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Noname manuscript No. (will be inserted by the editor) The PERSON project: A serious brain-computer interface game for treatment in cognitive impairment Alfonso Monaco 1 ¶· Gianluca Sforza 1 ¶· Nicola Amoroso 1,2 · Marica Antonacci 1 · Roberto Bellotti 1,2 · Marina de Tommaso 3 · Pierpaolo Di Bitonto 4 · Eugenio Di Sciascio 5 · Domenico Diacono 1 · Eleonora Gentile 3 · Anna Montemurno 3 · Michele Ruta 5 · Antonio Ulloa 4 · Sabina Tangaro 1 Conflict of Interest: The authors declare that they have no conflict of in- terest. Funding: This paper has been supported by the Apulian regional technological cluster PERSON, project code LQ8FBY0. Ethical approval: This article does not contain any studies with human par- ticipants or animals performed by any of the authors. Abstract The cognitive and computational neurosciences have developed neu- rorehabilitative tools able to treat suffering subjects from early symptoms, in order to give priority to a home environment. In this way, the curative treat- ment would not burden the hospital with excessive costs and the patient with psychological disorientation. Recent studies have shown the efficacy of video games on improving cognitive processes impaired by ageing’s physiological effect, neurodegenerative or other diseases, with potential beneficial effects. The PERvasive game for perSOnalized treatment of cognitive and functional deficits associated with chronic and Neurodegenerative diseases (PERSON) project proposed new tools for cognitive rehabilitation, aiming to improve the quality of life for patients with cognitive impairments, especially at early stages, by the use of sophisticated, non-invasive technology. This article is an overview of game solutions for training cognitive abilities and it presents the tools developed within the PERSON project. These tools are serious games 1 Istituto Nazionale di Fisica Nucleare (INFN), Sezione di Bari, Via A. Orabona 4, 70125 Bari, Italy 2 Dipartimento interateneo di Fisica “Michelangelo Merlin”, Universit`a degli Studi di Bari “Aldo Moro”, Via G. Amendola 173, 70126 Bari, Italy 3 Dipartimento di Scienze mediche di base, neuroscienze e organi di senso, Universit`a degli Studi di Bari “Aldo Moro”, Piazza G. Cesare, 11, Bari, Italy 4 Grifo multimedia S.r.l., Via Bruno Zaccaro, 17/19, Bari, Italy 5 Dipartimento di Ingegneria Elettrica e dell’Informazione, Politecnico di Bari, Via A. Orabona 4, 70125 Bari, Italy These authors contributed equally to this work.

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Noname manuscript No.(will be inserted by the editor)

The PERSON project: A serious brain-computerinterface game for treatment in cognitive impairment

Alfonso Monaco1¶ · Gianluca Sforza1¶ ·Nicola Amoroso1,2 · Marica Antonacci1 ·Roberto Bellotti1,2 · Marina deTommaso3 · Pierpaolo Di Bitonto4 ·Eugenio Di Sciascio5 · DomenicoDiacono1 · Eleonora Gentile3 · AnnaMontemurno3 · Michele Ruta5 · AntonioUlloa4 · Sabina Tangaro1

Conflict of Interest: The authors declare that they have no conflict of in-terest.Funding: This paper has been supported by the Apulian regional technologicalcluster PERSON, project code LQ8FBY0.Ethical approval: This article does not contain any studies with human par-ticipants or animals performed by any of the authors.Abstract The cognitive and computational neurosciences have developed neu-rorehabilitative tools able to treat suffering subjects from early symptoms, inorder to give priority to a home environment. In this way, the curative treat-ment would not burden the hospital with excessive costs and the patient withpsychological disorientation. Recent studies have shown the efficacy of videogames on improving cognitive processes impaired by ageing’s physiologicaleffect, neurodegenerative or other diseases, with potential beneficial effects.The PERvasive game for perSOnalized treatment of cognitive and functionaldeficits associated with chronic and Neurodegenerative diseases (PERSON)project proposed new tools for cognitive rehabilitation, aiming to improvethe quality of life for patients with cognitive impairments, especially at earlystages, by the use of sophisticated, non-invasive technology. This article is anoverview of game solutions for training cognitive abilities and it presents thetools developed within the PERSON project. These tools are serious games

1 Istituto Nazionale di Fisica Nucleare (INFN), Sezione di Bari, Via A. Orabona 4, 70125Bari, Italy2 Dipartimento interateneo di Fisica “Michelangelo Merlin”, Universita degli Studi di Bari“Aldo Moro”, Via G. Amendola 173, 70126 Bari, Italy3 Dipartimento di Scienze mediche di base, neuroscienze e organi di senso, Universita degliStudi di Bari “Aldo Moro”, Piazza G. Cesare, 11, Bari, Italy4 Grifo multimedia S.r.l., Via Bruno Zaccaro, 17/19, Bari, Italy5 Dipartimento di Ingegneria Elettrica e dell’Informazione, Politecnico di Bari, Via A.Orabona 4, 70125 Bari, Italy¶These authors contributed equally to this work.

