Abstract
Attention is an important commodity in the human skills set. It can be trained to overcome deficits in the short term which might be based on multiple cognitive complications to entail inability to keep focus and mined wondering. On the long term, however, it might be a symptom of chronic diseases that acquire attention to include the spectra of many mental health disorders, e.g., attention deficit hyperactivity disorder (ADHD). This paper, therefore, introduces a generic reference model that guides in the design of proper treatment method for patients in short of attention to engage in a game-based environment in order to enhance the behavior of their current state of attention which may hopefully lead to a better focus. When considering the volatility of traditional cognitive behavioral therapies (CBTs), the model reflects and analyzes evolving serious games design directed for the treatment of ADHD. It serves as an instrument that spawn over a specific treatment design since it introduces essential components that depicts essential units of traditional CBT when they are modularly combined. The components will be introduced and the processes of the reference model will be elaborated as a roadmap for the formation and the operation of augmented reality treatment games.
Highlights
Reality, in a simple sense, reflects an actual existence processed into the brain through sensory inputs of the body
The importance of the simulation used in Virtual Reality (VR) or Augmented Reality (AR) is to predict the capability, limitation and performance of a system and, in result, will lead to a reduction in costs and hazards for experimentations compared with what is observed in traditional/hands-on methods [47, 48]
An enhancement of those immersive simulated realities can be achieved through agent-based modeling (ABM) and design
Summary
In a simple sense, reflects an actual existence processed into the brain through sensory inputs of the body. The importance of the simulation used in VR or AR is to predict the capability, limitation and performance of a system and, in result, will lead to a reduction in costs and hazards for experimentations compared with what is observed in traditional/hands-on methods [47, 48] An enhancement of those immersive simulated realities can be achieved through agent-based modeling (ABM) and design. Best suitable treatment application is not an easy task; therapists are able to set an approximate solution based on direct assessments and retrieved patient’s medical records In this architecture, we introduce an agent that is able to navigate within the treatment process to assist in the treatment plan as well as an alarm to report any improvements or lack of progress for better intervention tactics. The software agent will set as a back layer between the treatment environment and the therapist to access scenarios and personalizations set by the therapist for a patient based on the health records and to keep with a continuous update within the game environment to feed recently updated workflow and to set up customized
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