Araştırma Makalesi
BibTex RIS Kaynak Göster

**Metaverse'te Oyunlaştırma Yoluyla Alzheimer Hastalığının Erken Teşhisi için Akıllı Öneri Sistemi**

Yıl 2025, Cilt: 9 Sayı: 1, 8 - 13, 31.07.2025

Öz

Bu proje, oyunlaştırma, sanal gerçeklik (VR) ve yapay zekanın (AI) bir araya gelerek Alzheimer hastalığının erken belirtilerini invaziv olmayan bir yöntemle nasıl tespit edebileceğini araştırmaktadır. Bilişsel testler etkileşimli bir VR oyununa dönüştürülerek kullanıcıların hafıza, problem çözme ve mekânsal algılama gibi Alzheimer hastalığından etkilenen temel becerileri değerlendirilir. Oyun, kullanıcıları sanal bir ortama yerleştirerek şekilleri tanıma, nesneleri düzenleme ve temel matematik problemlerini çözme gibi görevler yapmalarını sağlar. Makine öğrenmesi modelleri, özellikle Random Forests (RF) ve Long Short-Term Memory (LSTM) ağları, bu görevlerden elde edilen verileri analiz eder. RF modeli, kullanıcı yanıtlarındaki kalıpları tespit ederken LSTM modeli, zaman içindeki değişiklikleri takip ederek teşhisi daha doğru hale getirir. Oyun, Unity kullanılarak geliştirilecek, Blender ile 3D nesneler oluşturulacak ve Audacity ses tasarımı için kullanılacaktır. Bu araçlar, gerçekçi ve etkileşimli bir deneyim yaratmaya yardımcı olacaktır. Geleneksel tıbbi testlerden farklı olarak, bu VR tabanlı oyun, kullanıcılar için süreci daha konforlu ve stresiz hale getirir. VR, yapay zeka ve oyunlaştırmanın birleşimiyle, bu proje Alzheimer’ın erken teşhisi için yenilikçi ve etkili bir yöntem sunmaktadır.

Kaynakça

  • [1] Statista, "Leading language learning apps worldwide in January 2024, by downloads," Statista, 2024. [Online]. Available: https://www.statista.com/statistics/1239522/top-language-learning-apps-downloads/. Accessed: Feb. 7, 2025.
  • [2] H. Cloke, "The history of gamification: From the beginning to right now," Growth Engineering, Aug. 29, 2019. [Online]. Available: https://www.growthengineering.co.uk/history-of-gamification/. Accessed: Aug. 21, 2024.
  • [3] D. Kamińska et al., "Virtual reality and its applications in education: Survey," Information, vol. 10, no. 10, p. 318, 2019. doi: 10.3390/info10100318.
  • [4] VirtuAAL Research Group, "Goals," VIRTUAAL, Dec. 12, 2019. [Online]. Available: https://virtu-aal.eu/. Accessed: Sep. 8, 2024.
  • [5] E. Park, "EVA park: A virtual world for people with aphasia," YouTube, Nov. 8, 2015. [Online]. Available: https://www.youtube.com/watch?v=ouF1Nwvo6js. Accessed: Feb. 7, 2025.
  • [6] Alzheimer's Research UK, "Sea Hero Quest - Alzheimer's Research UK," Alzheimer's Research UK, Sep. 29, 2021. [Online]. Available: https://www.alzheimersresearchuk.org/research/for-researchers/resources-and-information/sea-hero-quest/. Accessed: Aug. 21, 2024.