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based on virtual reality, connected to a brain-computer interface based onelectroencephalography (EEG) and to haptic devices. The project was bornthanks to a strategic synergy between research and public health, to implementa technology for personalized medicine that relies on the cloud infrastructureof the REte di CAlcolo per SuperB ed altre applicazioni (ReCaS)-Bari datacentre. PERSON developed a completely open source and innovative frame-work to interface the game device with the computational resources in thecloud. We exploited the container technology and the Software as a Service(SaaS) paradigm to implement a genetic algorithm that analyses the neuralresponses in EEG recordings.

The paper focuses on technical aspects of the designed tools. A test wasconducted on a few volunteers for the purpose of tuning the overall system.The paper does not contain results of a clinical trial as this is planned in asecond testing phase, when the user’s perception of the system will also betested.

Keywords Serious game · Cognitive rehabilitation · EEG · SaaS paradigm

1 Introduction

Brain damage diseases represent a worldwide health problem. Ageing in thegeneral population leads to an exponential increase of cerebrovascular andneurodegenerative diseases, the so-called silent epidemic [1]. Consequences interms of both cognitive and physical impairments can have a devastating effectnot only on the people directly affected, but also on their families, yielding highsocial and economic costs.

Neurodegenerative diseases represent a particularly critical cause of dis-ability and premature death among older people [2]. The World AlzheimerReport 2016 affirmed that 47 million people are affected by dementia and it isexpected that over 131 million people will develop dementia by 2050 [3]. Ac-cordingly, the cost of care for patients with a form of dementia, as Alzheimer’sdisease, is expected to increase dramatically. Besides, the complexity of mod-ern analyses and the computational burden they often require has increasedthe demand for cloud technologies to support clinical practice, for exampleimage segmentation [4] and computer aided diagnosis [5].

Research in new technologies gradually moved its focus from techniquesfor the assessment of cognitive abilities to strategies for their rehabilitationand monitoring. Recent studies have demonstrated the efficacy of using videogames to slow down cognitive decline caused by ageing’s physiological effectand neurodegenerative diseases [6–8], thus avoiding drug treatment [9]. Accessto supportive therapies could help patients to maintain their independence forlonger and delay institutionalization since the clinical onset of the disease andeven in the preclinical phase. Therefore, it is necessary to define tools able totreat suffering subjects from early symptoms, in order to give priority to ahome environment. Home is the best environmental context for such patients:administering the curative treatment at home would limit the hospital access.

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Within this backdrop the PERvasive game for perSOnalized treatment ofcognitive and functional deficits associated with chronic and Neurodegenerativediseases (PERSON) project was launched (http://progettoperson.it/), fundedby the Apulia Region on behalf of public and private institutions. The projectwas born thanks to a strategic synergy between research and public health, todevelop a personalised gaming system for serious games addressing cognitiveimpairments. The developed system gives a video game experience in VirtualReality (VR), with the patient connected to advanced wearable input devicessuch as a Brain-Computer Interface (BCI) based on electroencephalography(EEG) and a haptic glove having actuation features (see Fig. 1). It relies onan open source cloud-computing infrastructure for data analysis and storage.

The PERSON serious games propose exercises at various levels of com-plexity to stimulate concentration and imagination in patients with cognitiveimpairments, using diverse problem-solving strategies designed to perform agiven task. The cognitive paradigms are realistic: though designed on stan-dardized basis, they are useful for evoking reliable EEG responses. When do-ing exercises, the patient is brought to follow the movement of objects acrossthe virtual room, with increasingly complex levels of difficulty, as the intro-duction of elements of disturbance or the change of the speed of execution.This progressively increases the emotional and cognitive pressure and booststhe patient’s motor and cognitive reaction, acquired by means of EEG and thehaptic glove. Further sensors embedded in the glove measure body tempera-ture and skin wetness as parameters linked to the psychophysiological stateof the subject. The main EEG component exploited is the P300 Event Re-lated Potential (ERP) [10], a signal that indicates the oriented attention ofthe working memory towards target stimuli. The presented stimuli followedthe so-called oddball paradigm [11], in which a target stimulus (e.g., a visualobject) is rarely presented among several frequent stimuli in a random way.As Fig. 1 shows, EEG recordings are analysed remotely, querying a cloud ser-vice that returns to the game device a feedback element useful to adjust thelevel of game difficulty and complexity. We implemented this service using theopen source REte di CAlcolo per SuperB ed altre applicazioni (ReCaS)-Baricloud infrastructure (https://www.recas-bari.it/index.php/en/). The learningperformance derived from EEG analysis is merged to physiological data fromthe other sensors to create user profiles in the cloud.

