Kapil Aggarwal , S.L. Jany Shabu , Muhammad Humza Farooq Siddiqui , M. Shanmathi , M. Malathi , Ch S.V.V.S.N. Murthy
{"title":"A novel framework for entertainment robots in personalized elderly care using adaptive emotional resonance technologies","authors":"Kapil Aggarwal , S.L. Jany Shabu , Muhammad Humza Farooq Siddiqui , M. Shanmathi , M. Malathi , Ch S.V.V.S.N. Murthy","doi":"10.1016/j.entcom.2024.100796","DOIUrl":null,"url":null,"abstract":"<div><p>The aging population suffers from some difficult aspects, such as loneliness, dementia, and lack of meaning, which diminish their enjoyment of life. This work presents a novel model using robotics and artificial intelligence to create entertainment robots that can adapt their interaction based on the elderly’s emotion. The model is implemented through the use of the multimodal emotion recognition technology that holds the facial expression, voice tone, physiological expressions, and body postures. Supported by the emotional resonance algorithm and personalization features, these robots can deliver emotional resonance that corresponds to the user’s mood. With time, this model may learn and provide better feedback. Ethical factors are also taken into account. The robot handles multimedia content, natural language processing, and gentle movements that enhance interaction. The trial involved 20 elderly users, which showed effective outcomes of mood and engagement. Standardized psychological assessments, such as the Geriatric Depression Scale (GDS) and the Quality of Life in Alzheimer’s Disease (QOL-AD) scale, revealed that participants exhibited a 2.1-point decrease in GDS scores, indicating a reduction in depressive symptoms, and a 3.8-point increase in QOL-AD scores. This framework, is thus, a promising tool in transforming elderly care.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100796"},"PeriodicalIF":2.8000,"publicationDate":"2024-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952124001642","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
The aging population suffers from some difficult aspects, such as loneliness, dementia, and lack of meaning, which diminish their enjoyment of life. This work presents a novel model using robotics and artificial intelligence to create entertainment robots that can adapt their interaction based on the elderly’s emotion. The model is implemented through the use of the multimodal emotion recognition technology that holds the facial expression, voice tone, physiological expressions, and body postures. Supported by the emotional resonance algorithm and personalization features, these robots can deliver emotional resonance that corresponds to the user’s mood. With time, this model may learn and provide better feedback. Ethical factors are also taken into account. The robot handles multimedia content, natural language processing, and gentle movements that enhance interaction. The trial involved 20 elderly users, which showed effective outcomes of mood and engagement. Standardized psychological assessments, such as the Geriatric Depression Scale (GDS) and the Quality of Life in Alzheimer’s Disease (QOL-AD) scale, revealed that participants exhibited a 2.1-point decrease in GDS scores, indicating a reduction in depressive symptoms, and a 3.8-point increase in QOL-AD scores. This framework, is thus, a promising tool in transforming elderly care.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.