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|Title:||Android tablet game development for dementia patient - Games||Authors:||Tong, Chee Tian||Keywords:||DRNTU::Engineering||Issue Date:||2016||Abstract:||Over the years, Singapore is experiencing an increase in silver generation. By 2030, the nation will join 33 others as a “super-aged” country, where one out of five people are aged 65 and older. Given this rise, we can also expect an increase in the prevalence rate of mental disease like dementia. Most of the mental diseases are incurable. However, researchers have shown that dementia can be prevented or slow down by having early preventive measures. One of the best preventive measures is the use of technological devices like iPad and tablets. Mobile application has the ability to stimulate brain in a fun and interactive environment. The objective of this project is to create mobile game applications that can help to improve a dementia patient’s condition. Unlike many other games in the market, games developed in this project are able to capture more in-game behaviour of the player. The data captured from the game will be passed to the PEAR database to do further analysis on the patient’s condition. The games developed in this project will be added into the current PEAR system. There are 6 main categories of game in PEAR system; Speed, Memory, Attention, Flexibility, Problem Solving and Mind-eye Coordination. In this project, the author has developed 2 Android tablet games. The first game is called RevertBack. This is a new game that is categorised under memory category. The goal of RevertBack is to tackle the problem of misplacing item. The game trains the memory skill of the patient by testing them on getting the items back to their original positions after mixing up the items order. Unlike normal games in the market, RevertBack is able to capture more in game behaviour like the number of swaps, item category, whether hints are activated. The second game, PuzzleV2, is a revamped version of a created game called Puzzle. This game is categorised under flexibility and mind-eye coordination. The game trains the recognition skill of the patient by testing them on re-building a picture using a jigsaw puzzle game. Both games are designed under the consideration of elderly. The use of larger fonts and vibrant colours improves readability for elderly. Furthermore, both games are also available in English and Chinese to cater to a wider range of elderly user. With the aid of mobile game, the author hope to lighten the burden of caregivers who are working in the day care centres, as well as family member of the dementia patient.||URI:||http://hdl.handle.net/10356/69154||Rights:||Nanyang Technological University||Fulltext Permission:||restricted||Fulltext Availability:||With Fulltext|
|Appears in Collections:||SCSE Student Reports (FYP/IA/PA/PI)|
Updated on May 18, 2021
Updated on May 18, 2021
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