Geometric Games for Assessing Cognitive, Working Memory, and Motor Control Skills Beatrice Floyd Abstract Case Western Reserve University This paper presents the authors ongoing work in designing and building a set of blocks with embedded electronics for the cognitive, working memory, and motor control assessment of children. The sensorintegrated geometric blocks (SIG-Blocks) act as game controls for a computerized game, called TaG-Games. Three types of TaG-Games, Assembly, Shape Matching, and Sequence Memory, have been developed. These games are currently being tested on young adults for preliminary evaluation, which will be followed by an additional evaluation study focusing on children. Game administration and behavioral/performance assessments during play are fully automated by embedded sensors and wireless communication enabled between the blocks and a host computer. Dept. of Mechanical and Aerospace Engineering Cleveland, OH 44106 [email protected] Donghwa Jeong Case Western Reserve University Dept. of Mechanical and Aerospace Engineering Cleveland, OH 44106 [email protected] Kiju Lee Case Western Reserve University Dept. of Mechanical and Aerospace Engineering Cleveland, OH 44106 [email protected] (Primary Contact) Keywords Tangible Game Interface, Geometric Toys, Cognitive/Intelligence Assessment, Play-based Assessment ACM Classification Keywords Copyright is held by the author / owner(s). TEI 2012, Kingston, Ontario, Canada, February 19 – 22, 2012. ISBN 978-1-4503-1174-8/12/0002 $10.00 H5.2 Information interfaces and presentation: User interfaces - Prototyping Introduction figure 1. Four SIG-Blocks assembled in a 2-by-2 configuration. Young children on average spend approximately halfan-hour playing games on the computer every day [2]. Many people are concerned about the effect that this computer usage could have on children and have studied its impact [4,8,12]. These studies have identified the problems with computer use as being the exposure of child to inappropriate content, advertising, and safety concerns, as well as, health concerns like sleep and physical activity displacement, vision problems, and addiction [12]. On the other hand these studies also discuss the evidence that computer use can have positive effects in regards to development of cognitive, fine motor, social interaction, and visual processing skills [12]. Individual studies have shown that computers can help children develop a variety of skills including cognitive and motor development [1], problem solving [10], numeracy [9], and handwriting [7]. We believe that a child’s computer time should be made as productive as possible in order to avoid the negative effects. We developed TaG-Games as a computer game for children using a tangible interface that will not only improve their fine motor and cognitive skills, but also perform assessment of these skills in a simple, non-intrusive manner. Early diagnosis of cognitive and fine motor control disorders means earlier treatment resulting in better outcomes in the long term [3]. It is thus important that assessment happens early on, but assessments of such skills traditionally take place in a controlled environment and must be overseen by a trained professional. By integrating the assessment into a fun environment that children already participate in on a daily basis, we hope to provide an assessment tool that can help objective assessments of cognitive problem-solving, working memory, and motor control skills in a less controlled environment. System Description TaG-Games is comprised of a set of SIG-Blocks and a graphical user interface (GUI) that interact by way of wireless communications [5,6]. The SIG-Blocks are used as game controls to play TaG-Games and the GUI gives the user feedback and assigns the user new tasks to complete. A B C D E figure 2. Schematic of a SIG-Block [11]: (A) batteries, (B) wireless module, (C) accelerometer, (D) reflective optical sensor, (E) microprocessor Hardware: SIG-Blocks Each SIG-Block contains a tri-axial accelerometer (MMA7260), a microprocessor (ATmega328), six reflective optical sensors, a wireless module (XBee), and four AAA batteries. A schematic of a block can be seen in figure 2. The accelerometer communicates whether and how much the block is moving and the optical sensors, which are placed on each face of the block, indicate whether each block face is covered. The wireless module is used to transfer the accelerometer and optical sensor data to the computer. The rechargeable batteries provide up to 5 hours of battery life. Each block has a unique ID so the computer is able to distinguish the blocks from each other and to reconstruct the 3D relative locations of the blocks. Physically, the blocks are 2-inch cubes with different images on each of their six faces. The images can be changed manually depending on what type of game is being played. The most commonly used face images are black and white geometric patterns with 1-, 2-, and 4-fold symmetry [5] and can be seen in figure 1. Software: Graphical User Interface OpenGL for animations. Its features include the ability to select games, display 3D animation of blocks in realtime, perform performance analysis, save data for reference, and an interface that is attractive and user friendly. The GUI has two difference appearances based on who is using it. The first is intended for parents or professionals that want to look at the collected data [5,6] and the second is intended for children. The professional GUI has a simpler appearance, but has more information and options. The children’s GUI does not display all the possible information, but