This project develops and evaluates a tangible block game platform developed for automated, play-based assessment of cognitive skills. The original form of the technology involves a set of highly instrumented blocks with motion sensing and wireless communication capabilities for detecting player’s manipulation motions, speed, and behavior. Aiming to reduce technical complexity and lower the cost, we have recently converted this highly-instrumented technology into a much simpler vision-based one that uses 3D-printed cubic inch blocks and an overhead camera. We are currently conducting a human subject study testing the vision-based tangible games for cognitive assessment. This study will continue throughout the Spring 2021 semester, and we are calling for your participation! Please click here for more information. The previous games using the sensitized blocks were tested on young healthy adults (age: 18-30), young children (age: 4-6), and older adults (age: 65+).
- D. Miranda and K. Lee. MUSIC BLOCKS: AUDIO-AUGMENTED BLOCK GAMES FOR PLAY-BASED COGNITIVE ASSESSMENT.IEEE International Conference on Games, Entertainment, and Media, 2018
- K. Lee, D. Jeong, R. C. Shinder, L. E. Hlavaty, S. I. Gross, and E. J. Short. INTERACTIVE BLOCK GAMES FOR ASSESSING CHILDREN’S COGNITIVE SKILLS: DESIGN AND PRELIMINARY EVALUATION. Frontiers in Pediatrics. DOI: 10.3389/fped.2018.00111
- K. Lee, D. Jeong, R. C. Shinder, and E. J. Short. SIG-BLOCKS: TANGIBLE GAME TECHNOLOGY FOR AUTOMATED COGNITIVE ASSESSMENT.Computers in Human Behavior, 2016. DOI: 10.1016/j.chb.2016.08.023
- D. Jeong and K. Lee. ISIG-BLOCKS: INTERACTIVE CREATION BLOCKS FOR TANGIBLE GEOMETRIC GAMES. IEEE Transaction on Consumer Electronics, Vol. 61, Issue 4, pp. 420-428, November 2015. DOI: 10.1109/TCE.2015.7389795.
- B. Floyd and K. Lee. IMPLEMENTATION OF VISION-BASED OBJECT TRACKING ALGORITHMS FOR MOTOR SKILL ASSESSMENTS. International Journal of Advanced Computer Science and Applications. Vol. 6, Issue 6. DOI: 10.14569/IJACSA.2015.060639.
- K. Lee and D. Jeong. MEMORIX: A TANGIBLE MEMORY GAME USING ISIG-BLOCKS. IEEE Games, Entertainment, and Media Conference, October 2014, Toronto, Canada.
- F. Bellotti, B. Kapralos, K. Lee, P. Moreno-Ger, and R. Berta. ASSESSMENT IN AND OF SERIOUS GAMES: AN OVERVIEW. Advances in Human-Computer Interaction (2013), Article ID 136864.
- D. Jeong, B. Floyd, and K. Lee.SMARTBALL: TOWARD INTERACTIVE PLAY FOR INFANTS. TEI’12: Sixth International Conference on Tangible, Embedded, and Embodied Interaction. Feb 19-22 2012, Kingston, ON, Canada.
- B. Floyd, D. Jeong, and K. Lee. GEOMETRIC GAMES FOR ASSESSING COGNITIVE, WORKING MEMORY, AND MOTOR CONTROL SKILLS. TEI’12: Sixth International Conference on Tangible, Embedded, and Embodied Interaction. Feb 19-22 2012, Kingston, ON, Canada.
- K. Lee, D. Jeong, B. Floyd, R. Cooper and E. Short. Games for Automated Assessments of Cognitive and Fine-Motor Skills: Design and Preliminary Evaluation. presented at the 5th Annual International Conference on Psychology, 30-31 May & 1-2 June, 2011 (Abstract only).
- D. Jeong, E. Kerci and K. Lee. TAG-GAMES: TANGIBLE GEOMETRIC GAMES FOR ASSESSING COGNITIVE PROBLEM-SOLVING SKILLS AND FINE MOTOR PROFICIENCY. IEEE International Conference on Multisensor Fusion and Integration, Salt Lake City, Utah, September 5-7, 2010, pp. 32-37.
- D. Jeong, E. Kerci and K. Lee. SENSOR-INTEGRATED GEOMETRIC BLOCKS: TOWARDS INTERACTIVE PLAY-BASED ASSESSMENT OF YOUNG CHILDREN. International Workshop on Interactive Systems in Healthcare (CHI-WISH 2010), Atlanta, GA, April 10-11, 2010.
A variety of interesting games, incorporating music and auditory feedback into the game design have been also developed. The following video highlights these MusicBlock games (Student: David Miranda, MS 2018)