To summarize, PERSON project contributions are manyfold:

– The development of a serious game based on virtual reality for neuroreha-bilitative training.

– The combined use of a brain-computer interface based on EEG, a hapticglove and an artificial vision setup to interact with the patient.

– The definition of algorithms and models to extract personalized medicalresponses from EEG data.

– The customization of the defined tools in terms of Software as a Servicesolutions (SaaS) based on the cloud.

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Fig. 1 PERSON system architecture. The patient interacts with the game’s virtual envi-ronment by a haptic glove and BCI-EEG. During the play, the recorded EEG is transferredon the Web to the cloud service at ReCaS-Bari that analyses it and returns a learning valueas output, useful to continuously adapt the game difficulty based on the performance of thepatient.

The novelty of the designed system relies on two main factors: first, thecombined use of input/output devices that simplify the interaction of theplayer with the game; this is especially helpful to older patients, less usedto technology. Second, the game is supported by the cloud and machine learn-ing for tracking the performance of the player and appropriately adapt thegame’s level. The high computing performance of the cloud allows the gameto run on a personal computer with a DSL connection to access the cloudservices; such a solution is portable to a domestic environment.

This article is structured as follows. Section 2 presents background infor-mation about VR and serious games. Section 3 presents the game functioning,the algorithm for extracting a reliable value of P300 used to adjust the gamelevel and the cloud service implementation. Section 4 summarises the conclu-sions and the future works.

2 Use of virtual reality and serious games in cognitive functionrehabilitation

This section focuses on how virtual reality and game technologies have beenused to rehabilitate impairments of cognitive abilities.

2.1 Virtual reality and brain-computer interface

VR simulates many situations, either imaginary or from real life, in a persua-sive and adaptive way. As a consequence, VR allows the design of ecologicallyvalid training programmes that reproduce stimuli or situations the users may

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actually encounter in the real world. Realistic rehabilitation programmes mayindeed activate neurological pathways that strengthen cognitive functions, thusimproving the therapy outcome [12]. Within the virtual environments (VEs)there are cues from several sensory modalities, such as 3D visual objects, stereosound and haptic stimuli, which are consistent with real models. Given thiscomplex input, VR-based programmes are able to give precise performancemeasurements of the patient activities. Moreover, these programmes are ex-actly repeatable as long as needed.

Advantages of VR therapies are also related to costs [13]. In fact, thepossibility of reusing hardware for diverse types of patients and exercises re-duces costs. By means of VR, rehabilitation can also be done remotely: intelerehabilitation, the patient performs the tasks at home and the therapistremotely accesses the data produced. This was seen to reduce time of visits,and obviously transportation costs. Internet of things (IoT) -enabled devices,particularly the wearables, may support remote monitoring and treatment [14].

A virtual reality system combines hardware (e.g., headsets, haptic aids)and software (e.g., 3D computer graphics) components, although interactionof the user with the hardware and the surrounding physical world is equallycentral to the system [15].

Designing VR components suited to elderly adults is necessary for thesystem to be successful. There are several examples of positive application ofthese technologies in settings with senior adults who have cognitive diseases.These studies try to evaluate acceptability and usability among the elderlyfor the single component: EEG [16,17], VR [18,19], haptic devices [20,21].Advanced user interfaces manage user inputs and system outputs. Besides theclassic input devices, e.g., control pads, the system can automatically readuser input by means of brain-computer interfaces and affective computing torecognize their mental state and emotion.

BCI systems measure brain activity, generally using electroencephalogra-phy (EEG) recordings, and interpret brain responses either spontaneously pro-duced or evoked by external stimuli, using signal processing and classifiers [22].Looking at an item on the screen with a steady gaze, the patient can increasethe P300 or enhance a steady-state visual-evoked potential (SSVEP). Sponta-neous BCI systems require training of the user on mental imagery tasks, e.g.,motor imagery, so that the computer can recognize brain activity patternsproduced [23]. In turn, this data can serve to adapt in real time the virtualenvironment, or to control the virtual object’s motion and send feedback tothe user. Most BCI applications to virtual object’s selection and manipulationare based on P300 ERPs and SSVEPs [24].

