或操控裝置200b,將噴水器拿起,移至需噴水之盆栽位置。接著按壓操控裝置200a或操控裝置200b上的特定按鈕,使澆水遊戲中的角色開始按壓噴水器,並同時注意盆栽上緣含水量呈現圖(例如包含乾枯、正常以及過濕等不同等級的含水量)。在此澆水遊戲中,如操控裝置200a或操控裝置200b為手套型態的遙控器,亦可以透過其內建的壓力感測器或震動感測器紀錄高齡者的手部抓握力到或顫抖程度,進一步讀取高齡者的生理狀態。最後,讓高齡者依據目前盆栽含水之狀況,決定按壓噴水器之次數,須將含水量控制於正常範圍中,即完成一盆盆栽澆水過程。
After entering the watering game, you can also enter the viewing teaching mode like the aforementioned seeding game. For example, there will be a picture and text teaching "Pay attention to the current water level of the potted plants, if the potted plants are dry, please spray water", and at the same time, the potted plants screen will appear, so that the elderly can directly practice the operation. In the teaching mode, the elderly use both hands to pick up the water sprinkler through the
教學模式結束後,同樣可點選「開始遊戲」執行澆水遊戲。在澆水遊戲中,高齡者視系統所給予乾枯之盆栽,做出相對應澆水之認知功能反應。高齡者需先將目光注意乾枯之盆栽,確認盆栽後,快速拿取噴水器執行噴水任務(此任務指標需處理速度能力)。接著按壓噴水器的同時,需一併確認上方含水量呈現圖;若目前盆栽透過噴水器噴水已呈現正常,則須停止按壓噴水器動作(此任務指標需執行功能)。 After the teaching mode is over, you can also click "Start Game" to execute the watering game. In the watering game, the elderly respond to the corresponding watering cognitive function according to the dry potted plants given by the system. Elderly people need to pay attention to the dry potted plants first. After confirming the potted plants, quickly take the sprinkler to perform the water spraying task (this task indicator requires processing speed). Then, while pressing the sprinkler, you need to confirm the water content on the top of the map; if the potted plants are spraying water normally through the sprinkler, you must stop pressing the sprinkler (this task indicator needs to perform a function).
若無控制噴水器按壓之正確次數,含水量可能將過多或過少,導致盆栽過濕狀況,則呈現失敗結果;此外,將同時出現數盆乾枯盆栽,需要操控裝置200a及操控裝置200b同時按壓噴水,持續噴水反應(此任務指標需分散性注意力)。
If there is no control over the correct number of presses of the water sprayer, the water content may be too much or too little, resulting in the over-wet condition of the potted plants, which will result in failure; in addition, several pots of dry potted plants will appear at the same time, and the
因此,此澆水遊戲涉及認知功能中處理速度能力、執行功能、與分散性注意力;因此,澆水遊戲的至少一任務指標自然就是處理速度能力、執行功能、與分散性注意力。除此之外,澆水遊戲中權衡比重最重的任務指標為「注意力與執行功能」。和播種遊戲相同的,澆水遊戲之難度選項401係以高齡者回應之正確性為依據,並依據不同難度所應能連續完成之不同正確數目,作為難度調整的依據。
Therefore, the watering game involves processing speed ability, executive function, and distraction among cognitive functions; therefore, at least one task indicator of the watering game is naturally processing speed ability, executive function, and distraction. In addition, the task indicator with the most weight in the watering game is "attention and executive function". Similar to the seeding game, the
[施肥遊戲] [Fertilization Game]
當高齡者於至少一遊戲種類選項403所選的訓練遊戲為施肥遊戲時,施肥遊戲相關的至少一任務指標包含工作記憶能力、分散性注意力及持續性注意力三大任務指標。
When the training game selected by the elderly in the at least one
當進入施肥遊戲後,如先前其他遊戲一般可選擇觀看教學模式,接著將出現圖片文字教學「注意需施肥之盆栽所需不同顏色之肥料,並按照施肥順序進行記憶,再選擇正確肥料,按照順序倒入盆栽」。於此同時,出現盆栽畫面,讓高齡者可直接進行操作練習。 After entering the fertilization game, you can choose to watch the teaching mode as in other games before, and then there will be a picture and text teaching "Pay attention to the fertilizers of different colors for the potted plants that need to be fertilized, and memorize them according to the order of fertilization, and then select the correct fertilizer, follow the order into a potted plant." At the same time, the potted plant screen appears, so that the elderly can directly practice the operation.
