WO2021241657A1 - Cognitive function examination program and cognitive function examination system - Google Patents
Cognitive function examination program and cognitive function examination system Download PDFInfo
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- WO2021241657A1 WO2021241657A1 PCT/JP2021/020094 JP2021020094W WO2021241657A1 WO 2021241657 A1 WO2021241657 A1 WO 2021241657A1 JP 2021020094 W JP2021020094 W JP 2021020094W WO 2021241657 A1 WO2021241657 A1 WO 2021241657A1
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- A61B10/00—Other methods or instruments for diagnosis, e.g. instruments for taking a cell sample, for biopsy, for vaccination diagnosis; Sex determination; Ovulation-period determination; Throat striking implements
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- the present invention relates to a cognitive function test program and a cognitive function test system for testing the cognitive function of a subject.
- Patent Document 1 attempts to provide a cognitive function measuring system capable of evaluating a plurality of cognitive functions on the same scale.
- the present invention has been made to solve the above problems, and an object of the present invention is to provide a cognitive function test program and a cognitive function test device that can detect a decline in cognitive function at an early stage.
- the present invention has the following features. (1) It has the task of evaluating orientation, attention, memory, visuospatial cognition, and executive function, which are the main elements of cognitive function, and enables early detection from the stage of mild cognitive impairment (MCI). .. In addition, it has a task to evaluate the executive function in comparison with MoCA-J (Montreal Cognitive Assessment Japanese version), which is conventionally used as one of the tests for screening MCI. (2) Measures are taken to prevent the score from decreasing due to factors other than cognitive function (for example, a simple operation error or delay due to unfamiliarity). (3) Measures have been taken to prevent fluctuations in the score due to different difficulty levels of the problem.
- the present invention is a cognitive function test program executed by a computer, wherein the computer advances a game associated with a task related to the cognitive function test, and the inspected person at the time of playing the game.
- a step of accepting an input, a step of measuring a cognitive function based on the input by the subject, and a step of outputting the measured result are executed, and the task mainly evaluates the cognitive function of orientation.
- the tasks that mainly evaluate the cognitive function of memory include at least the task of evaluating the cognitive function of immediate recognition and the task of evaluating the cognitive function of delayed recognition, and the task of evaluating the cognitive function of immediate recognition and delayed recognition. It is characterized by the presence of at least one other task with the task of assessing cognitive function.
- the present invention it is possible to provide a cognitive function test program and a cognitive function test device that can detect a decline in cognitive function at an early stage.
- FIG. 1 It is a figure which shows the hardware composition of the cognitive function test system 1. It is a figure which shows the functional structure of the cognitive function test system 1. It is a flowchart which shows the operation of the administrator client terminal 300 in the cognitive function test system 1. It is a flowchart which shows the operation of the user client terminal 100 (measurement account and doctor's account) in the cognitive function test system 1. It is a flowchart which shows the operation of the user client terminal 100 (administrative account) in the cognitive function test system 1. It is a table which shows the kind of each element of the cognitive function evaluated by the cognitive function test system 1 of a particularly preferable embodiment. It is a figure which shows the top screen. It is a figure which shows the operation start screen, and confirms how to use a touch pen here.
- FIG. 1 It is a figure which shows an example of the practice problem of a specific game which mainly evaluates the cognitive function of memory (working memory / short-term memory). It is a figure which shows an example of the practice problem of a specific game which mainly evaluates the cognitive function of memory (working memory / short-term memory). It is a figure which shows the screen which can select the repetition of the specific game practice exercise which mainly evaluates the cognitive function of memory (working memory / short-term memory). It is a figure which shows the start screen of the specific game production problem which mainly evaluates the cognitive function of memory (working memory / short-term memory). It is a figure which shows the concrete game start screen associated with the task which mainly evaluates the cognitive function of attention.
- the cognitive function test system is a system for providing a game for testing cognitive function to a plurality of users.