Virtual rehabilitation typically follows a protocol involving number of weeks,number of sessions, session content, addressed population, progression evalu-ation [25]. Length depends on the status of the disease (whether it is moreor less acute) and the place where the therapy is done (at home or in clinicwith fewer distractions). During training sessions, the computer running thetraining tool streams statistics into the user’s file, such as tasks finished, com-pletion time, error rates and reaction time. This data provides information on

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the user’s performance and complements clinical data. Current data can becompared with previous data to objectively monitor progression.

2.2 Serious games

By contributing to create a feeling of immersion, VR technology gives a usefulsupport to develop engaging video games to be used for therapy. This is akind of games called serious, because they use entertainment technology fortraining and education objectives. Along with the typical components of avideo game, that is story, art, and software, they involve teaching methods thatgive knowledge or skill [26]. Serious games have wide application spectrum,from healthcare to defense and several other domains.

Maintaining patient’s motivation high is key for a therapy to succeed. En-joying the entertaining features of games, such as challenge and exploration,patients may be more motivated towards the virtual therapy [12]. Anothercontribution comes from other typical elements of games, i.e. interaction andthe use of gratifying messages [13]. Also, a game tailored to the actual skillsand impairments of the patient, that calibrates the cognitive load requiredthus it is winnable, contributes to keep motivation high [27].

Studies showed the usefulness of virtual reality-based games as assessmentand training tools, and their potential for the user to transfer the improvedfunctions from virtual to real world activities. Many games train differentcognitive abilities, such as, executive function, memory, spatial ability and at-tention; some of them span several of these. Demand of cognitive games isgrowing, especially for the elderly who are affected by dementia that impairscognitive functions such as memory, language, and executive functions and isfrequently anticipated by a stage of Mild Cognitive Impairment (MCI). Anexample of a serious game relating the executive function may be that chal-lenging the player to lift a damaged submarine. To help the patient reachingthis goal, the game trains problem solving through arithmetic equations (sub-traction), to understand the correct number of crates to be removed from thesubmarine until it emerges from the sea [28]. Another example is the game seton a virtual island, where the gamer would perform a short term memory taskconsisting of pairing cards arranged face down [25]. The use of a central dividerto split cards in two halves may help to tackle unilateral visual neglect too. Asconcerns spatial ability impairments, a game designed for blind children usedauditory cues to help them navigate and interact with the virtual environment[29]. Another game challenges the patients’ ability to focus, requiring them tohit and destroy a number of crates by bouncing a ball between two paddles[25]. Problems with attention are common in children with Attention DeficitHyperactivity Disorder (ADHD). For training attention deficits of ADHD pa-tients, a game uses EEG-based BCI to control 3D hands for grasping fruit ina plate [30].

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3 PERSON game

The PERSON game was designed as part of the PERSON project in an effortto create personalized therapies for improving or maintaining cognitive skillsthreatened by ageing or cognitive diseases. It gives the user a pervasive gameexperience: users can immerse themselves in 3D VEs that blend game with re-ality elements, using nonstandard input devices for interaction such as a BCIsystem and a haptic glove. This enables the patient to do rehabilitative exer-cises in real life environments, and the therapist to acquire useful informationabout the patient’s performance to assess the seriousness of their disease.

Standard cognitive tests, including Mini Mental State Examination (MMSE),Stroop test and span tasks, are used to determine the initial capability of thepatient (baseline). MMSE is a popular questionnaire used to measure cogni-tive impairment, to track its severity along time, and to assess progress fromtherapy. Scores from Stroop test give a measure of selective attention and cog-nitive flexibility, while spatial and digit span tasks can predict performancein visuospatial and numeric capacity of the working memory, respectively [31,32]. The target population was of people affected by MCI of neurodegenera-tive and metabolic origin, compared with the outcome in normal age matchedpersons.

