Entertainment robots for automatic detection and mitigation of cognitive impairment in elderly populations

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-07-05 DOI:10.1016/j.entcom.2024.100803
M. Kalpana Chowdary , Anandbabu Gopatoti , D. Ferlin Deva Shahila , Abhay Chaturvedi , Vamsidhar Talasila , A. Konda Babu
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Abstract

This study showed that using collaborative entertainment robots for human-robot interaction can be a promising way to help manage the health of ageing populations by automatically detecting and mitigating cognitive impairment. The system enhanced spoken interaction with users by using cutting-edge technologies such as state-of-the-art speech recognition, natural language processing, and machine learning. The system was tested on senior participants and gathered, analyzed, and displayed individual interaction models to provide automated user engagement, daily interaction monitoring, and automatic early detection of deteriorating mental health. The findings were presented using bar charts and confusion matrices, incorporating important metrics such as mental workload and speech/non-speech interaction graphic. These visualizations aided individuals in managing their behavior to achieve an optimal cognitive workload, a challenging measure to determine due to cognitive decline. In order to make significant progress in the subject, future advancements need to focus on addressing the unpredictability in human speech sequences, using non-speech modalities such as gestures or facial expressions as supplementary inputs to complement speech and behavior, and effectively managing concerns related to human rights and data protection. In addition to technological constraints, future research should prioritize the examination of the enduring impacts of cognitive therapies facilitated by entertainment robots.

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用于自动检测和减轻老年人认知障碍的娱乐机器人
这项研究表明,使用协同娱乐机器人进行人机交互,可以自动检测和减轻认知障碍,是帮助管理老龄人口健康的一种有前途的方法。该系统利用最先进的语音识别、自然语言处理和机器学习等尖端技术,增强了与用户的口语互动。该系统对老年参与者进行了测试,并收集、分析和显示了个人互动模型,以提供自动用户参与、日常互动监测和自动早期检测心理健康状况恶化的功能。研究结果通过条形图和混淆矩阵呈现,并纳入了心理工作量和语音/非语音交互图形等重要指标。这些可视化方法有助于个人管理自己的行为,以达到最佳的认知工作量,而由于认知能力下降,确定认知工作量是一项具有挑战性的措施。为了在这一课题上取得重大进展,未来的进步需要重点解决人类语音序列中的不可预测性,使用手势或面部表情等非语音模式作为补充输入,对语音和行为进行补充,并有效管理与人权和数据保护相关的问题。除技术限制外,未来的研究应优先考虑研究娱乐机器人促进认知疗法的持久影响。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
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.
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