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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
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
2
Research Objective
• Fairy Tale Directed Behavior Training Game Platform
– Brain-Computer Interface (BCI) with NeuroSky’s MindWave
– Skeleton and face tracking with Microsoft’s Kinect V2
– Narrative fairy tale contents with characters and contextual instructions
• This Training Game Platform:
– Keeps track of user’s 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 children’s 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
3
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
4
ADHD by the Numbers
5
http://www.healthline.com/health/adhd/facts-statistics-infographic
Types of ADHD
• ADD: Attention Deficit Disorder
• HD: Hyperactivity Disorder
• Mixed ADHD: Attention Deficit/Hyperactivity
Disorder
6
Rief, S.F. 2005. How to reach and teach children with
ADD/ADHD: practical techniques, strategies and
interventions, 2nd ed. San Francisco: Jossey-bass.
Attention Deficit Disorder (ADD)
7
https://www.pinterest.com/thebluebunyip/adhd/
Hyperactivity Disorder (HD)
8
http://www.theatlantic.com/health/archive/2012/02/a-
western-diet-high-in-sugars-and-fat-could-contribute-to-
adhd/252853/
ADHD Affects Children:
9
• 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
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
10
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)
11
Serious Games
12
• 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
Categories of Serious Games
• Educational Games
• Social Change & Public Welfare Games
• Occupational Games
• Healthcare Games
• Military Games
• Marketing Games
13
Expectations via Serious Games
• As a training environment,
– Draw problem solving strategies
– Resolve the problems
– Experience the processes
14
Serious Games: Mechanisms and Effects, by Ute Ritterfield,
Michael Cody, and Peter Vorderer, 2009
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
15
Types of Narratives
• Dialogue
• Personal Experience Narrative
• Fairy tale or Fiction
16
Dialogue
• Do you want to talk about … ?
• How about school?
17
Personal Experience Narrative
• Self-Experienced Story
• Dreams
– Psychoanalytic approach uses interpretation of
dreams and presents solution to psychological
problems.
18
http://www.seedboxpress.com/the-interpretation-of-dreams/
Fairy tale or Fiction
• Hansel and Gretel,
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.”
19
http://news.nationalgeographic.com/news/2013/11/131129-
little-red-riding-hood-folktale-tehrani-anthropology-science/
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.
20
Scholes, R., Phelan, J., and Kellogg, R., 2006, The Nature of
Narrative, Oxford University Press.
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.
21
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
Interactive Data Collection
• Monitoring Concentration with Brain-
Computer Interface (BCI)
• Monitoring Behavior with Motion Sensors
• Interactive Narratives and Intervention Data
• User’s Responses
23
Brainwaves via MindWave
• eSense meter of Brainwaves
– Attention
– Meditation
• Saved to the list of Brainwaves
• After finishing game, the data sent to Data Sever
24
Brainwaves
MindWave
Interface
Collect and
Save
Brainwaves
ElasticSearch Collect Event
Logs
Send to
Data Server
Kinect Skeleton Structure
25
00_Hip_center 10_Wrist_Right
01_Spine 11_Hand_Right
02_Shoulder_Center 12_Hip_Left
03_Head 13_Knee_Left
04_Shoulder_Left 14_Ankle_Left
05_Elbow_Left 15_Foot_Left
06_Wrist_Left 16_Hip_Right
07_Hand_Left 17_Knee_Right
08_Shoulder_Right 18_Ankle_Right
09_Elbow_Right 19_Foot_Right
Joints Twenty joints
Motion and Face Tracking
Skeletal tracking
with Kinect:
recognizing 22
different
motions
Face tracking
with Kinect:
recognizing 6
different
motions
26
• Skeleton Tracking
• Face Tracking
Kinect: Motion Recognition
27
Interactive Intervention
28Normal playing with the player sitting in place Paused upon recognizing the player’s 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)
Interactive Intervention
29
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.
