Feasibility of Pitch and Rhythm Musical Distortions as Cueing Method for People with Dementia in AR Cognitive Stimulation Tasks

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Abstract

We developed a new cueing system that capitalises on the spared musical processing abilities of people with dementia. We studied the cueing efficacy by testing different musical distortions (pitch, rhythm, and pitch-rhythm) while using different augmented reality-based interaction modalities in multiple cognitive stimulation tasks. A total of 18 volunteers participated in this study (8 with non-organic dementia) caused by substance abuse, such as alcoholism (control group) and 10 with organic dementia such as Alzheimer's disease (experimental group). We evaluated their performance using three augmented reality tasks: (1) a Knowledge Quiz activity, which is a general quiz knowledge game, (2) a Search Objects activity, which is a game that involves finding hidden images using a virtual magnifying glass and (3) an Association activity, which consists of a categorisation task. A within-subject experimental design has been used so that all participants could be exposed to distortions and activities. Results show that (1) participants, in general, were faster in completing the activities using rhythm and pitch distortions than non-distortion condition; (2) the experimental group reacted to the sound throughout the activities and, therefore, mitigating erroneous decision making; (3) despite the experimental group reacted to the distortions, the control group had better performance in the search and association activities and (4) music distortions compensated dementia related deficits, such as age, schooling and cognitive state. The results suggest that this novel cueing approach can improve people's performance with organic dementia and, more specifically, that such people can effectively process and exploit musical distortions.

Original languageEnglish
Title of host publicationSeGAH 2021 - 2021 IEEE 9th International Conference on Serious Games and Applications for Health
EditorsNuno Dias, Hock Chuan Lim, Nuno Rodrigues, Joao Vilaca, Shafiz Affendi Mohd Yusof, Eva Oliveira, Duarte Duque
PublisherInstitute of Electrical and Electronics Engineers Inc.
Number of pages8
ISBN (Electronic)9781665426497
DOIs
Publication statusPublished - 4 Aug 2021
Event9th IEEE International Conference on Serious Games and Applications for Health, SeGAH 2021 - Dubai, United Arab Emirates
Duration: 4 Aug 20216 Aug 2021

Conference

Conference9th IEEE International Conference on Serious Games and Applications for Health, SeGAH 2021
Country/TerritoryUnited Arab Emirates
CityDubai
Period4/08/216/08/21

Keywords

  • learning method
  • music
  • non-organic dementia
  • organic dementia
  • virtual reality

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