Skip to main navigation Skip to search Skip to main content

Deep Reinforcement Learning-Based iTrain Serious Game for Caregivers Dealing with Post-Stroke Patients

  • Rytis Maskeliunas
  • , Robertas Damasevicius
  • , Andrius Paulauskas
  • , Maria Gabriella Ceravolo
  • , Marina Charalambous
  • , Maria Kambanaros
  • , Eliada Pampoulou
  • , Francesco Barbabella
  • , Arianna Poli
  • , Carlos V. Carvalho
  • Kaunas University of Technology
  • Marche Polytechnic University
  • Cyprus University of Technology
  • Tech4Care srl
  • Linköping University
  • Porto Polytechnic

Research output: Contribution to journalArticlepeer-review

18 Citations (Scopus)

Abstract

This paper describes a serious game based on a knowledge transfer model using deep reinforcement learning, with an aim to improve the caretakers’ knowledge and abilities in post-stroke care. The iTrain game was designed to improve caregiver knowledge and abilities by providing non-traditional training to formal and informal caregivers who deal with stroke survivors. The methodologies utilized professional medical experiences and real-life evidence data gathered during the duration of the iTrain project to create the scenarios for the game’s deep reinforcement caregiver behavior improvement model, as well as the design of game mechanics, game images and game characters, and gameplay implementation. Furthermore, the results of the game’s direct impact on caregivers (n = 25) and stroke survivors (n = 21) in Lithuania using the Geriatric Depression Scale (GDS) and user experience questionnaire (UEQ) are presented. Both surveys had favorable outcomes, showing the effectiveness of the approach. The GDS scale (score 10) revealed a low number of 28% of individuals depressed, and the UEQ received a very favorable grade of +0.8.

Original languageEnglish
Article number564
JournalInformation (Switzerland)
Volume13
Issue number12
DOIs
Publication statusPublished - Dec 2022

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 3 - Good Health and Well-being
    SDG 3 Good Health and Well-being

Keywords

  • Lithuania
  • formal caregivers
  • informal caregivers
  • interactive education
  • serious game
  • stroke survivors

ASJC Scopus subject areas

  • Information Systems

Fingerprint

Dive into the research topics of 'Deep Reinforcement Learning-Based iTrain Serious Game for Caregivers Dealing with Post-Stroke Patients'. Together they form a unique fingerprint.

Cite this