30
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
31
Reading Flow
32
Processes
33
Sequence 1 Sequence 2 Sequence 3 Sequence 4 Sequence 5 Sequence 6
Reading
Comprehe
nsion
Fishermanis
preparingfor
fishing.
Fishermanis
headingfor
fishingplace.
Fishermanis
fishinga
bottle.
Genieis
threatening
fishermanto
kill.
Fisherman is
escaping out
ofthelife-
threatening
situation
using
wisdom.
Fisherman
andreader
(child)are
savingGenie
together.
Contextual
Instruction
Greeting Keep high-
level
attention
without
hyper
action
Keep high-
level
attention
according
to
instructions
Comprehen
d complex
dialogue
Comprehen
d complex
dialogue
according
to
instructions
Consider
others’
situation
Sequence 1
34
Order
Story
Interface
Comprehension and Contextual
Instruction
Intervention
Event Character Space
1. Greeting Fisher man Indoor Text Greeting
Kinect Mutual interaction
2. Preparation for fi
shing out
Fisher man Indoor Text Preparing fishing
Kinect Response according to the
instruction
Sequence 1
agree request
Yes
Object
search
No
compliment
requestNo
Yes
Leaving more
than 5 minutes
Finish
No
Yes Login
35
Sequence 2
No movement for
15 seconds
Remember
details
test
request
Yes
No
requestNo
compliment
Yes
Leaving more
than 5 minutes
FinishYes
No
Login
Order
Story
Interface
Comprehension and Contextual
Instruction
Intervention
Event Character Space
1. Go to sea shore Fisher man Path to the fishi
ng place
Text Go to the Fishing place Fisherman is falling
down.Kinect Stay motionless
MindWave Sustained attention is needed
2. Quiz Fisher man Path to the fishi
ng place
Text Reading comprehension Repetition
Kinect Answering
3. Go to sea shore Fisher man Path to the fishi
ng place
Text Figuring out the reason why fisher
man is continuously walking to the
fishing place.
Fisherman is falling
down.
Kinect Maintain the sustained attention wit
h the understanding of the boring sit
uation
MindWave Sustained attention is needed.
Sequence 2
Sequence 3
36
Sequence 3
No movement for
10 seconds
Help cycle
requestNo
Yes
No movement for
5 seconds
Yes
Concentration
more than 40%
Object
acquisition
empty
Yes
No
Leaving more
than 5 minutes
Finish
No
Yes Login
No
Order
Story
Interface
Comprehension and Contextual
Instruction
Intervention
Event Character Space
1. Fishing Fisher man Sea shore Text Catching a donkey
Recognize this is not wat the fisher
man wanted
Fisherman is falling
down.
Kinect Stay motionless
MindWave Sustained attention according to the
instruction
Sequence 4
37
Order
Story
Interface
Comprehension and Contextual
Instruction
Intervention
Event Character Space
1. Opening the g
ourd bottle
Fisher man Sea shore Text Genie is out of the gourd bottle Game temporarily s
tops and waits for t
he child follow the i
nstruction
Kinect Keep motionless to perform the
instruction
MindWave Sustained attention according to the
instruction
2. Dialogue
between
Genie and the
fisher man
Genie
Fisher man
Sea shore Text Genie threats the fisher man to kill Game temporarily s
tops and waits for t
he child follow the i
nstruction
Kinect Keep motionless and read the text
Sequence 4
Concentration
more than 40%
request
Genie appears
No
Yes
Leaving more
than 5 minutes
FinishYes
No
Login
Sequence 5
38
Sequence 5
Concentration
more than 40%
request
Genie
disappears
No
Yes
Leaving more
than 5 minutes
Finish
No
Yes Login
Order
Story
Interface
Comprehension and Contextual
Instruction
Intervention
Event Character Space
1. Dialogue
between
Genie and the
fisher man
Genie
Fisher man
Sea shore Text The fisher man is seeking a way
to escape from the life threating
crisis by Genie.
