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Related Concept Videos

Introduction to Cognitive Psychology01:20

Introduction to Cognitive Psychology

555
Cognitive psychology is the field of psychology dedicated to examining how people think. It attempts to explain how and why we think the way we do by studying the interactions among human thinking, emotion, creativity, language, and problem-solving, as well as other cognitive processes. Cognitive psychology studies how information is processed and manipulated in remembering, thinking, and knowing.
This field emerged in the mid-20th century, following a period dominated by behaviorism, which...
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Computerized Block Games for Automated Cognitive Assessment: Development and Evaluation Study.

Xiangyi Cheng1, Grover C Gilmore2, Alan J Lerner3

  • 1Dr Carl D and H Jane Clay Department of Mechanical Engineering, TJ Smull College of Engineering, Ohio Northern University, Ada, OH, United States.

JMIR Serious Games
|May 16, 2023
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Summary
This summary is machine-generated.

The e-Cube system offers a valid and usable automated cognitive assessment tool, showing promising correlations with established intelligence scales. This vision-based technology reduces costs and errors in cognitive testing.

Keywords:
adaptive serious gamescognitive assessmentcomputerized block gamescomputerized cognitive assessment

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Area of Science:

  • Cognitive Science
  • Human-Computer Interaction
  • Psychometrics

Background:

  • Traditional cognitive assessments using tangible objects are costly, labor-intensive, and prone to errors.
  • Automating these assessments can significantly reduce time, cost, and subjectivity.
  • e-Cube is a novel vision-based system for automated, adaptive cognitive testing using interactive games.

Purpose of the Study:

  • To validate play complexity measures for an adaptive cognitive assessment system.
  • To evaluate the preliminary utility and usability of the e-Cube system.
  • To compare adaptive and fixed versions of e-Cube games.

Main Methods:

  • Eighty participants (aged 18-60) were assessed using six e-Cube games (fixed and adaptive versions).
  • Cognitive function was also measured using three Wechsler Adult Intelligence Scale (WAIS-IV) subtests.
  • System Usability Scale (SUS) was used to evaluate usability.

Main Results:

  • Play complexity measures correlated significantly with performance indicators.
  • Adaptive e-Cube games showed significant correlations with WAIS-IV subtests, outperforming the fixed version.
  • The e-Cube system demonstrated high usability (average SUS score of 86.01) and a low false detection rate (0.1%).

Conclusions:

  • The study validates the play complexity measures used in the e-Cube system.
  • e-Cube shows potential as an automated cognitive assessment tool, with adaptive games correlating well with WAIS-IV.
  • The system is technically reliable and user-friendly, though further validation is recommended.