於此施肥遊戲中,高齡者透過雙手使用操控裝置200a及操控裝置200b,將不同顏色之肥料拿起,移至相對應盆栽位置,並按照先前記憶順序進行施肥。
In this fertilization game, the elderly use the
觀看教學模式後,高齡者若已學會,則可選擇「開始遊戲」之選項。此遊戲中高齡者視所需施肥之盆栽,做出相對應施肥之認知功能反應。高齡者需先將目光同時注意所需施肥之不同盆栽以及肥料(此任務指標需持續性注意力及分散性注意力能力),並開始記憶所需之不同顏色肥料及其施肥順序(此任務指標需工作記憶能力)。 After watching the teaching mode, if the elderly have learned it, they can choose the option of "Start Game". In this game, the elderly will make cognitive function responses corresponding to the fertilization according to the potted plants they need to fertilize. Elderly people need to pay attention to the different potted plants and fertilizers that need to be fertilized at the same time (this task indicator requires sustained attention and distraction ability), and start to memorize the different color fertilizers and their fertilization sequence (this task indicator working memory is required).
並且,高齡者須要在系統所給之時限(例如4秒,可由反應時間選項402設定)中盡快記憶對應的盆栽需求,接著快速拿取肥料執行施肥任務(此任務指標需工作記憶能力)。因此,此施肥遊戲涉及認知功能中工作記憶能力、分散性注意力與持續性注意力;故施肥遊戲的至少一任務指標自然就是工作記憶能力、分散性注意力與持續性注意力。而這之中,權衡比重最重要的任務指標即「工作記憶能力」。 In addition, the elderly need to memorize the corresponding potted plant requirements as soon as possible within the time limit given by the system (for example, 4 seconds, which can be set by the response time option 402), and then quickly take fertilizer to perform the fertilization task (this task indicator requires working memory ability). Therefore, this fertilization game involves working memory ability, distracted attention, and sustained attention in cognitive functions; therefore, at least one task indicator of the fertilization game is naturally working memory ability, distracted attention, and sustained attention. Among them, the most important task indicator to weigh the weight is "working memory ability".
同樣地,在此施肥遊戲中,如操控裝置200a或操控裝置200b為手套型態的遙控器,亦可以透過其內建的壓力感測器或震動感測器紀錄高齡者的手部抓握力到或顫抖程度,進一步讀取高齡者的生理狀態。而施肥遊戲之難度選項401係以高齡者回應之正確性為依據,並依據不同難度所應能連續完成之不同正確數目,作為難度調整的依據。
Similarly, in this fertilization game, if the
[採收遊戲] [harvest game]
當高齡者於至少一遊戲種類選項403所選的訓練遊戲為採收遊戲時,採收遊戲相關的至少一任務指標包含處理速度能力、執行功能、工作記憶能力、分散性注意力及持續性注意力五大任務指標。
When the training game selected by the elderly in the at least one
同樣地,進入採收遊戲後,可選擇觀看教學模式,接著將出現圖片文字教學「注意已開花之盆栽,將其使用剪刀進行採收,若來不及採收產生枯萎狀況,使用鏟子進行挖取」。 Similarly, after entering the harvesting game, you can choose to watch the teaching mode, and then there will be a picture and text teaching "Pay attention to the potted plants that have bloomed, and use scissors to harvest them. If it is too late to harvest and wither, use a shovel to dig". .
於此同時,出現盆栽畫面,讓高齡者可直接進行操作練習。在教學模式中,高齡者透過雙手之用操控裝置200a及操控裝置200b,拿取任意相同或相異之工具(如雙手皆拾取剪刀或一手剪刀,一手鏟子
等)。接著,根據各個盆栽中不同開花速度,將已開花之盆栽進行採收或挖取動作。
At the same time, the potted plant screen appears, so that the elderly can directly practice the operation. In the teaching mode, the elderly use the two-
待教學模式完成後,若高齡者已學會,則可點選「開始遊戲」之選項。此採收遊戲中,高齡者須持續注意盆栽狀況,等待盆栽開花後,需盡快做出相對應採收之認知功能反應。 After the teaching mode is completed, if the elderly have learned it, they can click the "Start Game" option. In this harvesting game, the elderly must continue to pay attention to the condition of the potted plants. After waiting for the potted plants to bloom, they need to make a cognitive function response corresponding to the harvest as soon as possible.
高齡者需先將目光同時注意不同盆栽之生長狀況(此任務指標需持續性注意力及分散性注意力能力)。具體來說,高齡者需要判斷盆栽生長至開花程度(例如可明顯看到向日葵花朵每片花瓣均均勻攤開)後,始可使用剪刀採收花朵;然若超過開花生長時間逾時未採收,則花朵枯萎,需使用鏟子將盆栽中枯萎的花朵挖取出來。 Elderly people need to pay attention to the growth status of different potted plants at the same time (this task index requires sustained attention and distraction ability). Specifically, the elderly need to judge that the potted plant has grown to the degree of flowering (for example, it can be clearly seen that each petal of the sunflower flower is evenly spread out), and then the flowers can be harvested with scissors; , the flowers wither, you need to use a shovel to dig out the withered flowers in the pot.
