TY - GEN
T1 - BrightBrainer feasibility study in a medical adult day program
AU - Burdea, G.
AU - Polistico, K.
AU - Liu, R.
AU - House, G.
AU - Muniz, R.
AU - Macaro, N.
AU - Slater, L.
AU - Parker, Francis E.
AU - Hundal, J.
AU - Pollack, S.
N1 - Publisher Copyright: © 2015 IEEE.
PY - 2015/12/16
Y1 - 2015/12/16
N2 - Purpose: To determine the feasibility of BrightBrainer training of elderly with dementia attending a Medical Adult Day Program. Method: BrightBrainer brain training games were played by 10 participants who sat in front of a projector screen and interacted through a bimanual game controller. The custom games targeted several cognitive domains such as focus, problem solving, short term memory, working memory, and language comprehension. Participants had a choice of what games to play among those available, and the difficulty adjusted automatically based on individual past performance. The system underwent feasibility trials spanning 16 sessions over 8 weeks. Participants were evaluated pre-intervention, post-intervention, and at 8 week follow up using standardized neuropsychological measures. Computerized measures of movement repetitions, task performance, session duration, games played and game scores were stored on a remote server. Results: Group analysis showed improvement in the cognitive domain of 1.4 points on Mini Mental Status Exam (MMSE) between pre-training and follow-up. One participant who started with MC1 ended with normal cognition (max scores on MMSE and Brief Interview of Mental Status - BIMS). Caregiver feedback noted participants' increased ability to follow one-step directions, to perform activities of daily living and increased desire to attend the Adult Day Program. Most participants enjoyed the computerized training.
AB - Purpose: To determine the feasibility of BrightBrainer training of elderly with dementia attending a Medical Adult Day Program. Method: BrightBrainer brain training games were played by 10 participants who sat in front of a projector screen and interacted through a bimanual game controller. The custom games targeted several cognitive domains such as focus, problem solving, short term memory, working memory, and language comprehension. Participants had a choice of what games to play among those available, and the difficulty adjusted automatically based on individual past performance. The system underwent feasibility trials spanning 16 sessions over 8 weeks. Participants were evaluated pre-intervention, post-intervention, and at 8 week follow up using standardized neuropsychological measures. Computerized measures of movement repetitions, task performance, session duration, games played and game scores were stored on a remote server. Results: Group analysis showed improvement in the cognitive domain of 1.4 points on Mini Mental Status Exam (MMSE) between pre-training and follow-up. One participant who started with MC1 ended with normal cognition (max scores on MMSE and Brief Interview of Mental Status - BIMS). Caregiver feedback noted participants' increased ability to follow one-step directions, to perform activities of daily living and increased desire to attend the Adult Day Program. Most participants enjoyed the computerized training.
KW - BrightBrainer
KW - adult day program
KW - dementia
KW - integrative bimanual therapy
UR - http://www.scopus.com/inward/record.url?scp=85014728972&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85014728972&partnerID=8YFLogxK
U2 - 10.1109/ICVR.2015.7358576
DO - 10.1109/ICVR.2015.7358576
M3 - Conference contribution
T3 - International Conference on Virtual Rehabilitation, ICVR
SP - 57
EP - 64
BT - 2015 International Conference on Virtual Rehabilitation, ICVR 2015
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 11th Annual International Conference on Virtual Rehabilitation, ICVR 2015
Y2 - 9 June 2015 through 12 June 2015
ER -