  • [7] Cogstate, "Cogstate," Cogstate, 2024. [Online]. Available: https://www.cogstate.com/. Accessed: Aug. 21, 2024.
  • [8] "Lumosity: Daily brain games," Lumosity, 2018. [Online]. Available: https://www.lumosity.com/en/.
  • [9] L. Breiman, "Random forests," Machine Learning, vol. 45, no. 1, pp. 5-32, 2001. doi: 10.1023/a:1010933404324.
  • [10] S. Hochreiter and J. Schmidhuber, "Long short-term memory," Neural Computation, vol. 9, no. 8, pp. 1735-1780, 1997. doi: 10.1162/neco.1997.9.8.1735.
  • [11] E. Strickland, "Start-up profile: Akili diagnoses Alzheimer's with a game," IEEE Spectrum, Apr. 22, 2014. [Online]. Available: https://spectrum.ieee.org/startup-profile-akili-diagnoses-alzheimers-with-a-game.
  • [12] I. Goodfellow, Y. Bengio, and A. Courville, Deep Learning. Cambridge, MA: The MIT Press, 2016.
  • [13] A. R. Javed et al., "Artificial intelligence for cognitive health assessment: State-of-the-Art, open challenges and future directions," Cognitive Computation, vol. 15, no. 6, pp. 1767-1812, 2023. doi: 10.1007/s12559-023-10153-4.
  • [14] A. Bozkurt and E. Genç-Kumtepe, "Oyunlaştırma, Oyun Felsefesi ve Eğitim: Gamification," in Akademik Bilişim 2014, Mersin Üniversitesi, Mersin, pp. 147-156, 2014.
  • [15] "Exploring mobile app gamification strategies," MoldStud, Jan. 16, 2024. [Online]. Available: https://moldstud.com/articles/p-exploring-mobile-app-gamification-strategies. Accessed: Aug. 29, 2024.
  • [16] E. Kutbay and N. Bozbuğa, "Health education: Gamification, health literacy, and the new era," in Metaverse Sağlık Eğitimi: Oyunlaştırma, Sağlık Okuryazarlığı ve Yeni Dönem, 2022. doi: 10.26650/B/ET07.2022.013.
  • [17] E. Kutbay and N. Bozbuğa, "Yaygın e-öğrenme tabanlı sağlık eğitimi: Oyunlaştırma ve sağlık okuryazarlığı," Tıp Bilişimi, pp. 743-758, 2021. doi: 10.26650/b/et07.2021.003.36.
  • [18] C. Marache-Francisco and E. Brangier, "Process of Gamification," CENTRIC, 2013. [Online]. Available: https://d1wqtxts1xzle7.cloudfront.net/87380684/centric_2013_6_40_30073_201_20Marache_Brangier-libre.pdf.
  • [19] A. Marougkas, C. Troussas, A. Krouska, and C. Sgouropoulou, "How personalized and effective is immersive virtual reality in education? A systematic literature review for the last decade," Multimedia Tools and Applications, vol. 83, no. 6, pp. 18185-18233, 2023. doi: 10.1007/s11042-023-15986-7.
  • [20] "What 'Gamification' is and what it's not," European Journal of Contemporary Education, vol. 6, no. 2, 2017. doi: 10.13187/ejced.2017.2.221.
  • [21] G. Zicherman and C. Cunningham, Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, 1st ed. Sebastopol, CA: O'Reilly Media, 2011.
  • [22] Machine Learning, vol. 45, no. 1, 2001. doi: 10.1023/a:1010933404324.