The virtual therapy aims at relieving the symptoms of the cognitive im-pairment or to delay the progress of disability. The game recreates real lifeenvironments (e.g., home, supermarket; see Fig. 2) in 3D virtual scenes wherethe patient get immersed and moves to complete lifelike activities. Both thevisual rendering and the storytelling design is simple, considering the targeteduser’s capabilities. Although it is not guaranteed that improvements drivenfrom playing serious games will actually correspond to better performance insimilar real-life contexts, these games, especially those based on VR, can createrehabilitation environments which resemble real-world environments and ac-tivities [33]. This promotes the ecological validity of such games. For example,the ability to prepare a cup of coffee, cooking or shopping in virtual contextscan predict the ability to perform similar tasks in a real-world setting [34]. Thedesigned exercises stimulate diverse cognitive abilities: there are exercises totrain activity planning (e.g., prepare coffee), memory (e.g., recall the locationof capsicums in the kitchen), spatial abilities (e.g., determine the position ofthe fridge), attention (e.g. recognize an item as the drawer is open). Typically,these tasks follow the oddball paradigm. Exercises have increasing levels ofdifficulty, given by the introduction of elements of disturbance or changes inthe speed of execution.

The designed game device consists of a game application that runs on alocal computer with dedicated software for the graphic rendering, and of acomponent for the communication with external services and input devices.This solution is easily portable to a home environment, as the game devicemerely requires a personal computer. The game uses a brain-computer inter-face to monitor the cognitive reaction of the patient, by means of noninvasiveEEG sensors. Haptic sensors and actuators embedded in gloves allow the pa-

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tient for a more natural interaction with the game [35]. This is especially usefulfor elderly patients, who are not accustomed to common pointer devices (e.g.,mouse). An artificial vision setup acquires the real movements of the patientfrom sensors placed on the glove and from cameras (Fig. 3), and converts themto virtual movements by hardware-coded algorithms.

Enhancing the virtual therapeutic system by a haptic glove and a settingof artificial vision gives the player the freedom and ease to move in the VE,receiving a physical feedback while interacting with virtual objects.

Moreover, VR provides the patient a visual interface with realistic elements,without abstract menus or icons. Other sensors in the glove are used to detectfrom sweat the presence of biochemical elements useful to assess the clinicalpicture of the patient. Finally, filtered sound is piped throughout the room tomodulate the cerebral rhythm of the patient.

Videos were produced to demonstrate the game use during demo sessions,available at http://progettoperson.it/#showcase.

Personalization of the training programme is a main strength of the gamethat continuously adapts the therapy as the patient plays, for achieving abetter outcome from the therapy. Data collected from wearable devices is sentto the cloud for creating the patient profile. The baseline from preliminarycognitive tests forms the initial profile. Signal processing and machine learningalgorithms analyse EEG data to measure single P300 responses, thus averagingthose evoked by specific levels of cognitive complexity. This represents one ofthe elements useful to establish the learning level and the possible passageinto the following step of game difficulty. Finally, the medical doctor or thetherapist can query the system to view data stored in the profiles, and so theycan evaluate the trend of the therapy and introduce adjustments if necessary.

An initial experiment was conducted on a few volunteers. The purpose ofthis test was not clinical but technical; it was manifold: calibrating the pointerdevice (glove) and the other sensors, tuning the machine learning algorithm toextract robust P300 potentials from EEG, orchestrating the communicationbetween all the components involved, assessing the response time of the cloudservices. This was in line with the priorities of the project. A clinical trial isplanned to study the impact of the designed solution on improving the abilitiesof the targeted people. The next sections detail the data interfaces of the gamedevice, the algorithm used for extracting the P300 and its implementation ina cloud environment.

3.1 Data interfaces

The PERSON serious game has two input interfaces with the player. First,the EEG-based BCI. Information collected through the BCI is used in a par-allel process to adjust the game’s difficulty depending on player performance.The EEG device is a 32 channels wireless cap with active electrodes. Analysisof EEG data is discussed in Section 3.2. Second, a haptic glove with tactileactuators provides the detection of hand movements and speed of the patient,

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Fig. 2 Examples of 3D virtual environments recreated in PERSON: the kitchen at homeand the supermarket.

Fig. 3 A patient, pictured during initial test in clinic, was asked to take actions for preparingcoffee as part of the therapy. The artificial vision setup is visible: an immersive screen, stereocameras for detecting movement, glove for interacting with the virtual environment.

supported by an external artificial vision setting. Also, it provides tactile stim-ulation to improve the motor reaction. Analysing data from the flexion of thefinger it is possible to derive motor skills of the patient [36], and to obtainan indirect index of the variation of the motor capabilities in response to themultisensory stimulation of the serious game [37]. Moreover the tactile devicedetects the body temperature and the skin wetness, which can be correlatedto the psychophysiological state of the subject [38].

The communication flow between game, input interfaces and cloud servicesis managed by a software/hardware component called Sensor Hub. It has thetask of anonymously transfer patient information acquired through the BCIinterface in the cloud environment for processing. Data sent has a numericidentifier (ID) that the Sensor Hub previously associates to the patient. Thepatient’s ID is shared with the therapist who is taking care of monitoringthe progress of the disease. The Sensor Hub also orchestrates the exchangeof messages between the cloud services and the game application through a

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virtual private network, and it saves data in the cloud on virtual machineswith private IP addresses.