- the cognitive function test system will be described with reference to the drawings. It should be noted that the present invention is not limited to these examples, and is indicated by the scope of claims, and it is intended that all modifications within the meaning and scope equivalent to the scope of claims are included in the present invention.
- NS In the following description, the same elements will be designated by the same reference numerals in the description of the drawings, and duplicate description will not be repeated.
- FIG. 1 is a diagram showing a hardware configuration of the cognitive function test system 1.
- the cognitive function test system 1 includes a plurality of user client terminals 100, a cognitive function test diagnosis support server 200, and an administrator client terminal 300.
- the user client terminal 100 and the administrator client terminal 300 are connected to the cognitive function test diagnosis support server 200 via the network 2.
- the network 2 is a wired and wireless communication system such as the Internet.
- the cognitive function test program itself and the data necessary for executing the program according to the present embodiment are stored in the storage devices (not shown) of the user client terminal 100, the cognitive function test diagnosis support server 200, and the administrator client terminal 300. ..
- the cognitive function test diagnosis support server 200 may be any computer such as a personal computer, a workstation, a general-purpose computer, or a combination thereof.
- the cognitive function test diagnosis support server 200 is associated with a Web server 201 that communicates via the network 2, a management server 202 that manages accounts of the cognitive function test system 1, and a task that evaluates each element of the cognitive function. It is configured to have an application server 203 that manages the games, and a database 204 that stores and manages various data.
- the cognitive function test diagnosis support server 200 may be one computer or a plurality of computers.
- the database 204 of the cognitive function test diagnosis support server 200 contains facility information, which is information about the medical facility, and accounts of operators (doctors, subjects, medical facility managers, system managers, etc.) of the cognitive function test system 1.
- facility information that is information about, game registration information that is registered information such as the execution order of games related to cognitive function test, user log information that is operation history information of the operator of cognitive function test system 1, and cognitive function.
- game application information Stores game application information, which is program and data necessary for the operation of the game related to the inspection.
- the user client terminal 100 may be a mobile terminal such as a smartphone, a feature phone, a PDA (Personal Digital Assistant), or a tablet computer, or may be a desktop computer or the like. It is desirable that the user client terminal 100 can be operated with a touch panel.
- the user client terminal 100 is arranged in a medical facility.
- the user client terminal 100 may be located at the home of the inspected person, a nursing care facility, a pharmacy, a public hall, or a sports club.
- the user client terminal 100 manages accounts of operators (doctors, examinees, medical facility managers, etc.) of the user client terminal 100, displays various reports such as test results by the cognitive function test system 1, and performs a cognitive function test. (Measurement of the cognitive function of the subject by the game application), transmission of the measurement result to the cognitive function test diagnosis support server 200, and the like are executed.
- the administrator client terminal 300 may be a mobile terminal such as a smartphone, a feature phone, a PDA (Personal Digital Assistant), or a tablet computer, or may be a desktop computer or the like.
- the administrator client terminal 300 may have the same configuration as the user client terminal 100, or may have a different configuration. In FIG. 1, the administrator client terminal 300 is arranged in the server operation management facility.
- the administrator client terminal 300 manages information on the facility where the user client terminal 100 is located, manages accounts of operators (system administrators, etc.) of the administrator client terminal 300, and operates the cognitive function test system 1. Display various reports of.
- FIG. 2 is a diagram showing a functional configuration of the cognitive function test system 1.
- the user client terminal 100 includes a login unit 101 that logs in to the cognitive function test system 1, a user selection unit 102 that selects a user for using the cognitive function test system 1, and a game that executes a game related to the cognitive function test.
- the execution unit 103 the end confirmation unit 104 that confirms the end of evaluation (execution of various games) of each element of the cognitive function, which is a cognitive function test, and the user information display unit that displays the evaluation result of the cognitive function and outputs a report.
