Body and Brain Training with Big Data and AI

Henrik Hautop Lund, Yan-Xin Liu, Massimiliano Leggieri

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    Abstract

    Utilizing a Big Data and AI approach, we developed a novel playful method for screening people for potential physical and cognitive shortages. The method creates a body and brain performance map for each individual, and the Big Data analysis provides a basis for automatically identifying the particular abilities, which may be underperforming in an individual. Further, several studies including randomized controlled trials with the Moto Tiles system have shown that particular Moto Tiles game play will increase performance of particular abilities, even after short-term play. Thereby, the proposed system can automatically generate personalized training protocols for the individual by selecting and providing the right Moto Tiles games for the individual to play to improve the underperforming abilities. The suitability of the method was tested in a small effect test with seniors with mild dementia at a care institution in Denmark. The results show that the seniors with dementia who were screened to be at high risk of falling, within the short period of training with the automatically generated personalized protocol increased their skills to no longer be at risk of falling.
    Original languageEnglish
    Title of host publicationProceedings of the 2020 International Conference on Artificial Life and Robotics
    PublisherALife Robotics Co, Ltd.
    Publication date2020
    Pages6-9
    ISBN (Print)9784990835057
    DOIs
    Publication statusPublished - 2020
    Event2020 International Conference on Artificial Life and Robotics - B-Con Plaza, Beppu, Japan
    Duration: 13 Jan 202016 Jan 2020
    http://alife-robotics.co.jp/

    Conference

    Conference2020 International Conference on Artificial Life and Robotics
    LocationB-Con Plaza
    Country/TerritoryJapan
    CityBeppu
    Period13/01/202016/01/2020
    Internet address
    SeriesProceedings of International Conference on Artificial Life and Robotics
    Volume25
    ISSN2188-7829

    Keywords

    • Playware
    • Cognition
    • Aging
    • Game

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