3.2 EEG data processing

During a game session, the BCI measures the electrical activity of the player’sbrain using EEG. This can serve to register an event-related potential, a re-sponse of the brain to specific stimuli. Specifically, the P300 provides a measureof target stimuli evaluation time [39], whose peak latency occurs about 300ms after the stimulus. P300 potentials are typically elicited by oddball experi-ments, in which a target stimulus is rarely presented among frequent standardstimuli.

ERPs are not commonly visible after a single trial in the plethora of activ-ities registered by EEG, but more trials will be necessary in order to obtain areliable measure. Averaging the trial signals has the effect of removing noise,thus the resulting signal contains only the activity of interest. Owing to latencyvariability across trials, the averaged signal flattens, having a lower peak anda larger width compared to the original signal (see Fig. 4). This makes it diffi-cult to correctly analyse amplitude and latency of such a signal. A single-trialERP analysis is thus needed to estimate the latency shift that would makeeach trial aligned to the others. The approach proposed in PERSON searchesfor a robust solution comparing the whole set of trials [40]. The designed al-gorithm finds the optimum value of an objective function defined in such away that its global maximum corresponds to the set of latency values thatmake the signals the more aligned between them. This optimization problemis solved with a genetic algorithm.

A transformation in time is defined, h(t) = t + τi for the signal at thesingle trial Xi(t), corresponding to the shift of the signal of a quantity τisuch that it aligns with the signal at time t. Applying the transformationh makes minimum the difference between two signals, d(Xi, Xj) = E[(Xi −Xj)

2]. The alignment of single trials Xi is done by searching for the bestset of latency shifts that minimises the total distance between trials. It isproofed that for n trials this corresponds to find the n-tuple that maximisesan objective function fobj(τ1, τ2, . . . , τn) [40]. The numerous variables involvedin this optimization problem make it complex and computationally expensive,so requiring an heuristic solution by genetic algorithms. These algorithms,inspired by mechanisms of natural evolution, allow in this case for dealingwith populations of n-tuples, which represent latency sets where searching forthe best one. The evolution of a randomly generated population follow somerules, tailored to the specific problem. To this end, the algorithm implementstwo main principles: exploration of the search space and exploitation of theacquired knowledge [41]. The mutation operation is a relevant step of thealgorithm, as it is source of randomness and drives the population towards anoptimal solution while it converges. Once the ERPs are aligned, the P300 iscalculated and converted to such an index of game learning for the patient.

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Fig. 4 Average of EEG responses to single target stimuli (bold red line). Amplitude of theaveraged signal reduces, partly because of differences in trials amplitude, and partly as aresult of latency shifts. P300 components are visible within the range 300-500 ms.

The game level is adapted accordingly. This job is performed by the EEGapp

module.Also, a secondary module is provided that is able to annotate the P300

signal through a semantically rich syntax grounded on a formal ontology [42].Using the semantic descriptions of both patient profile and context, a logic-based matchmaking is carried out in quasi real time [43] in order to extractpatient, context and game conditions to be modified for reaching the best fitin game therapy administration.

3.3 Cloud capabilities

As previously mentioned, algorithms for data analysis developed in the PER-SON project are implemented on the ReCaS-Bari cloud infrastructure, whichis hosted in the ReCaS-Bari data centre. This centre was built by the Uni-versity of Bari and the National Institute for Nuclear Physics (INFN) underthe ReCaS project (http://www.pon-recas.it), funded by the Italian ResearchMinistry of Education, University and Research. The data infrastructure con-sists of 180 servers for a total amount of 12000 cores. Every server hosts 256 GBRAM, 4 GB dedicated to each core. Additionally, it offers about 3.5 PB of diskspace and 2.5 PB of tape space, together with a 20 Gbps link to/from WLAN.The centre offers a cloud computing solution developed in the framework ofthe PRISMA (http://www.ponsmartcities-prisma.it) and INDIGO-DataCloud(https://www.indigo-datacloud.eu) projects. This cloud environment exploitsthe hardware infrastructure of Recas-Bari data centre.