Game temporarily s
tops and waits for t
he child follow the i
nstructionKinect Keep motionless and read the text
2. Closing the
gourd bottle
Genie
Fisher man
Sea shore Text Shutting up Genie in the bottle Game temporarily s
tops and waits for t
he child follow the i
nstruction
Kinect Keep motionless to perform the
instruction
MindWave Sustained attention according to the
instruction
3. Dialogue
between
Genie and the
fisher man
Genie
Fisher man
Sea shore Text Genie asks for saving Game temporarily s
tops and waits for t
he child follow the i
nstruction
Kinect Keep motionless and read the text
Sequence 6
39
Order
Story
Interface
Comprehension and Contextual
Instruction
Intervention
Event Character Space
1. Dialogue
between the
fisher man
and the child
Child
Fisher man
Sea shore Text The fisher man asks the child if he
saves Genie.
Game temporarily s
tops and waits for t
he child follow the i
nstruction
Kinect Keep motionless and read the text
2. Opening the g
ourd bottle
Genie
Fisher man
Sea shore Text Saving Genie Game temporarily s
tops and waits for t
he child follow the i
nstruction
Kinect Keep motionless to perform the
instruction
MindWave Sustained attention according to the
instruction
3. Dialogue
among Genie,
the fisher
man, and the
child
Genie
Fisher man
Sea shore Text Genie thanks to the fisher man and
becomes friends each other.
Game temporarily s
tops and waits for t
he child follow the i
nstruction
Kinect Keep motionless and read the text
Sequence 6
Concentration
more than 40%
request
Genie appears
Leaving more
than 5 minutes
Finish
No
Yes Login
Load Balancing for
Reading and Behavior Requirements
40
0
50
100
150
200
250
sequence1 sequence2 sequence3 sequence4 sequence5 sequence6
text(/word) interaction(/sec)
content Sequence 1 Sequence 2 Sequence 3 Sequence 4 Sequence 5 Sequence 6
Text (words) 109 97 186 229 203 57
BCI Attention Req.
Duration (sec)
0 105 90 30 30 30
Text (words)
BCI Attention Req.
Duration (sec)
Expected Effects via Complicate
Reading with Intervention Scheme
• Reading Skill Improvement: By figuring out complicat
e dialogue in Sequence 4 and 5 with sustained high- le
vel attention
• Behavior Treatment: By training high-level attention,
keeping motionless in each scene, and behaving accor
dingly in a certain situation
• Emotional Treatment: By helping the child experience
feeling of sympathy for Genie especially in Scene 6.
41
Treatment Effects via Self-Examination
with Reproduction of the Game
• Visualization of the Child’s 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
42
H/W Configuration
• Windows 8.1, 64 bit
• Ram: 8GB
• USB 3.0
• CPU: Intel Core i5-4590m
• HDD: 500GB SATA3
• GPU: GeForce 705
43
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 tester’s brainwaves were measured
and collected.
44
Game Tracking Results
45
Body
Category
Motion
No. Motions
Tester 1
No. Motions
Tester 2
No. Motions
Tester 3
No. Motions
Tester 4
No. Motions
Tester 5
UpperBody
UBLeft 2 4 1 3 0
UBRight 2 3 0 3 0
UBFront 0 5 2 1 1
UBBack 0 2 1 0 0
UBStand 0 2 0 1 1
UBSit 0 2 0 1 1
Left Hand
LHLeft 3 2 1 3 0
LHRight 2 1 1 3 0
LHFront 0 1 1 0 1
LHBack 0 1 0 0 0
LHUp 2 3 3 4 1
LHDown 0 0 0 0 1
Right Hand
RHLeft 2 2 4 3 0
RHRight 1 1 1 3 0
RHFront 0 1 1 1 0
RHBack 0 1 0 0 0
RHUp 2 1 3 3 1
RHDown 0 0 0 0 1
Left Foot
LFLeft 1 1 1 0 0
LFRight 1 1 1 0 0
LFFront 1 1 2 5 1
LFBack 0 1 0 0 0
LFUp 0 1 0 0 0
Right Foot
RFLeft 1 1 0 0 0
RFRight 1 1 0 0 0
RFFront 1 1 2 5 1
RFBack 0 1 0 1 0
RFUp 0 1 1 0 1
Game Tracking Results (cont.)