- 105 a report generation unit 106 that generates a report based on information from the user information display unit 105, a report printing unit 107 that prints a report generated by the report generation unit 106, and issuance of an account of a user in the facility. It has an account information management unit 108 for management, a screen display / voice output unit 109 for screen display and voice output, and a touch panel information input unit 110 for receiving an operator's input by a touch panel.
- the cognitive function test system 1 has different accounts depending on the position of the operator, and the authority to the cognitive function test system 1 is different depending on this account.
- the user client terminal 100 When the user client terminal 100 is used to log in with the "measurement" account (inspector's account) by the login unit 101, the user selection unit 102, the game execution unit 103, and the end confirmation unit 104 can be executed. Become.
- the user selection unit 102, the user information display unit 105, the report generation unit 106, and the report printing unit 107 Becomes feasible.
- the account information management unit 108 can be executed.
- the administrator client terminal 300 is from a login unit 301 that logs in to the cognitive function test system 1, a facility / account information management unit 302 that issues and manages an account of a facility administrator, and a facility / account information management unit 302. It has a report generation unit 303 that generates a report based on information, and a report printing unit 304 that prints a report generated by the report generation unit 303.
- the facility / account information management unit 302 When logged in by the login unit 301 with an "administrator" account (system administrator account) using the administrator client terminal 300, the facility / account information management unit 302, the report generation unit 303, and the report printing unit 304 Becomes feasible.
- the Web server 201 of the cognitive function test diagnosis support server 200 cooperates with each server and performs network protocol processing for the network 2.
- the management server 202 of the cognitive function test diagnosis support server 200 includes an account information processing unit 2021 that issues account authority for each account, and a facility / account information management processing unit 2022 that issues account issuance authority to the facility manager's account. And have.
- the app server 203 of the cognitive function test diagnosis support server 200 includes a user measurement processing unit 2031 that performs cognitive function measurement processing, display of measurement results, and report generation, and a cognitive level evaluation unit 2032 that evaluates cognitive level.
- the recognition evaluation value calculation unit 2033 that calculates the recognition evaluation value, the game application information processing unit 2034 that executes each game on the user client terminal 100 side, the reference of the information of the game to be executed, and the game to be re-executed. It has a game registration information processing unit 2035 that registers information, and a game measurement processing unit 2036 that calls game applications in order based on the game registration information and executes them on the user client terminal 100.
- the game measurement processing unit 2036 mainly has a game selection unit 20361 for selecting a game for a task (smartness task) that evaluates the cognitive function of the knowledge, and a task (memory task) that mainly evaluates the cognitive function of the memory.
- Memory task game selection unit 20362 that selects a game
- attention task game selection unit 20363 that mainly selects a task (attention task) game that evaluates the cognitive function of attention, and mainly evaluates the cognitive function of the execution function.
- Select the game of the task to be performed (executive function task)
- the game registration information processing unit 2035 adjusts the number of games executed by the inspected person based on the measurement result of the cognitive function by the game executed by the inspected person on the user client terminal 100, or is executed by the inspected person. You can adjust the difficulty of the game you play. For example, the same measurement result can be obtained regardless of whether the subject is already known to have a cognitive impairment or is already known to have no cognitive impairment. In this case, by increasing or decreasing the number of games or adjusting the difficulty level of the game, or by increasing or decreasing the number of games and adjusting the difficulty level of the game, it is possible to easily make a difference between the subjects to be inspected. The accuracy can be improved. In addition, this adjustment makes it possible to detect a subject with mild cognitive impairment, which can be useful for treatment by early detection.
- the database 204 of the cognitive function test diagnosis support server 200 includes a facility ID that identifies each facility, facility information that is information about the facility, an administrator account ID that identifies the account of the facility administrator of the facility, and the facility. It has a facility information storage unit 2041 that stores the number of issued accounts in association with each other.
