What it does
Solves the problem of single - dimensional cognitive training for MCI elders. Provides multi - stage, interactive VR + hardware training to delay cognitive decline. 解决MCI老年人认知训练维度单一问题,通过多阶段、交互性VR + 硬件训练,延缓认知衰退。
Your inspiration
Witnessing MCI elders’ cognitive struggles and the lack of engaging, effective training tools. Inspired by cognitive - motor intervention theory, combining VR’s immersion & hardware interaction to create a holistic solution. Hoping to bring active cognitive improvement and social connection opportunities, just like how small, connected efforts in daily life can build big changes for elders’ mental health. 目睹MCI老年人认知困境,及缺乏有趣、有效的训练工具。受认知 - 运动干预理论启发,结合VR沉浸感与硬件交互,打造整体解决方案。期望带来主动认知提升与社交连接机会,就像日常生活中微小、关联的努力,能为老年人心理健康创造大改变 。
How it works
The system has VR glasses for immersive game scenarios and smart grids (with sensors, lights). In training, VR displays tasks (e.g., spatial orientation, memory paths). Elders interact via body movements on grids; sensors collect data (posture, force), transmit to the system via Arduino. Lights/ sounds guide actions. Games progress in stages, adapting to cognitive levels, combining cognitive - motor training to stimulate brain function. 系统含VR眼镜呈现沉浸游戏场景,及带传感器、灯带的智能方格。训练时,VR展示任务(如空间定向、记忆路径 ),老年人通过在方格上的肢体动作交互;传感器采集数据(姿势、受力等 ),经Arduino传输给系统,灯带/声音引导动作。游戏分阶段推进,适配认知水平,融合认知 - 运动训练刺激脑功能 。
Design process
1. Conceptualization: Researched MCI elders’ needs via surveys/ interviews, identified cognitive training gaps. 2. Strategy Making: Defined multi - stage game rules, hardware - software integration direction, based on cognitive intervention theories. 3. Prototyping: Built initial VR game prototypes (simple spatial tasks) and basic grid models (with simple sensors). Tested for usability, found interaction flaws. 4. Improvement: Refined game logic (added social elements, adaptive difficulty), upgraded hardware (better sensor accuracy, integrated feedback lights). Re - tested, optimized for smoother experience. 5. Finalization: Combined polished VR games, smart grids, and data - monitoring functions, ensuring modularity for easy adaptation to different training focuses. 中文:1. 概念构思:通过调研、访谈了解MCI老年人需求,明确认知训练缺口。2. 策略制定:基于认知干预理论,确定多阶段游戏规则、软硬件整合方向。3. 原型制作:搭建初始VR游戏原型(简单空间任务)与基础方格模型(配简易传感器 ),测试可用性,发现交互缺陷。4. 优化改进:细化游戏逻辑(添加社交元素、自适应难度 ),升级硬件(提升传感器精度、集成反馈灯带 ),重新测试并优化,保障体验流畅。5. 最终定型:整合完善后的VR游戏、智能方格与数据监测功能,确保模块化,可灵活适配不同训练重点 。
How it is different
Different from single - function cognitive training tools, it integrates VR immersion, hardware interaction, and multi - stage adaptive training. Combines cognitive - motor intervention, adds social elements in games. Modular design allows flexible combination for personalized training. Focuses on long - term usability and real - life cognitive improvement, not just short - term entertainment. 区别于单一功能认知训练工具,它整合VR沉浸感、硬件交互与多阶段自适应训练。融合认知 - 运动干预,游戏中加入社交元素。模块化设计支持灵活组合,实现个性化训练。聚焦长期可用性与真实认知提升,而非仅短期娱乐 。
Future plans
First, expand user testing to more MCI elders, collect feedback for further optimization. Then, cooperate with medical/ elderly care institutions for clinical validation. Next, develop a mobile - friendly version, integrate AI for more personalized training plans. Finally, promote global application, helping more elders fight cognitive decline. 首先,扩大用户测试,覆盖更多MCI老年人,收集反馈进一步优化。其次,与医疗/养老机构合作做临床验证。接着,开发适配移动设备版本,集成AI生成个性化训练方案。最终,推动全球应用,助力更多老年人对抗认知衰退 。
Awards
First prize, Shandong University, 2025 Shandong Mechanical and Electrical Competition2025山东省机电大赛山东大学一等奖
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