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In the cloud computing paradigm, virtualization is used to pool distributedcomputing resources that are shared by many different users, each of whichis master of his own virtual domain. Pooling the computing resources shouldresult in a reduction in operational costs. Cloud computing has gained signifi-cant attention from both industry and research as it has emerged as a potentialmodel to address a broad array of computing needs and requirements such ascustom software environments. Cloud services have demonstrated the abilityto provide a scalable set of services that can be easily and cost-effectivelyutilized to tackle various enterprise and web workloads. A cloud computingmodel is implemented on a cloud infrastructure that includes the necessaryhardware and software elements (servers, storage, a network and virtualiza-tion software) to implement the computing requirements [44]. An abstractionlayer on the cloud infrastructure virtualizes the resources that are presentedto users through different interfaces such as Application Program Interfaces(API) or web dashboards. The ReCaS-Bari cloud infrastructure offers all thecharacteristics of a cloud-computing distributed system: on-demand provision-ing of compute and storage resources that can be easily accessed through anetwork connection (e.g. the Internet), multi-tenancy, elasticity and scalabil-ity of the resources depending on the users’ needs, reliability of the services.The pooling of resources across a large user base enables economy of scale,while the ability to easily provide and elastically expand the resources givesflexible capabilities. The cloud infrastructure is OpenStack based. OpenStack(https://www.openstack.org) is an open source software stack that is able tocontrol large pools of computing, storage, and networking resources of a datacentre, all managed through a dashboard that gives administrators controlwhile empowering users to gain access to resources through a web interface.

The game can exploit the capabilities of the ReCaS-Bari cloud infrastruc-ture thanks to a set of software components: the cloud backend. It takes careof the submission in the cloud of all the jobs required by the serious game in-terface, their monitoring and bookkeeping. Its capability hides the complexityof operating in a heterogeneous and distributed computational environment.

3.3.1 Cloud backend components

The aim of the cloud backend is twofold. Firstly, to perform the tasks necessaryto compute the patient’s learning level and, secondly, to store data producedduring the game. The cloud backend is built around the following open-sourcesolutions: Apache Mesos, Chronos, Docker and Swift. The selection of thesecomponents and the architectural design of the cloud backend are based onthe work done during the INDIGO-DataCloud project [45].

Mesos (http://mesos.apache.org/) is a cluster manager that provides ef-ficient isolation and sharing of resources to run applications in a distributedenvironment. Mesos acts as a middleware between the application layer andthe operating system to deploy and manage applications in large cluster envi-ronments. It consists of two sets of elements: the master nodes that manage

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the resources and the slave nodes that offer their resources (cores, memory,disk).

Chronos (https://mesos.github.io/chronos/) is a powerful framework run-ning on top of a Mesos cluster. Chronos takes care of: the execution of userapplications (jobs); the management of the input application data; the man-agement of the dependencies between multiple jobs; the re-execution of failedjobs.

Docker (https://www.docker.com/) allows applications to be executed withinsoftware containers. Containers provide a lightweight virtualization since con-tainers running on the same machine share the operating system kernel of thehost. The use of Docker to create and manage containers allows for simplifyingthe distribution of application software and the management of dependenciesbetween different applications. Inside a container it is possible to implementeverything: from an entire operating system, to an application pool, or justa single service. In fact, the Docker container structure is extremely granularand applicable at any level. Also, Docker can be used in virtual environmentsof a cloud infrastructure.

Swift (https://docs.openstack.org/swift/latest/) is a highly scalable dis-tributed object storage. This software offers a redundant storage system tosave and manage data in a cloud computing environment. Any data or meta-data for the files stored in Swift is considered an object, or file; objects can beorganized in buckets to group them in a convenient way for the user.

The hearth of the cloud backend consists of a Mesos cluster with Chronos,running on top of virtual machines instantiated in the ReCaS-Bari cloud.The Sensor Hub submits the processing jobs to Chronos that interacts withMesos to schedule the job tasks on the cluster nodes. Each task is executed bymeans of a Docker container that embeds EEGapp, the application developedto analyse the EEG responses. The results generated by the application areautomatically stored in the object storage Swift. Technical details about theimplemented software and workflow are provided below.