- the database 204 of the cognitive function test diagnosis support server 200 obtains an account ID that identifies each account, a facility ID that identifies the facility to which the account belongs, account registration information that is information about the account, and the authority of the account. It has an account information storage unit 2042 that stores the account authority information, which is the information to be shown, in association with each other.
- the database 204 of the cognitive function test diagnosis support server 200 stores the user ID assigned to each inspected person in association with the measurement information indicating the measurement result of the inspected person, that is, the user in each game. It has a user measurement information storage unit 2043.
- the database 204 of the cognitive function test diagnosis support server 200 identifies the user ID assigned to each inspected person and the game execution order information (specifying each game) indicating the execution order of the games in the problem for the inspected person, that is, the user. It has a game registration information storage unit 2044 that stores data strings arranged in the execution order of game IDs in association with each other.
- the database 204 of the cognitive function test diagnosis support server 200 has a game application storage unit 2045 that stores a game ID that identifies each game and the game program itself of the game or data necessary for executing the program in association with each other. ..
- FIG. 3 is a flowchart showing the operation of the administrator client terminal 300 in the cognitive function test system 1.
- the administrator activates the administrator client terminal 300 and logs in with his / her own account (step S311)
- the administrator client terminal 300 displays the home screen which is the initial screen (step S312).
- the system administrator selects an account management process (step S313) or a facility management process (step S319).
- step S313 When the account management process (step S313) is selected, the administrator client terminal 300 accepts the input of the system administrator, and based on the input, newly registers the account (step S314) and generates a report about the account. And printing (steps S315 and S316), editing the account (step S317), and deleting the account (step S318).
- the administrator client terminal 300 accepts the input of the system administrator, and based on the input, newly registers the facility (step S320) and generates a report about the facility. And printing (steps S321 and S322), editing the facility (step S323), and deleting the facility (step S324).
- FIG. 4 is a flowchart showing the operation of the user client terminal 100 in the cognitive function test system 1, showing the process when logging in with the measurement account, that is, the account for the inspected person, on the left side of the figure. The process when logging in with a doctor's account is shown on the right.
- the process when logging in with the account for the inspected person will be described.
- the user client terminal 100 When the inspected person activates the user client terminal 100 and logs in with the account of the facility to which he / she belongs (step S110), the user client terminal 100 displays the user selection screen which is the initial screen (step S111).
- the inspected person selects his / her own account as a user (step S111).
- the game for the user starts, that is, the measurement of the cognitive function starts (step S112).
- the number and difficulty levels of the games to be executed here and the execution order of the games may be determined by the game registration information processing unit 2035 of the cognitive function test diagnosis support server 200.
- execution of a game mainly for evaluating the cognitive function of sensibleness (step S113), execution of a game for mainly evaluating the cognitive function of memory (immediate recognition) (step S114), and mainly visual space cognition.
- Execution of the game to evaluate cognitive function (step S115), execution of the game to evaluate the cognitive function of memory (delayed recognition) mainly (step S116), evaluation of cognitive function of memory (working memory / short-term memory) mainly Cognitive function measurement is performed in the order of game execution (step S117), game execution that mainly evaluates the cognitive function of attention (step S118), and game execution that mainly evaluates the cognitive function of the executive function (step S119). Will be done.
- a tutorial screen for explaining the rules and operation method of the game that is, explaining the play to the inspected person is displayed prior to the start of the game.
- exercises may be executed prior to the start of the game.
- each game is associated with the task of evaluating each of the above cognitive functions, it may not strictly evaluate one type of cognitive function.
- the cognitive function of visuospatial cognition may be evaluated in addition to the cognitive function of the executive function depending on the game. In this way, one game may be able to evaluate multiple types of cognitive functions.
- the game is different. It may be possible to evaluate a type of cognitive function. Further, in the case of a game in which a specific type of cognitive function and another type of cognitive function can be evaluated, the game may be described as a game that mainly evaluates a specific type of cognitive function. Therefore, the task may not strictly evaluate one type of cognitive function, and the task may be described as a task that mainly evaluates a specific type of cognitive function.
