Development of a Computer-Aided Tool for Evaluation and Training in 3D Spatial Cognitive Function
CBMS '06 Proceedings of the 19th IEEE Symposium on Computer-Based Medical Systems
The case for dynamic difficulty adjustment in games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Flow in games (and everything else)
Communications of the ACM
The use of an intelligent prompting system for people with dementia
interactions - Designing for seniors: innovations for graying times
Highlight lines for conveying shape
Proceedings of the 5th international symposium on Non-photorealistic animation and rendering
A KEYHOLE PLAN RECOGNITION MODEL FOR ALZHEIMER'S PATIENTS: FIRST RESULTS
Applied Artificial Intelligence
The Effectiveness of Haptic Cues as an Assistive Technology for Human Memory
Pervasive '09 Proceedings of the 7th International Conference on Pervasive Computing
Societal impact of a serious game on raising public awareness: the case of FloodSim
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
IJCAI'05 Proceedings of the 19th international joint conference on Artificial intelligence
Optimising engagement for stroke rehabilitation using serious games
The Visual Computer: International Journal of Computer Graphics - Special Issue: Serious Games and Virtual Worlds
ICOST'11 Proceedings of the 9th international conference on Toward useful services for elderly and people with disabilities: smart homes and health telematics
Serious games in cognitive training for Alzheimer's patients
SEGAH '11 Proceedings of the 2011 IEEE 1st International Conference on Serious Games and Applications for Health
Proceedings of the 5th International Conference on PErvasive Technologies Related to Assistive Environments
Alzheimer's Disease rehabilitation using smartphones to improve patients' quality of life
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
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To face new challenges caused by society aging, several researchers have initiated the experimentation of serious games as a re-education platform to help slowing down the decline of people suffering from Alzheimer. In the last few years, academic studies have been conducted and some commercial products (Nintendo's Brain Age, Big Brain Academy, etc.) have emerged. Nevertheless, these initiatives suffer from multiple important limitations since they do not really suit perceptual and interaction needs of silver-aged gamers, more specifically people suffering from Alzheimer disease. In an effort to address this important issue, we present in this paper a set of specific guidelines for designing and implementing effective serious games targeting silver-aged and Alzheimer's patients. Our guidelines cover the following aspects: (i) choosing right in-game challenges, (ii) designing appropriate interaction mechanisms for cognitively impaired people, (iii) implementing artificial intelligence for providing adequate assistive prompting and dynamic difficulty adjustments, (iv) producing effective visual and auditory assets to maximize cognitive training. Also, as a case study, we present the prototype of our new serious game for Alzheimer's patients.