behavior training game platform with brain computer interface (bci) and motion sensing cognitive...
TRANSCRIPT
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Fairy Tale Directed Training Game Platform with Brainwaves, Motion Sensing Cognitive Technologies for Children with ADHD
November 20, 2015
Kyungeun Park
ICES 2015
The International Conference on Emotion and Sensibility 2015
November 18 (Wed) 21 (Sat), 2015, Jeju, Republic of Korea
Maryland, U.S.A
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Contents
Research Objective
ADHD Facts
ADHD Treatment Strategy
Serious Game and its Effects
Narrative Therapy
Behavior Training Game Platform
Experiments and Analysis
Demo
Review and Future Research
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Research Objective
Fairy Tale Directed Behavior Training Game Platform
Brain-Computer Interface (BCI) with NeuroSkys MindWave
Skeleton and face tracking with Microsofts Kinect V2
Narrative fairy tale contents with characters and contextual instructions
This Training Game Platform:
Keeps track of users brainwaves and associated behaviors responding to the given narrative contents or implicit contextual instructions
Works as a treatment framework for children with ADHD
to improve the childrens sustained attention
to control their hyperactive behavior
to promote reading comprehension capability
to give them an opportunity of self-examination
to get them treated emotionally
to encourage them to feel self-confidence
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ADHD Facts
ADHD (Attention-Deficit/Hyperactivity Disorder)
5% to 15% children in the U.S. have been diagnosed
American Psychiatric Association (APA): Avg. 5%
Centers for Disease Control and Prevention (CDC) : Avg. 11%
Typical Symptoms include:
Deficits in behavioral inhibition, sustained attention, and resistance to distraction
Impaired behavioral inhibition and self-control needed as a critical foundation for the performance of any task
Weak social skills
Low level reading capabilities
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ADHD by the Numbers
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http://www.healthline.com/health/adhd/facts-statistics-infographic
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Types of ADHD
ADD: Attention Deficit Disorder
HD: Hyperactivity Disorder
Mixed ADHD: Attention Deficit/Hyperactivity Disorder
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Rief, S.F. 2005. How to reach and teach children with ADD/ADHD: practical techniques, strategies and interventions, 2nd ed. San Francisco: Jossey-bass.
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Attention Deficit Disorder (ADD)
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https://www.pinterest.com/thebluebunyip/adhd/
Hyperactivity Disorder (HD)
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http://www.theatlantic.com/health/archive/2012/02/a-western-diet-high-in-sugars-and-fat-could-contribute-to-adhd/252853/
ADHD Affects Children:
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The more severe, the earlier the diagnosis
8 years old: with mild ADHD
7 years old: with moderate ADHD
5 years old: with severe ADHD
http://www.healthline.com/health/adhd/facts-statistics-infographic
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ADHD & Co-Existing Conditions
Children might have co-existing conditions
learning disabilities
conduct disorders and difficulties: antisocial behavior, fighting, and oppositional defiant disorder
anxiety disorder
depression
sleep disorders, etc.
Boys and girls display very different ADHD symptoms.
Boys: more likely the attention disorder
Girls: more internal and less obvious
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ADHD Behavioral Treatment Strategy
Develop relatively long-term sustained attention to successfully complete the instruction (ADD)
Keep high-level attention to figure out complicate and boring story or discussion (ADD/HD)
Encourage children to stay motionless for a while and behave appropriately in a certain situation (HD)
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Serious Games
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Any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed with the intention to be more than entertainment
Primary purpose beyond pure entertainment
To train or educate users
To achieve a desired progress
Serious Games: Mechanisms and Effects, by Ritterfield, Cody, & Vorderer, 2009
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Categories of Serious Games
Educational Games
Social Change & Public Welfare Games
Occupational Games
Healthcare Games
Military Games
Marketing Games
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Expectations via Serious Games
As a training environment,
Draw problem solving strategies
Resolve the problems
Experience the processes
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Serious Games: Mechanisms and Effects, by Ute Ritterfield, Michael Cody, and Peter Vorderer, 2009
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Narrative Therapy
Indirect Narrative Experiences
A fairy tale story with pain and frustration
Narrative Experiences
Catharsis, Empathy
Change in perspective, Pair effect,
Self-examination, Generalization
Relief, Problem-solving, Therapy
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Types of Narratives
Dialogue
Personal Experience Narrative
Fairy tale or Fiction
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Dialogue
Do you want to talk about ?