has more playful appearance and features. Figure 3 shows a layout of the children’s GUI, which comes with a variety of options for layouts and colors. The Games Buttons: exit, settings, help Three main games have been designed for the initial trial of TaG-Games. Each is intended to test a different sub-set of psychological, developmental, and motor skills, as shown in table 1, as well as be interactive and fun for the user. A player proficiency at a certain game as reflected in the time taken to complete it and the accuracy of their answer. Additional behavioral data, such as spatial manipulation skills, overall speed of motions, dominant frequency of hand motions, repetitive or hyperactive activities, and estimated manipulation trajectories, can be also obtained by analyzing the sensor data. The designed games are called Assembly, Shape-Matching, and Sequence Memory and are described in detail below. Game problem display Real-time assembly configuration Pattern size selection Level selection Visual feedback Buttons: start, stop figure 3. Layout of children’s GUI: a player can choose the background image from several options. The GUI receives data from the blocks and interprets it in order to provide the user with feedback on their performance. It is written in Visual C# and utilizes Types Assembly Associated Cognitive Skills Fine-motor proficiency; Visual-motor integration Shape Matching Cognitive problem solving; Conceptual reasoning; Visual-motor integration; Working memory Sequence Memory Working memory; Visual-motor integration; Fine-motor proficiency table 1. Three types of TaG-Games with related cognitive skills and behavioral data available from TaG-Games. figure 4. Assembly game examples of 2x2 and 3x3 games patterns with and without dividing lines figure 5. Shape-Matching game examples of 2x2 and 3x3 patterns games Assembly Game The assembly game is a puzzle game in which the user is trying to recreate a displayed image using the SIGBlocks. The user is given a pattern like those seen in figure 4 and they must rotate and rearrange the blocks to find the correct images in order to recreate the pattern. The difficulty and interest of this task comes from the manipulation of the blocks in the hands to find the correct images, the size of the pattern, and the distinguishability of the images on the block faces within the image. The distinguishability of the patterns can be decreased in order to make them more difficult by removing the lines separating the pattern components. This change results in the big picture being more prominent in the patterns then the individual block face images. Figure 4 demonstrates this by showing the same three patterns without and with dividing lines in the first and second rows, respectively. Most noticeably, the far right matched image looks like a ‘W’ when viewed without dividing lines but when lines are added in, it becomes clear that it is simply made up of four triangles. Shape Matching Game The shape matching game is a problem solving game in which the user tries to figure out the visual relationships within an image in order to complete them. It is played by placing a SIG-Block with the correct image in the correct orientation face up. Some example tasks can be seen in figure 5. From these it can be seen that a variety of methods need to be used in order to figure out what goes in the blank location. The most basic is by symmetry (or a mirrored image), as seen in the top left about the vertical axis. Rotation is important of solving the top middle and bottom left. For the top right, the compliment of the image must be taken. And, finally, for the bottom left the difference between images within rows in used to solve for the solution. Sequence Memory Game The sequence game is a memory game and involves remembering a sequence of images and then replaying them back using a SIG-Block. The sequences can be displayed by showing all the images at once for a certain amount of time or each image can be flashed one at a time in sequence. The player replays the image sequence by rotating a block and placing it with the correct face up sequentially. Two different face image pattern sets have been used; a set of six different colors (red, blue, green, yellow, purple, and white) and the set of geometric patterns used in the other two games. The difficulty of remembering a sequence is related to what image set is used, the length of the pattern, and the number of repeating elements within the sequence. Other Game Ideas The three TaG-Games described above are designed primarily for performance assessment. However, SIGBlocks can function as a platform technology that can be used for a wide range of fun games for entertaining and educational purposes. Currently, there are two additional games that we have begun creating. The first figure 6. Maze game example is a maze traversal game for which the player is presented with a maze that can be navigated by rotating a SIG-Block in the direction they wish to travel. This game is mostly just for fun without any assessment uses, but it does require working memory and problem solving skills in addition to good fine motor control. The game currently can be played as a single player or a multiple player game with players competing to get to the goal location. The mazes are randomly generated and have the options to incorporate extra points for visiting certain locations in the maze other than the goal location, sound effects for moving different directions, and a choice of cursor pictures. A sample maze can be seen in figure 6. The second game we have developed is called ShakeShake