46
Body
Category
Motion
No. Motions
Tester 1
No. Motions
Tester 2
No. Motions
Tester 3
No. Motions
Tester 4
No. Motions
Tester 5
Head
HDLeft 1 2 1 2 1
HDRight 1 2 0 2 1
HDUp 0 2 0 1 0
HDDown 1 2 0 1 0
HDLeftTilt 0 2 1 1 1
HDRightTilt 0 1 0 1 1
Brainwaves
Avg. eSense
Attention 75.8759 62.7829 51.4263 53.7829 29.0852
Meditation 67.2558 63.0921 61.2523 55.2282 34.1012
Clear Time
(sec)
Total 65 112 67 101 61
Scene1 28 40 26 51 24
Scene2 37 59 41 50 37
Total No. Motion 25 53 28 48 15
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
47
User List
48
Click “admin” User
Experiment List
49
Experiment List of
“admin” User
Click this event
Kinect Motion Tracking and Interaction
50
MindWave Brainwaves Tracking
51
Attention Tracking
Meditation Tracking
Demo
Fisher man and Genie
52
• Themaincontributionistheimplementationofthebehaviortraining
platformwhichcombinesBCIandmotionsensingtechnologywith
fairytalenarrativecontentsandtreatchildrenwithADHDinterms
ofthebehavioraltreatmentandreadingcomprehension.
• Weareexpectingthistrainingplatformtohelpthechildrenimprove
theirattentionandcontrol hyperactivebehavior basedonnarrative
therapystrategy.
• Inadditiontothecurrentnarrativecontent,“FishermanandGenie,”
wehopetoprovidediversecontentswithwide-rangeoffairytales.
• Wewouldliketotestthisplatformasthetreatmentframeworkfor
childrenwithADHDbycollaboratingwithrelatedfieldsandmedical
professionals.
Review and Future Research
Q&A
Thank you for your attention!
54
Kyungeun Park, D.Sc.
Dept. of Computer and Information Sciences
Towson University
Towson, Maryland, USA
kpark@towson.edu
kepark@gmail.com

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Behavior Training Game Platform with Brain Computer Interface (BCI) and Motion Sensing Cognitive Technologies for Children with ADHD

  • 1. 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
  • 2. 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 2
  • 3. Research Objective • Fairy Tale Directed Behavior Training Game Platform – Brain-Computer Interface (BCI) with NeuroSky’s MindWave – Skeleton and face tracking with Microsoft’s Kinect V2 – Narrative fairy tale contents with characters and contextual instructions • This Training Game Platform: – Keeps track of user’s 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 children’s 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 3
  • 4. 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 4
  • 5. ADHD by the Numbers 5 http://www.healthline.com/health/adhd/facts-statistics-infographic
  • 6. Types of ADHD • ADD: Attention Deficit Disorder • HD: Hyperactivity Disorder • Mixed ADHD: Attention Deficit/Hyperactivity Disorder 6 Rief, S.F. 2005. How to reach and teach children with ADD/ADHD: practical techniques, strategies and interventions, 2nd ed. San Francisco: Jossey-bass.