A Smart Recommendation System for Early Diagnosis of Alzheimer’s Disease through Gamification in the Metaverse

Yıl 2025, Cilt: 9 Sayı: 1, 8 - 13, 31.07.2025

Öz

This project explores how gamification, virtual reality (VR), and artificial intelligence (AI) can work together to detect early signs of Alzheimer’s disease in a non-invasive way. By turning cognitive tests into an engaging VR game, users complete tasks that assess memory, problem-solving, and spatial reasoning, which are the key abilities affected by the disease. The game places users in a virtual environment where they perform tasks like identifying shapes, organizing objects, and solving basic math problems. Machine learning models, including Random Forests (RF) and Long Short-Term Memory (LSTM) networks, analyze the data from these tasks. While RF helps detect patterns in user responses, LSTM tracks changes over time, making the diagnosis more accurate. The game is planning to be designed using Unity for development, Blender for 3D objects, and Audacity for sound design. These tools will help create realistic and interactive experiences. Unlike traditional medical tests, this VR game makes the process more comfortable and less stressful for the users. By combining VR, AI, and gamification, this project introduces a new and effective way to detect Alzheimer’s early.

Kaynakça

  • [1] Statista, "Leading language learning apps worldwide in January 2024, by downloads," Statista, 2024. [Online]. Available: https://www.statista.com/statistics/1239522/top-language-learning-apps-downloads/. Accessed: Feb. 7, 2025.
  • [2] H. Cloke, "The history of gamification: From the beginning to right now," Growth Engineering, Aug. 29, 2019. [Online]. Available: https://www.growthengineering.co.uk/history-of-gamification/. Accessed: Aug. 21, 2024.
  • [3] D. Kamińska et al., "Virtual reality and its applications in education: Survey," Information, vol. 10, no. 10, p. 318, 2019. doi: 10.3390/info10100318.
  • [4] VirtuAAL Research Group, "Goals," VIRTUAAL, Dec. 12, 2019. [Online]. Available: https://virtu-aal.eu/. Accessed: Sep. 8, 2024.
  • [5] E. Park, "EVA park: A virtual world for people with aphasia," YouTube, Nov. 8, 2015. [Online]. Available: https://www.youtube.com/watch?v=ouF1Nwvo6js. Accessed: Feb. 7, 2025.
  • [6] Alzheimer's Research UK, "Sea Hero Quest - Alzheimer's Research UK," Alzheimer's Research UK, Sep. 29, 2021. [Online]. Available: https://www.alzheimersresearchuk.org/research/for-researchers/resources-and-information/sea-hero-quest/. Accessed: Aug. 21, 2024.
  • [7] Cogstate, "Cogstate," Cogstate, 2024. [Online]. Available: https://www.cogstate.com/. Accessed: Aug. 21, 2024.
  • [8] "Lumosity: Daily brain games," Lumosity, 2018. [Online]. Available: https://www.lumosity.com/en/.
  • [9] L. Breiman, "Random forests," Machine Learning, vol. 45, no. 1, pp. 5-32, 2001. doi: 10.1023/a:1010933404324.
  • [10] S. Hochreiter and J. Schmidhuber, "Long short-term memory," Neural Computation, vol. 9, no. 8, pp. 1735-1780, 1997. doi: 10.1162/neco.1997.9.8.1735.
  • [11] E. Strickland, "Start-up profile: Akili diagnoses Alzheimer's with a game," IEEE Spectrum, Apr. 22, 2014. [Online]. Available: https://spectrum.ieee.org/startup-profile-akili-diagnoses-alzheimers-with-a-game.
  • [12] I. Goodfellow, Y. Bengio, and A. Courville, Deep Learning. Cambridge, MA: The MIT Press, 2016.
  • [13] A. R. Javed et al., "Artificial intelligence for cognitive health assessment: State-of-the-Art, open challenges and future directions," Cognitive Computation, vol. 15, no. 6, pp. 1767-1812, 2023. doi: 10.1007/s12559-023-10153-4.
  • [14] A. Bozkurt and E. Genç-Kumtepe, "Oyunlaştırma, Oyun Felsefesi ve Eğitim: Gamification," in Akademik Bilişim 2014, Mersin Üniversitesi, Mersin, pp. 147-156, 2014.
  • [15] "Exploring mobile app gamification strategies," MoldStud, Jan. 16, 2024. [Online]. Available: https://moldstud.com/articles/p-exploring-mobile-app-gamification-strategies. Accessed: Aug. 29, 2024.
  • [16] E. Kutbay and N. Bozbuğa, "Health education: Gamification, health literacy, and the new era," in Metaverse Sağlık Eğitimi: Oyunlaştırma, Sağlık Okuryazarlığı ve Yeni Dönem, 2022. doi: 10.26650/B/ET07.2022.013.
  • [17] E. Kutbay and N. Bozbuğa, "Yaygın e-öğrenme tabanlı sağlık eğitimi: Oyunlaştırma ve sağlık okuryazarlığı," Tıp Bilişimi, pp. 743-758, 2021. doi: 10.26650/b/et07.2021.003.36.
  • [18] C. Marache-Francisco and E. Brangier, "Process of Gamification," CENTRIC, 2013. [Online]. Available: https://d1wqtxts1xzle7.cloudfront.net/87380684/centric_2013_6_40_30073_201_20Marache_Brangier-libre.pdf.
  • [19] A. Marougkas, C. Troussas, A. Krouska, and C. Sgouropoulou, "How personalized and effective is immersive virtual reality in education? A systematic literature review for the last decade," Multimedia Tools and Applications, vol. 83, no. 6, pp. 18185-18233, 2023. doi: 10.1007/s11042-023-15986-7.
  • [20] "What 'Gamification' is and what it's not," European Journal of Contemporary Education, vol. 6, no. 2, 2017. doi: 10.13187/ejced.2017.2.221.
  • [21] G. Zicherman and C. Cunningham, Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, 1st ed. Sebastopol, CA: O'Reilly Media, 2011.
  • [22] Machine Learning, vol. 45, no. 1, 2001. doi: 10.1023/a:1010933404324.
Toplam 22 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Grafikler, Artırılmış Gerçeklik ve Oyunlar (Diğer), Sanal Gerçeklik
Bölüm Makaleler
Yazarlar

Ceylin Alak 0009-0009-0758-5121

Emre Olca 0000-0001-6812-5166

Erken Görünüm Tarihi 12 Temmuz 2025
Yayımlanma Tarihi 31 Temmuz 2025
Gönderilme Tarihi 21 Şubat 2025
Kabul Tarihi 31 Mart 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 9 Sayı: 1

Kaynak Göster

IEEE C. Alak ve E. Olca, “A Smart Recommendation System for Early Diagnosis of Alzheimer’s Disease through Gamification in the Metaverse”, IJMSIT, c. 9, sy. 1, ss. 8–13, 2025.