因此,高齡者雙手持握之用操控裝置200a及操控裝置200b需隨時注意花朵生長狀況,並決定需使用哪一種工具(例如剪刀或鏟子),並執行反應動作(此任務指標需處理速度能力、執行功能能力與工作記憶能力)。在此採收遊戲中,如操控裝置200a或操控裝置200b為手套型態的遙控器,亦可以透過其內建的壓力感測器或震動感測器紀錄高齡者的手部抓握力到或顫抖程度,進一步讀取高齡者的生理狀態。
Therefore, the
綜上,此採收遊戲涉及認知功能中處理速度能力、執行功能、工作記憶能力、分散性注意力與持續性注意力;因此採收遊戲之至少一任務指標自然就是處理速度能力、執行功能、工作記憶能力、分散性注意力與持續性注意力,其中又以「處理速度能力與執行功能」的權衡比重最重。 To sum up, this harvesting game involves processing speed ability, executive function, working memory ability, distracted attention and sustained attention in cognitive functions; therefore, at least one task index of the harvesting game is naturally processing speed ability, executive function, Working memory ability, distracted attention and sustained attention, among which "processing speed ability and executive function" weigh the most.
同樣地,採收遊戲之難度選項401係以高齡者回應之正確性為依據,並依據不同難度所應能連續完成之不同正確數目,作為難度調整的依據。
Similarly, the
上述提及的四個園藝遊戲,將會分別根據高齡者完成相對應的至少一任務指標與否決定至少一積分,並將至少一積分透過虛擬裝置100回傳至主控中心300中,以進行運算和儲存。針對不同的高齡者,可依照其身份(例如自訂義的帳號密碼或是單純的個人資料載具,包含身份證或健保卡等)儲存個別的資料,作為歷史資料庫供復健人員或醫護人員調閱。
For the above-mentioned four gardening games, at least one point will be determined according to whether the elderly person completes at least one corresponding task indicator or not, and at least one point will be sent back to the
根據至少一積分的結果,醫護或是任何相關復健人員可以根據每個訓練遊戲之訓練時間長度、反應正確性、當次成功通關最高難度等級,呈現每個訓練遊戲所代表之特定認知功能的能力表現;並且透過主控中心300後台數據累次蒐集及演算分析,本實施例除了可報告每個高齡者個人各個特定認知功能之進步情況之外,更能將每個高齡者訓練後之分數轉換為不同認知程度狀況之表現,進而得知高齡者之認知狀況處於正常、輕微退化、中度退化、或需加把勁(即嚴重退化)之程度。
According to the result of at least one point, medical care or any related rehabilitation personnel can present the specific cognitive function represented by each training game according to the training time length of each training game, the correctness of the response, and the highest difficulty level of the current successful clearance. Ability performance; and through the cumulative collection and calculation analysis of the background data of the
接著請參照圖2,圖2係為本發明實施例之運作方法流程圖。如前所述圖1中的實施例,圖2進一步展演了實際的方法流程。首先,步驟(A)係提供一虛擬裝置予以一高齡者配戴。如前所述,該些虛擬裝置可以是如圖1中所示的虛擬裝置100,並且可選用擴增實境裝置、虛擬實境裝置或混合實境裝置,本發明並不加以限制。接著,步驟(B)會提供
至少一操控裝置予以該高齡者。在步驟(B)中,同樣可以參照圖1中的操控裝置200a和操控裝置200b(如搖桿型或手套型等)來實現,本發明並不加以限制。
Next, please refer to FIG. 2 , which is a flowchart of an operation method according to an embodiment of the present invention. As described above in the embodiment in FIG. 1 , FIG. 2 further demonstrates the actual method flow. First, step (A) is to provide a virtual device for an elderly person to wear. As mentioned above, the virtual devices may be the
在其他可能的實施例中,由於可能會有許多高齡者需要一起在同個虛擬環境中互動的情況出現,因此各個高齡者配戴的複數個虛擬裝置100之間彼此亦可互相溝通自己所處在虛擬環境中的座標,以利於互動效果的呈現,本發明並不加以限制。
In other possible embodiments, since there may be situations where many elderly people need to interact in the same virtual environment together, the
接著,步驟(C)會由虛擬裝置顯示一主選單,該主選單包含一難度選項、一反應時間選項及至少一遊戲種類選項。在步驟(C)中,本實施例係由圖1中虛擬裝置100中內建的顯示器來顯現相關的圖型使用者介面(GUI)。其中,因應虛擬裝置100可能的型態不同,例如虛擬實境裝置可能用以實施的係發光二極體面板或是有機發光二極體面板等;而擴增或混合實境裝置等則可能是透明玻璃面板等,本發明並不加以限制。
Next, in step (C), a main menu is displayed by the virtual device, and the main menu includes a difficulty option, a reaction time option and at least one game type option. In step (C), in this embodiment, a related graphical user interface (GUI) is displayed by the built-in display of the
