The objective of this game is to encourage the user to communicate with their family members, by having them recognise said family members. This will become significantly harder as the disease progresses, but spending more time and creating more memories with their family can help the diseased person.
The purpose of this game is to recognise past events and activities. In addition, patients will practice their abilities to remember past memories. The patients may experience strong emotions upon seeing these pictures.
Conversations about these events can help the patient retain information about important dates and help associate various feelings to specific periods and people.
The activity aims to improve the patient’s sense of control by piecing together pieces of a picture of an element of their life into one unified photo. They may engage in the conversation about their familiarization of colours and of objects displayed in the attempt to find out what the picture might be.
The game encourages the patient to exchange with people who have had a major impact in their lives, by having them identify said individuals.
This can help the user rebuild and improve their relationships with the people in question as they remember them and the times they shared with them.
By observing the shapes of items, and by associating the shape of objects with their names, the user is trained to remember each shape.
Identify Object Colour
By observing the colour of the shapes, the player is required to select the colour that is the same as the colour of the determined shape.
The purpose of the game is to associate colours with their written names and link verbal and visual components to identify said colours.
The game stimulates the short-term memory and the visual attention. The game inspires concentration in order to lower the impact the visual disturbances.
The game aims to improve the player’s logic skills and ability to analyse various situations. The game also analyeses the spatial perspection.
This game offers the patient the ability to train their short-term memory, which is one of the first aspects that gets affected.
By having the player do mental math, we train the player’s cognitive functions and help them improve the analytical and their logic skills.
We have devised this game where the player must try to remember the pattern of shapes that appear that triggers attention and short-term memory.
When it comes to this game, we help the player prioritize and associate the objects with their names. The player will factor in details like shapes and colours to remind them what the object in question is.
The purpose of this game is to familiarise the patient with various objects that they can find in stores and encourage them to take a more active role in social activities with their family members.
By having the player play this game, we encourage them to take part in physical activities that can be done outdoors. This game could also inspire the patients to try cooking by preparing their own fresh fruits and vegetables.
With Dementia, people can forget their daily habits, which can have detrimental effects, especially when they have to take medication at specific times.
The objective of this game is to refresh the player’s vocabulary and help them identify new objects based on their names. The game assists the player by giving them a sense of familiarity with the pictures that they are using. It assists in stimulating visual processes.
The plater’s visual, language and short-term memory are stimulated, by flashing words on a screen that the player needs to spell. This will help them improve their comprehension and understanding of their language.
Identify Object Name
The game stimulates visual memory. It helps remembering the name of an object by using memory related to the linguistic brain process. Patients might not be able to access the correct label of an object and be challenged with name frequency while they try to find the correct word.
This game helps the improve their comprehension and language skills by having them spell words that appear on screen.
In this game, user familiarizes him/herself with an indoor environment. They have the opportunity to learn about their new environment and how navigate in it. Each room encourages the thinking about its dimensions, and they learn how to operate in an indoor environment.
Users identify their own familiar environment and real-life locations within a mile radius of their location.
Spot the area
By having the player play this game, they have the opportunity to try and recall important events in their lives.
This game has the player try and set the clock to the correct time, with the objective of helping the player orient their internal clocks and set the basis for the player’s routine.
Emotional, Physical & Behaviour
The meditation task involves a deep even paced breathing to expand the lungs with more oxygen in the body. It aims to focus on breathing and remaining calm and relaxed in a quiet environment. The breathing exercise may relieve from stress and create a sense of tranquillity.
The meditation task aims to improve the user’s control of their emotions. The users may associate positive feelings with specific situations during mediation.
As the name implies, the objective of this task is help improve one’s concentration. During the meditation users can prevent their minds from wandering and remain focused on their task. Users may also experience a long-term benefit from concentrating.
The task involves the patient listening to their favourite songs, with the aim of improving their mood. Music therapy has been proved to relaxing.
Exercises & Yoga
Any amount of exercise is beneficial for people with dementia. Physical exercise may reduce the negative effects of common psychological symptoms, such as depression and anxiety. Exercise may also help to reduce the risk of overall health deterioration due to inactivity. Physical exercise is important for maintaining confidence and self-esteem. The video exercises within COSMA aim to provide users with the opportunity to engage in physical activity suited to their level and provide an opportunity for them to enjoy themselves.
Research suggests that yoga and meditation can have a positive effect on both the mind and body. Yoga can help reduce stress, improve moods, increase levels of calmness and provide relaxation opportunities. Yoga can help the body by improving posture, flexibility and balance. When users practice yoga with their family or carers it can help foster a positive social environment and reduce feelings of isolation. Yoga can also help to improve sleeping patterns and quality to provide a more rested feeling.
Emotional & Behavioural Tracking
In order to properly track the daily behaviour status of the patient, COSMA offers them a questionnaire which records their meal, sleep and other activities of user along with the likiness of the day.
COSMA also track the emotional status of the patient on a daily basis, to understand their psychological aspect of the behaviours and cogntive skills.
Continuous Monitoring & COSMA Reports
Information about long term memory aims to show how patients are retrieving information from their past. For example, in Family tree and Identify the person games, patients recall who the people are in their pictures.
Episodic memory involves the memory of everyday events such as locations and personal experiences. Scores here assist in understanding how well the patients are able to remember their surrounding environment, people in their life and what has happened in the past such as life events.
Information about semantic memory shows knowledge about the patient’s ideas, concepts of the self and the world. Scores here indicate how well the patient can understand how the world works such as eating by themselves or driving.
Information about the long-term visual memory shows the knowledge about the surrounding environment, what has already been viewed in the past. Scores here indicate how well equipped the patients are with the people, places and events they have seen before.
Information about short term memory aims to show the patients’ memory capacity. The scores here provide information about the patients’ ability to store new information in the brain and how much information they are to retain in their awareness.
Information about working memory emphasises on how patients organise and manipulate the information they have recently learnt. Scores here provide an understanding about retrieval cues from short term memory.
Information about the spatial memory focuses on the temporal storage and management of sequences. Scores here can explain how patients manipulate their visual and spatial information.
Information about short term visual memory shows how the patient’s visual processing system is sustained when learning new information. Scores here can explain how easy it is for the patients to memorise something with visual memory.
Information about the cognitive process of orientation aims to understand the patients’ ability to be aware of their surroundings, to integrate information relating to personal history, to manage information about different events and events in chronological order.
The use of language is important to communicate. Scores here show how capable the patients are to use language and communicate their needs and desires to their families and caregivers; they show the ability to comprehend words and sentences and merging concepts together.
Information about the cognitive process of attention aims to understand the patients’ ability to be aware of a visual scene and to perform the tasks required. Patients can process the stimuli in priority and identify the relevant from the non-relevant information.
The cognitive assessment of reaction times shows how fast and slow the responses are when the user are responding to task requirements. The scores here inform about the patients’ perceptual-motor abilities and if they can respond to everyday life activities.