  • 7. Attention Deficit Disorder (ADD) 7 https://www.pinterest.com/thebluebunyip/adhd/
  • 9. ADHD Affects Children: 9 • 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
  • 10. 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 10
  • 11. 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) 11
  • 12. Serious Games 12 • 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
  • 13. Categories of Serious Games • Educational Games • Social Change & Public Welfare Games • Occupational Games • Healthcare Games • Military Games • Marketing Games 13
  • 14. Expectations via Serious Games • As a training environment, – Draw problem solving strategies – Resolve the problems – Experience the processes 14 Serious Games: Mechanisms and Effects, by Ute Ritterfield, Michael Cody, and Peter Vorderer, 2009
  • 15. 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 15
  • 16. Types of Narratives • Dialogue • Personal Experience Narrative • Fairy tale or Fiction 16
  • 17. Dialogue • Do you want to talk about … ? • How about school? 17
  • 18. Personal Experience Narrative • Self-Experienced Story • Dreams – Psychoanalytic approach uses interpretation of dreams and presents solution to psychological problems. 18 http://www.seedboxpress.com/the-interpretation-of-dreams/
  • 19. Fairy tale or Fiction • Hansel and Gretel, 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.” 19 http://news.nationalgeographic.com/news/2013/11/131129- little-red-riding-hood-folktale-tehrani-anthropology-science/
  • 20. 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. 20 Scholes, R., Phelan, J., and Kellogg, R., 2006, The Nature of Narrative, Oxford University Press.
  • 21. 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. 21
  • 22. 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
  • 23. Interactive Data Collection • Monitoring Concentration with Brain- Computer Interface (BCI) • Monitoring Behavior with Motion Sensors • Interactive Narratives and Intervention Data • User’s Responses 23
  • 24. Brainwaves via MindWave • eSense meter of Brainwaves – Attention – Meditation • Saved to the list of Brainwaves • After finishing game, the data sent to Data Sever 24 Brainwaves MindWave Interface Collect and Save Brainwaves ElasticSearch Collect Event Logs Send to Data Server
  • 25. Kinect Skeleton Structure 25 00_Hip_center 10_Wrist_Right 01_Spine 11_Hand_Right 02_Shoulder_Center 12_Hip_Left 03_Head 13_Knee_Left 04_Shoulder_Left 14_Ankle_Left 05_Elbow_Left 15_Foot_Left 06_Wrist_Left 16_Hip_Right 07_Hand_Left 17_Knee_Right 08_Shoulder_Right 18_Ankle_Right 09_Elbow_Right 19_Foot_Right Joints Twenty joints
  • 26. Motion and Face Tracking Skeletal tracking with Kinect: recognizing 22 different motions Face tracking with Kinect: recognizing 6 different motions 26 • Skeleton Tracking • Face Tracking
  • 28. Interactive Intervention 28Normal playing with the player sitting in place Paused upon recognizing the player’s 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)
  • 30. 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. 30
  • 31. 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 31
  • 33. Processes 33 Sequence 1 Sequence 2 Sequence 3 Sequence 4 Sequence 5 Sequence 6 Reading Comprehe nsion Fishermanis preparingfor fishing. Fishermanis headingfor fishingplace. Fishermanis fishinga bottle. Genieis threatening fishermanto kill. Fisherman is escaping out ofthelife- threatening situation using wisdom. Fisherman andreader (child)are savingGenie together. Contextual Instruction Greeting Keep high- level attention without hyper action Keep high- level attention according to instructions Comprehen d complex dialogue Comprehen d complex dialogue according to instructions Consider others’ situation