How about school?
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, !
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Personal Experience Narrative
Self-Experienced Story
Dreams
Psychoanalytic approach uses interpretation of dreams and presents solution to psychological problems.
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http://www.seedboxpress.com/the-interpretation-of-dreams/
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Fairy tale or Fiction
HanselandGretel,
Snow White, Cinderella,
Little Red Riding Hood,
Jack and Beanstalk, etc.
Through painful threats and failure, a childish character changes into a matured character, Hero.
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http://news.nationalgeographic.com/news/2013/11/131129-little-red-riding-hood-folktale-tehrani-anthropology-science/
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Structure of Narratives
Story (plain contents): Character, Action, Space, Item, etc.
Discourse (representation): Point of view, Perspective, Focalization, Tone, Style, Order, Duration, Frequency, Plot, etc.
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Scholes, R., Phelan, J., and Kellogg, R., 2006, The Nature of Narrative, Oxford University Press.
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Application of Narratives to the Behavioral Treatment
Reading narratives requires complete understanding of the components of a story and its development processing.
Children with ADHD can be effectively treated with well-known, structured narratives (fairy tales) to improve reading skill, control hyperactive behavior, and treat emotional problem.
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Behavior Training Platform
Unity3D
Game Contents Manager
Contents
Kinect V2
MindWave
Logger
Replayer
Screen Capture
MPEG Processor
Middleware
Event Logger
Video Producer
Server
ZooKeeper
Kafka
ElasticSearch DB
Video File Server
Video File Storage
API
Web App Dashboard
User List
Experiment
Analysis
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Interactive Data Collection
Monitoring Concentration with Brain-Computer Interface (BCI)
Monitoring Behavior with Motion Sensors
Interactive Narratives and Intervention Data
Users Responses
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Brainwaves via MindWave
eSense meter of Brainwaves
Attention
Meditation
Saved to the list of Brainwaves
After finishing game, the data sent to Data Sever
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Brainwaves
MindWave Interface
Collect and Save Brainwaves
ElasticSearch
Collect Event Logs
Send to
Data Server
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Kinect Skeleton Structure
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00_Hip_center10_Wrist_Right01_Spine11_Hand_Right02_Shoulder_Center12_Hip_Left03_Head13_Knee_Left04_Shoulder_Left14_Ankle_Left05_Elbow_Left15_Foot_Left06_Wrist_Left16_Hip_Right07_Hand_Left17_Knee_Right08_Shoulder_Right18_Ankle_Right09_Elbow_Right19_Foot_RightJoints
Twenty joints
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Motion and Face Tracking
Skeletal tracking with Kinect:
recognizing 22 different motions
Face tracking with Kinect:
recognizing 6 different motions
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Skeleton Tracking
Face Tracking
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Kinect: Motion Recognition
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Interactive Intervention
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Normal playing with the player sitting in place
Paused upon recognizing the players motion
Controls the game according to the recognized brainwaves, skeleton, and face tracking results.
The main idea of the game is to make the player stay motionless, sitting still in place for a while.
To prohibit a game character from proceeding when the player is not concentrating on the narratives (video clip to show how it works)
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Interactive Intervention
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Fairy Tale Contents
Dynamically controlled fairy tale contents affect cyberspace with real-world events
While playing the game, a child with his/her own identity influences the story and the discourse of the fairy tale narratives.