3.4 Cloud backend at work

Fig. 5 illustrates the workflow of the cloud backend system. The game device,through the Sensor Hub component, interacts with the Chronos service (thatexposes REST APIs) in order to submit a new task to run providing all theparameters necessary for the EEGapp execution. At the same time, the SensorHub creates an object in the object storage Swift (named with the patientidentification code) in which all patient parameters registered by the gameapplications are saved. The submission requests are queued by Chronos thatnegotiates the resource offers with Mesos that knows the status of the wholecomputing cluster. As soon as the resources (cores, memory) required by thejob to run are available on one of the Mesos slave nodes, the processing taskis scheduled to that node and launched. Mesos takes care of downloading thedocker image from the docker registry and of creating the container that will

14 Alfonso Monaco1¶ et al.

Fig. 5 Interaction between the cloud backend system and the game device. The figuredisplays the connections between the cloud backend components and the link with the gamedevice managed by the Sensor Hub.

run the application. Moreover the input data are automatically fetched fromSwift by Mesos and provided to the job in its sandbox. Then the application isstarted; upon successful completion, the EEGapp outputs are saved in the Swiftpatient folder and the job status is updated. The Sensor Hub checks the statusof the process and as soon as the execution is finished correctly, it downloadsEEGapp outputs from Swift folder. These results contain information about thepatient’s learning level that the game application will use to adjust the levelof the game. The loop created between the Sensor Hub and the cloud backendallows coordinating the interaction between the game and the cloud: in fact,while the former calls for synchronous services, the latter instead is basicallyan asynchronous distributed system.

The PERSON project offers its services through the Software as a Service(SaaS) paradigm. In this cloud services model, tools of owned software aredelivered and managed remotely by one or more providers [44]. These softwaretools are based on one set of code, services and data definitions that can beconsumed in a one-to-many model by all authorized users at any time.

4 Conclusions and future works

Research in new technologies to support healthcare has developed rapidly.It is now clear that novel technological instruments can be used to extractinformation and make decisions regarding the type of treatment the patientrequires. In particular, serious games and virtual reality have demonstratedhuge potential in healthcare, supplying virtual environments to engage withpatients and explore aspects of their medical condition.

Title Suppressed Due to Excessive Length 15

In patients with cognitive impairments, intense treatment regimens canrequire that they move to a clinical environment. Besides the increased cost,being out of the home may be troubling to the patient, who misses out onan important point of familial reference. The technological solutions proposedin PERSON project can help to address some of these issues, trying not toreplace any medical intervention but to provide a support platform where thehome environment is favored.

The multidisciplinary approach of PERSON to the neurorehabilitationproblem spanned several technologies and methodologies, including VR, wear-able sensors (EEG-based BCI, haptic gloves embedding monitoring sensors),serious games and machine learning. The combined action of a limited numberof sensors, algorithms for analysing data and cloud services has allowed us todevelop a video game that adapts to the patient’s cognitive reaction.

This innovative system allows both recording information of the patient aswell as providing objective parameters near the real time to help make deci-sions. Cloud services installed on a big data centre like ReCaS-Bari allows theprovision of a scalable set of services that can be elastically adjusted accordingto the requests of the game. In this way, it is possible to start multiple gamingsessions without burdening the data centre with a heavy computational load,while not influencing the execution time of each session. Moreover, the open-source nature of the cloud platform used in the project, permits to adapt thedeveloped services also to other technologies such as a scientific gateway, i.e.a web portal for scientific purposes. Such a portal is under development usingDjango framework (www.djangoproject.com). A graphical management inter-face will give researchers easy access to data analysis algorithms developed inPERSON without needing the whole game device, but only a common webbrowser.

Data transfer from the game to the cloud may be further improved byadding mechanisms of compression and cryptography, to speed up and guar-antee the security of the process. Nonetheless, further research is required. Ofspecial interest is evaluating the applicability of our approach in clinical trials,on a large number of patients. An initial testing phase was conducted on afew volunteers both in healthy state and affected by MCI, for the purpose oftuning and refining the designed system; data collected are not enough forassessing the progress of such a virtual therapy. A second testing phase hasbeen planned on a significant sample of randomized elderly people with andwithout cognitive impairments, for clinically evaluating the efficacy of the pro-posed solution and the impact on the patients. Additionally, extensive clinicaltesting is required before commercialising the product. The PERSON gameis not intended to people in an acute state of disease (e.g., Alzheimer’s) thatis not reversible, but in a mild to moderate state of cognitive impairment, oreven before symptoms raise [5], i.e., when there is still the possibility to delayor to slow down the process and the patients are more collaborative to therapy.The literature reviewed in this article reports several studies concluding thatVR-based serious games help in mitigating symptoms of patients having mildcognitive impairment and early-stage dementia. Moreover, studying how the

16 Alfonso Monaco1¶ et al.

patients perceive the game is very important: a better interaction means morechances of success of the therapy. During the initial test, volunteers showedgreat interest into the experiment, expressing curiosity and enjoying the game.Through this second-phase test, we will be able to thoroughly evaluate userreactions to the whole solution that combines several technologies in a novelway.

Acknowledgements This paper has been supported by the Apulian regional technologicalcluster PERSON.

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