  • 34. Sequence 1 34 Order Story Interface Comprehension and Contextual Instruction Intervention Event Character Space 1. Greeting Fisher man Indoor Text Greeting Kinect Mutual interaction 2. Preparation for fi shing out Fisher man Indoor Text Preparing fishing Kinect Response according to the instruction Sequence 1 agree request Yes Object search No compliment requestNo Yes Leaving more than 5 minutes Finish No Yes Login
  • 35. 35 Sequence 2 No movement for 15 seconds Remember details test request Yes No requestNo compliment Yes Leaving more than 5 minutes FinishYes No Login Order Story Interface Comprehension and Contextual Instruction Intervention Event Character Space 1. Go to sea shore Fisher man Path to the fishi ng place Text Go to the Fishing place Fisherman is falling down.Kinect Stay motionless MindWave Sustained attention is needed 2. Quiz Fisher man Path to the fishi ng place Text Reading comprehension Repetition Kinect Answering 3. Go to sea shore Fisher man Path to the fishi ng place Text Figuring out the reason why fisher man is continuously walking to the fishing place. Fisherman is falling down. Kinect Maintain the sustained attention wit h the understanding of the boring sit uation MindWave Sustained attention is needed. Sequence 2
  • 36. Sequence 3 36 Sequence 3 No movement for 10 seconds Help cycle requestNo Yes No movement for 5 seconds Yes Concentration more than 40% Object acquisition empty Yes No Leaving more than 5 minutes Finish No Yes Login No Order Story Interface Comprehension and Contextual Instruction Intervention Event Character Space 1. Fishing Fisher man Sea shore Text Catching a donkey Recognize this is not wat the fisher man wanted Fisherman is falling down. Kinect Stay motionless MindWave Sustained attention according to the instruction
  • 37. Sequence 4 37 Order Story Interface Comprehension and Contextual Instruction Intervention Event Character Space 1. Opening the g ourd bottle Fisher man Sea shore Text Genie is out of the gourd bottle Game temporarily s tops and waits for t he child follow the i nstruction Kinect Keep motionless to perform the instruction MindWave Sustained attention according to the instruction 2. Dialogue between Genie and the fisher man Genie Fisher man Sea shore Text Genie threats the fisher man to kill Game temporarily s tops and waits for t he child follow the i nstruction Kinect Keep motionless and read the text Sequence 4 Concentration more than 40% request Genie appears No Yes Leaving more than 5 minutes FinishYes No Login
  • 38. Sequence 5 38 Sequence 5 Concentration more than 40% request Genie disappears No Yes Leaving more than 5 minutes Finish No Yes Login Order Story Interface Comprehension and Contextual Instruction Intervention Event Character Space 1. Dialogue between Genie and the fisher man Genie Fisher man Sea shore Text The fisher man is seeking a way to escape from the life threating crisis by Genie. Game temporarily s tops and waits for t he child follow the i nstructionKinect Keep motionless and read the text 2. Closing the gourd bottle Genie Fisher man Sea shore Text Shutting up Genie in the bottle Game temporarily s tops and waits for t he child follow the i nstruction Kinect Keep motionless to perform the instruction MindWave Sustained attention according to the instruction 3. Dialogue between Genie and the fisher man Genie Fisher man Sea shore Text Genie asks for saving Game temporarily s tops and waits for t he child follow the i nstruction Kinect Keep motionless and read the text
  • 39. Sequence 6 39 Order Story Interface Comprehension and Contextual Instruction Intervention Event Character Space 1. Dialogue between the fisher man and the child Child Fisher man Sea shore Text The fisher man asks the child if he saves Genie. Game temporarily s tops and waits for t he child follow the i nstruction Kinect Keep motionless and read the text 2. Opening the g ourd bottle Genie Fisher man Sea shore Text Saving Genie Game temporarily s tops and waits for t he child follow the i nstruction Kinect Keep motionless to perform the instruction MindWave Sustained attention according to the instruction 3. Dialogue among Genie, the fisher man, and the child Genie Fisher man Sea shore Text Genie thanks to the fisher man and becomes friends each other. Game temporarily s tops and waits for t he child follow the i nstruction Kinect Keep motionless and read the text Sequence 6 Concentration more than 40% request Genie appears Leaving more than 5 minutes Finish No Yes Login