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Fisher man and Genie
3 Characters
Fisher man: main character
Genie: threat then friend character
Child: outside helper
Design Strategy
6 Sequences
Real-time events collection and intervention
Reproduction of past games for post evaluation and self-examination
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Reading Flow
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Processes
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Sequence 1Sequence 2Sequence 3Sequence 4Sequence 5Sequence 6Reading Comprehension Fisher man is preparing for fishing.Fisher man is heading for fishing place.Fisher man is fishing a bottle.Genie is threatening fisher man to kill.Fisher man is escaping out of the life-threatening situation using wisdom.Fisher man and reader (child) are saving Genie together.Contextual InstructionGreetingKeep high-level attention without hyper actionKeep high-level attention according to instructionsComprehend complex dialogue Comprehend complex dialogue according to instructionsConsider others situationSequence 1
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OrderStoryInterfaceComprehension and Contextual Instruction InterventionEventCharacterSpace1.GreetingFisher manIndoorTextGreetingKinectMutual interaction2.Preparation for fishing outFisher manIndoorTextPreparing fishingKinectResponse according to the instruction35
OrderStoryInterfaceComprehension and Contextual Instruction InterventionEventCharacterSpace1.Go to sea shoreFisher manPath to the fishing placeTextGo to the Fishing placeFisherman is falling down.KinectStay motionlessMindWaveSustained attention is needed2. QuizFisher manPath to the fishing placeTextReading comprehensionRepetitionKinectAnswering3.Go to sea shoreFisher manPath to the fishing placeTextFiguring out the reason why fisher man is continuously walking to the fishing place.Fisherman is falling down.KinectMaintain the sustained attention with the understanding of the boring situationMindWaveSustained attention is needed.Sequence 2
Sequence 3
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OrderStoryInterfaceComprehension and Contextual Instruction InterventionEventCharacterSpace1.FishingFisher manSea shoreTextCatching a donkeyRecognize this is not wat the fisher man wantedFisherman is falling down.KinectStay motionlessMindWaveSustained attention according to the instructionSequence 4
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OrderStoryInterfaceComprehension and Contextual Instruction InterventionEventCharacterSpace1.Opening the gourd bottleFisher manSea shoreTextGenie is out of the gourd bottleGame temporarily stops and waits for the child follow the instructionKinectKeep motionless to perform the instructionMindWaveSustained attention according to the instruction2.Dialogue between Genie and the fisher manGenieFisher manSea shoreTextGenie threats the fisher man to killGame temporarily stops and waits for the child follow the instructionKinectKeep motionless and read the textSequence 5
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OrderStoryInterfaceComprehension and Contextual Instruction InterventionEventCharacterSpace1.Dialogue between Genie and the fisher manGenieFisher manSea shoreTextThe fisher man is seeking a way to escape from the life threating crisis by Genie.Game temporarily stops and waits for the child follow the instructionKinectKeep motionless and read the text2.Closing the gourd bottleGenieFisher manSea shoreTextShutting up Genie in the bottle Game temporarily stops and waits for the child follow the instructionKinectKeep motionless to perform the instructionMindWaveSustained attention according to the instruction3.Dialogue between Genie and the fisher manGenieFisher manSea shoreTextGenie asks for savingGame temporarily stops and waits for the child follow the instructionKinectKeep motionless and read the textSequence 6
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OrderStoryInterfaceComprehension and Contextual Instruction InterventionEventCharacterSpace1.Dialogue between the fisher man and the childChildFisher manSea shoreTextThe fisher man asks the child if he saves Genie.Game temporarily stops and waits for the child follow the instructionKinectKeep motionless and read the text2.Opening the gourd bottleGenieFisher manSea shoreTextSaving GenieGame temporarily stops and waits for the child follow the instructionKinectKeep motionless to perform the instructionMindWaveSustained attention according to the instruction3.Dialogue among Genie, the fisher man, and the childGenieFisher manSea shoreTextGenie thanks to the fisher man and becomes friends each other. Game temporarily stops and waits for the child follow the instructionKinectKeep motionless and read the textLoad Balancing for Reading and Behavior Requirements
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contentSequence 1Sequence 2Sequence 3Sequence 4Sequence 5Sequence 6Text (words)1099718622920357BCI Attention Req. Duration (sec)010590303030Text (words)
BCI Attention Req. Duration (sec)
text(/word)sequence1sequence2sequence3sequence4sequence5sequence61099718622920357interaction(/sec)sequence1sequence2sequence3sequence4sequence5sequence6010590303030
Expected Effects via Complicate Reading with Intervention Scheme
Reading Skill Improvement: By figuring out complicate dialogue in Sequence 4 and 5 with sustained high- level attention
Behavior Treatment: By training high-level attention, keeping motionless in each scene, and behaving accordingly in a certain situation
Emotional Treatment: By helping the child experience feeling of sympathy for Genie especially in Scene 6.