- this measurement result is transmitted from the user client terminal 100 to the cognitive function test diagnosis support server 200 via the network 2, and the user measurement in the database 204 of the cognitive function test diagnosis support server 200. It is stored in the information storage unit 2043.
- the measurement result when the measurement is completed in step S120 is the measurement result display in step S123 when the doctor logs in to the user client terminal 100 currently being operated by the inspected person with his / her own account. It may be displayed in the process of.
- the process when logging in with a doctor's account will be explained.
- the user client terminal 100 displays the user selection screen which is the initial screen (step S122).
- the doctor selects his / her own account as a user (step S122).
- the measurement result of the cognitive function measurement of the subject belonging to the medical facility of the doctor is displayed (step S123).
- the measurement result displayed in step S123 may be the measurement result whose measurement is completed in step S119 of the account for the inspected person, or may be stored in the user measurement information storage unit 2043 in the database 204 of the cognitive function test diagnosis support server 200.
- a certain measurement result may be a measurement result received via the network 2.
- the doctor inputs the next process with reference to the measurement result displayed in step S123.
- the user client terminal 100 receives an input from a doctor, and based on the input, an instruction to execute remeasurement (step S124), selection of a game to be executed in the remeasurement (step S125), generation and printing of a report on the measurement result. (Steps S127 and S128) and end (step S129).
- the process may proceed from step S126 to step S112. Further, when the remeasurement is performed by another terminal, the process may be returned from step S126 to step S123, and the measurement result for another subject may be displayed, for example.
- FIG. 5 is a flowchart showing the operation of the user client terminal 100 in the cognitive function test system 1, and shows the processing when logging in with the management account, that is, the facility manager account.
- the management account that is, the facility manager account.
- the user client terminal 100 displays the home screen which is the initial screen (step S132).
- the facility manager selects the account management process (step S133).
- step S133 the user client terminal 100 accepts the input of the facility manager, and based on the input, newly registers the account belonging to the facility (step S134). Generate and print a report for the account belonging to the facility (steps S135 and S136), edit the account belonging to the facility (step S137), and delete the account belonging to the facility (step S138).
- FIG. 6 is a table showing the correspondence between the configuration of a task executed in a preferred embodiment of the present invention and the cognitive function mainly evaluated by the task.
- the system of the present invention has cognitive function (orientation, memory) evaluated by MMSE (Mini-Mental State Examination 1), which is conventionally used as a simple cognitive function test, and MoCA-J, which is used in a test for screening MCI. , Attention, visuospatial cognition), as well as tasks to evaluate the cognitive function of executive function.
- the system of the present invention has a task of evaluating at least two types of memory, immediate recognition and delayed recognition, as a task for evaluating the cognitive function of memory, and is between the task of immediate recognition and the task of delayed recognition.
- a task for evaluating the cognitive function of memory has at least one different task.
- the following describes a particularly preferable combination of tasks and games to be executed in association with the tasks, but the system of the present invention is not limited thereto.
- task 1 for evaluating the cognitive function of orientation mainly in step S113 a game for answering a date and a day of the week is executed.
- task 2 for evaluating the cognitive function of mainly memory (immediate recognition) in step S114 a game is executed in which six words are memorized and the next memorized words are answered.
- step S115 a game of selecting the same figure as the figure shown in the center is executed.
- step 4 for evaluating the cognitive function of mainly memory (delayed recognition) in step S116, a game for answering the six words learned in step 114 is executed.
- task 5 for evaluating the cognitive function of mainly memory (working memory / short-term memory) in step S117, a game for answering the order in which the displayed circles blink is executed.
- task 6 for evaluating the cognitive function of attention mainly in step S118, a game in which numbers and / or Japanese syllabary are connected in a designated order is executed.
- step S119 a game in which a route is created in the order of the indicated numbers and the goal is reached is executed.