接著,在步驟(D)中,該高齡者以該操控裝置決定該難度選項、反應時間選項及該至少一遊戲種類選項後進入所選的一訓練遊戲。步驟(D)所述的即高齡者透過圖1中操控裝置200a和操控裝置200b所選擇的訓練遊戲及其要素。同樣的,本實施例訓練遊戲包含至少四個園藝遊戲,而與圖1的實施例相同,該至少四個園藝遊戲包含播種遊戲、澆水遊戲、施肥遊戲及採收遊戲,並且所有園藝遊戲按序排列,在此不再贅述。
Next, in step (D), the elderly person uses the control device to determine the difficulty option, the reaction time option and the at least one game type option and then enter a selected training game. The step (D) described is the training game and its elements selected by the elderly through the
進一步地,接著執行步驟(E),該訓練遊戲包含至少一任務指標,每個該至少一任務指標包含一持續性注意力、一分散性注意力、一處理速度能力、一工作記憶力、一執行功能或其組合。藉由各個任務指標的資料收集,接著執行步驟(F),根據完成該至少一任務指標與否決定該高齡者的至少一積分,並將該至少一積分透過該虛擬裝置回傳至一主控中心。在本實施例中,主控中心即圖1中所示的主控中心300。該主控中心300可以為工業電腦、個人電腦、平板電腦、筆記型電腦、智慧型手機或其組合,本發明並不加以限制。
Further, step (E) is then performed, the training game includes at least one task index, and each of the at least one task index includes a sustained attention, a distracted attention, a processing speed ability, a working memory, an execution function or a combination thereof. According to the data collection of each task index, then step (F) is executed, according to whether the at least one task index is completed or not, at least one point of the elderly person is determined, and the at least one point is returned to a master through the virtual device center. In this embodiment, the main control center is the
而在本實施例中,更進一步地,當高齡者所獲得的至少一積分高於難度選項401和反應時間選項402所內建的一閾值時,會進一步執行步驟(G),上調該難度選項的難度及減少該反應時間選項之時間限制,並重回步驟(E)。
In this embodiment, further, when at least one point obtained by the elderly is higher than a threshold built in the
在本實施例中,步驟(G)係屬於自動調整難度的回饋機制。當高齡者很輕易使至少一積分突破閾值時,代表當前訓練遊戲的難度可能不足以測出高齡者真實的心智狀態。因此,本實施例可依據每個高齡者至少一積分的表現狀態,上調該難度選項401的難度及減少該反應時間選項402之時間限制,據以自動重回步驟(E),讓高齡者受測更高難度的訓練遊戲。因此,當高齡者已經無法透過至少一積分來達到閾值的要求時,代表高齡者的心智狀態極限可能僅能到此。屆時,主控中心300可以根據該高齡者的至少一積分生產一心智程度報告,藉此由復健人員或是相關醫護判斷該高齡者的訓練狀況以及其認知狀況處於正常、輕微退化、中度退化、或需加把勁(即嚴重退化)之程度。
In this embodiment, step (G) is a feedback mechanism for automatically adjusting the difficulty. When the elderly person easily makes at least one point exceed the threshold, it means that the difficulty of the current training game may not be enough to measure the real mental state of the elderly person. Therefore, the present embodiment can increase the difficulty of the
綜上所述,雖然本發明已以實施例揭露如上,然其並非用以限定本發明。本發明所屬技術領域中具有通常知識者,在不脫離本發明之精神和範圍的基礎上,當可作各種的更動和潤飾。因此,本發明的保護範圍當視後附的申請專利範圍所界定者為準。 To sum up, although the present invention has been disclosed by the above embodiments, it is not intended to limit the present invention. Those skilled in the art to which the present invention pertains can make various changes and modifications without departing from the spirit and scope of the present invention. Therefore, the protection scope of the present invention shall be determined by the scope of the appended patent application.
10:高齡者心智訓練系統 10: Mental training system for the elderly
100:虛擬裝置 100: Virtual installation
200a:操控裝置 200a: Controls
200b:操控裝置 200b: Controls
300:主控中心 300: main control center
400:訓練模組 400: Training Module
401:難度選項 401: Difficulty Options
402:反應時間選項 402: Response Time Options
403:遊戲種類選項 403: Game Type Options
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WO2020122463A1 (en) * | 2018-12-10 | 2020-06-18 | 주식회사 씨투몬스터 | Dementia patient training system using virtual reality |
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