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Treatment Effects via Self-Examination with Reproduction of the Game
Visualization of the Childs Experience with the Game for Post Evaluation and Self-Examination
The child recognizes how Cyberspace was affected by his/her behavior.
As an Object Watcher, self-examination may stimulate changes in his/her behavior
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H/W Configuration
Windows 8.1, 64 bit
Ram: 8GB
USB 3.0
CPU: Intel Core i5-4590m
HDD: 500GB SATA3
GPU: GeForce 705
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Experiments and Analysis
1) Motion Tracking Test
To see if brainwaves and motion tracking data are successfully collected while playing the narrative game
The result shows the motion tracking capabilities recognize 22 different motions successfully
2) Game Tracking Test
Skeletal and face tracking have been tested while playing the game.
At the same time, the testers brainwaves were measured and collected.
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Game Tracking Results
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Body CategoryMotionNo. Motions Tester 1No. MotionsTester 2No. Motions Tester 3No. Motions Tester 4No. Motions Tester 5UpperBodyUBLeft24130UBRight23030UBFront05211UBBack02100UBStand02011UBSit02011Left HandLHLeft32130LHRight21130LHFront01101LHBack01000LHUp23341LHDown00001Right HandRHLeft22430RHRight11130RHFront01110RHBack01000RHUp21331RHDown00001Left FootLFLeft11100LFRight11100LFFront11251LFBack01000LFUp01000Right FootRFLeft11000RFRight11000RFFront11251RFBack01010RFUp0110145
Game Tracking Results (cont.)
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Body CategoryMotionNo. Motions Tester 1No. Motions Tester 2No. MotionsTester 3No. Motions Tester 4No. Motions Tester 5HeadHDLeft12121HDRight12021HDUp02010HDDown12010HDLeftTilt02111HDRightTilt01011Brainwaves Avg. eSenseAttention75.875962.782951.426353.782929.0852Meditation67.255863.092161.252355.228234.1012Clear Time (sec)Total651126710161Scene12840265124Scene23759415037TotalNo. Motion255328481546
Web App Dashboard (Statistics Data)
User List
Experiment List
Players Interaction Log:
Motion Sensing Data Log: Body and face tracking
Brainwaves: Attention and meditation tracking
Web App Dashboard Demo
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User List
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Click admin User
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Experiment List
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Experiment List of admin User
Click this event
Kinect Motion Tracking and Interaction
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MindWave Brainwaves Tracking
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Attention Tracking
Meditation Tracking
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Demo
Fisher man and Genie
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The main contribution is the implementation of the behavior training platform which combines BCI and motion sensing technology with fairy tale narrative contents and treat children with ADHD in terms of the behavioral treatment and reading comprehension.
We are expecting this training platform to help the children improve their attention and control hyperactive behavior based on narrative therapy strategy.
In addition to the current narrative content, Fisher man and Genie, we hope to provide diverse contents with wide-range of fairy tales.
We would like to test this platform as the treatment framework for children with ADHD by collaborating with related fields and medical professionals.
Review and Future Research
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Q&A
Thank you for your attention!
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Kyungeun Park, D.Sc.
Dept. of Computer and Information Sciences
Towson University
Towson, Maryland, USA
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