and is intended to measure the response time to stimuli. It is played by shaking SIG-Blocks in each hand to response as fast as possible to visual and audio signals. The game interface with a visual stimulus can be seen in figure 7. Technology Evaluation figure 7. ShakeShake game example Evaluation of our system takes place in two parts; the first is to test its assessment capabilities to see how well different items correlate with different skills and the second is to test children’s interest and response to it. In order to test its assessment capabilities, we are currently running a human subject study on young adults for initial feasibility evaluation. The study involves performing our three games, Assembly, Shape Matching, and Sequence Memory, as well as the Block Design, Digit Span, and Matrix Reasoning subtests of the Wechsler Adult Intelligence Scale. The Wechsler Intelligence Test is well studied and each of the subtests has been correlated with different cognitive abilities [11,13]. By comparing the player’s performance on the Wechsler Intelligence test and our own games, we will be able to demonstrate the ability of our games to measure certain cognitive skills. Currently, we have tested 110 subjects of our goal of 150 subjects. The subjects are between 18 and 30 years of age and are all members of the Case Western Reserve University community. After this feasibility evaluation, the games with a proper set of comparison modules (e.g., Wechsler Intelligence Scale for Children) will be tested on young children. We will also assess children’s response to the games for tuning the game items and improving the GUI design. One of the foreseeable advantages of our technology is that it will be fun for children and thus an easier way to test the cognitive capabilities of children. Therefore, it is important that children find it engaging. Discussion With every prototype there are parts that do not work as well as could be hoped for. In this case, we have a couple of technical concerns that will be addressed in the next generation. The first is the connection sensing mechanism. Optical sensors have the advantages of being simple, low energy consumption, and accurate in detection, but are set off by anything covering them. Any object that is close to the sensor will reflect the emitted light and set off the sensor, meaning that it will be set of not only by other blocks, but also by a person’s hands as they are manipulating the blocks. Our algorithm combines optical sensor data with the accelerometer to detect assembly among the blocks, but about an error rate of 2% was still caused by false detection in optical sensors. The second concern is the weight of the blocks. Currently, they weigh 350 grams, which feels heavy for a 2-inch cube and may be too much for a young child to handle comfortably. The third problem is that the orientation of blocks can only be detected relative to each other and not relative to the some global frame of reference. In order to play games with a single block, spatial orientation of the block would be useful. [3] First L, Palfrey J. 1994. The infant or young child with developmental delay. The New England Journal of Medicine, 330(7): 478-483. Conclusion and Future Work [5] Jeong, D., Kerci, E. and Lee, K. 2010. Sensorintegrated geometric blocks: towards interactive playbased assessment of young children. Intl. Workshop on Interactive Systems in Healthcare. We have presented TaG-Games as an alternative or supplementary assessment tool for cognitive, working memory, and fine motor control skills with potential advantages of not requiring oversight and being enjoyable to play. The game control interface, called SIG-Blocks, was introduced and the three games, Assembly, Shape Matching, and Sequence Memory, were described to show the different types of skills being test for. Currently, we are conducting a preliminary evaluation study involving human subjects to validate our design and demonstrate its usefulness as an assessment tool. We are also developing the next generation of SIG-Blocks addressing the technical problems identified in the current design. Supporting Web Documents http://www.case.edu/mae/robotics Acknowledgements This project is funded by National Science Foundation under the REESE Program (Award No. 1109270). Citations [1] Atkins M. 2004. Early childhood computer experience and cognitive and motor development. Pediatrics, 113(6): 1715-1722. [2] Christakis D, Ebel B, Rivara F, Zimmerman F. 2004. Television, video, and computer game usage in children under 11 years of age. J. Pediatr., 145(5):652-656. [4] Jacobs K, Baker NA. 2002. The association between children's computer use and musculoskeletal discomfort. Work 18(3): 221-6. [6] Jeong, D. Kerci, E., and K. Lee. TaG-Games: tangible geometric games for assessing cognitive problem-solving skills and fine motor proficiency," IEEE MFI 2010, pp. 32-37. [7] Kastc M, Meyera M, Vogelic C, Markus F. 2007. Computer-based multisensory learning in children with developmental dyslexia. Res. Neu. & Neuroscience, 25(3-4): 355-369. [8] Kraut R, Greenfield P, Gross E. 2000. The impact of home computer use on children's activities and development. Future Child, 10(2): 123-144. [9] Räsänen P, Salminen J, Wilson AJ, Aunio P, Dehaene S. 2009. Computer-assisted intervention for children with low numeracy skills. Cog. Dev., 24(4): 450-472. [10] Serin O. 2011. The effects of the computer-based instruction on the achievement and problem solving skills of the science and technology students. Turk Online J. Educ. T., 10(1): 183-201. 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