  • 40. Load Balancing for Reading and Behavior Requirements 40 0 50 100 150 200 250 sequence1 sequence2 sequence3 sequence4 sequence5 sequence6 text(/word) interaction(/sec) content Sequence 1 Sequence 2 Sequence 3 Sequence 4 Sequence 5 Sequence 6 Text (words) 109 97 186 229 203 57 BCI Attention Req. Duration (sec) 0 105 90 30 30 30 Text (words) BCI Attention Req. Duration (sec)
  • 41. Expected Effects via Complicate Reading with Intervention Scheme • Reading Skill Improvement: By figuring out complicat e dialogue in Sequence 4 and 5 with sustained high- le vel attention • Behavior Treatment: By training high-level attention, keeping motionless in each scene, and behaving accor dingly in a certain situation • Emotional Treatment: By helping the child experience feeling of sympathy for Genie especially in Scene 6. 41
  • 42. Treatment Effects via Self-Examination with Reproduction of the Game • Visualization of the Child’s 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 42
  • 43. H/W Configuration • Windows 8.1, 64 bit • Ram: 8GB • USB 3.0 • CPU: Intel Core i5-4590m • HDD: 500GB SATA3 • GPU: GeForce 705 43
  • 44. 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 tester’s brainwaves were measured and collected. 44
  • 45. Game Tracking Results 45 Body Category Motion No. Motions Tester 1 No. Motions Tester 2 No. Motions Tester 3 No. Motions Tester 4 No. Motions Tester 5 UpperBody UBLeft 2 4 1 3 0 UBRight 2 3 0 3 0 UBFront 0 5 2 1 1 UBBack 0 2 1 0 0 UBStand 0 2 0 1 1 UBSit 0 2 0 1 1 Left Hand LHLeft 3 2 1 3 0 LHRight 2 1 1 3 0 LHFront 0 1 1 0 1 LHBack 0 1 0 0 0 LHUp 2 3 3 4 1 LHDown 0 0 0 0 1 Right Hand RHLeft 2 2 4 3 0 RHRight 1 1 1 3 0 RHFront 0 1 1 1 0 RHBack 0 1 0 0 0 RHUp 2 1 3 3 1 RHDown 0 0 0 0 1 Left Foot LFLeft 1 1 1 0 0 LFRight 1 1 1 0 0 LFFront 1 1 2 5 1 LFBack 0 1 0 0 0 LFUp 0 1 0 0 0 Right Foot RFLeft 1 1 0 0 0 RFRight 1 1 0 0 0 RFFront 1 1 2 5 1 RFBack 0 1 0 1 0 RFUp 0 1 1 0 1
  • 46. Game Tracking Results (cont.) 46 Body Category Motion No. Motions Tester 1 No. Motions Tester 2 No. Motions Tester 3 No. Motions Tester 4 No. Motions Tester 5 Head HDLeft 1 2 1 2 1 HDRight 1 2 0 2 1 HDUp 0 2 0 1 0 HDDown 1 2 0 1 0 HDLeftTilt 0 2 1 1 1 HDRightTilt 0 1 0 1 1 Brainwaves Avg. eSense Attention 75.8759 62.7829 51.4263 53.7829 29.0852 Meditation 67.2558 63.0921 61.2523 55.2282 34.1012 Clear Time (sec) Total 65 112 67 101 61 Scene1 28 40 26 51 24 Scene2 37 59 41 50 37 Total No. Motion 25 53 28 48 15
  • 47. 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 47
  • 49. Experiment List 49 Experiment List of “admin” User Click this event
  • 50. Kinect Motion Tracking and Interaction 50
  • 51. MindWave Brainwaves Tracking 51 Attention Tracking Meditation Tracking
  • 53. • Themaincontributionistheimplementationofthebehaviortraining platformwhichcombinesBCIandmotionsensingtechnologywith fairytalenarrativecontentsandtreatchildrenwithADHDinterms ofthebehavioraltreatmentandreadingcomprehension. • Weareexpectingthistrainingplatformtohelpthechildrenimprove theirattentionandcontrol hyperactivebehavior basedonnarrative therapystrategy. • Inadditiontothecurrentnarrativecontent,“FishermanandGenie,” wehopetoprovidediversecontentswithwide-rangeoffairytales. • Wewouldliketotestthisplatformasthetreatmentframeworkfor childrenwithADHDbycollaboratingwithrelatedfieldsandmedical professionals. Review and Future Research
  • 54. Q&A Thank you for your attention! 54 Kyungeun Park, D.Sc. Dept. of Computer and Information Sciences Towson University Towson, Maryland, USA kpark@towson.edu kepark@gmail.com