- the difficulty level was set appropriately.
- the correct or incorrect answer is displayed after the answer, and in the case of an incorrect answer, the correct answer is displayed so that the process can proceed without stress.
- FIG. 7 is the top screen of the cognitive function test system 1.
- the operation start screen of FIG. 8 is displayed.
- FIG. 8 is an operation start screen of the cognitive function test.
- FIG. 9 is a specific game start screen associated with a task that mainly evaluates the cognitive function of orientation. This game is started when the inspected person selects "Start" on this start screen.
- the explanation of the game rules and the operation method is displayed prior to the start of the game.
- FIG. 9 displays a description of the rules of the game and the operation method.
- the explanation of the rules and the operation method of the game may be given only by characters, may be given by letters and voice, or may be given only by voice.
- Orientation is the ability to judge time, place, person, etc. and understand the situation in which one is present.
- Tasks for assessing orientation include time (season, month, date, day of the week, time), location (prefecture, city, building name, building floor), person (your name, family, friends), etc. There is a game to ask. Of these, it is preferable to ask time.
- FIG. 10 is a diagram showing a problem example 1 in this game.
- FIG. 10 shows the problem of asking what month this month is.
- the concept of time includes season, current month, day of the week, current day, and time, and in addition to today, tomorrow, the day after tomorrow, yesterday, and the day of the day before yesterday.
- the number of questions is preferably 3 to 10, and more preferably 4 to 7. As a typical example, all 5 questions were asked.
- the first to fourth questions are about the day of the implementation or the time during the implementation, the first question is the question of "month”, the second question is the question of "date”, and the third question is "day of the week".
- the question to ask, the fourth question is the question to ask "time”.
- the fifth question is the question of "date” or "day of the week” of "Asatte” or "Ototoi”.
- the choice for the third question was 7, and the choice for the other questions was 12. It is preferable to arrange these options in chronological order from the left side of the screen. When placed randomly, the contribution of other factors such as attention, perception, and judgment may be greater than orientation. It is expected that the accuracy and reproducibility of the measurement results will be improved by suppressing the learning effect and unifying the difficulty level by setting and devising these problems.
- the number of choices can be changed as appropriate, with up to 4 seasons, up to 12 months, preferably 6-12, up to 31 days, preferably 6-20, up to 7 days of the week, preferably 6-30, more preferably. Is
- FIG. 11 is a specific game start screen associated with a task that mainly evaluates the cognitive function of memory (immediate recognition). This game is started when the inspected person selects "Start" on this start screen.
- a description of the rules and operation method of the game is displayed prior to the start of the game.
- FIG. 11 displays a description of a game rule and an operation method.
- the explanation of the rules and the operation method of the game may be given only by characters, may be given by letters and voice, or may be given only by voice.
- FIG. 12 is a diagram showing a first screen of problem example 1 in a specific game for mainly evaluating the cognitive function of memory (immediate recognition).
- a game for evaluating the cognitive function of memory there is a game in which several series, words, pictures, etc. are memorized and answered immediately. The following describes a preferable game for memorizing words.
- FIG. 12 displays the words memorized by the inspected person.
- the number of words to be memorized is preferably 4 to 8, more preferably 5 to 7.
- the type of word is usually selected from widely used words. Examples of the character type include katakana, hiragana, kanji, and alphabet in Japan, but katakana and hiragana are preferable.
- the number of memorized words of katakana and hiragana is as equal as possible.
- the number of characters is preferably 2 to 5 characters, more preferably 3 to 4 characters.
- the character type and the number of characters can be changed as appropriate depending on the mother tongue of English. For example, in the case of English, words having 3 to 6 letters of the alphabet are preferable.
- the number of memorized words is 6, 6 words are set as 1 group, and 4 groups having different words are prepared and preset in the system (24 words in total). Then, one group is randomly set from four groups.
- the group preset in the system is preferably 3 to 10.
- candidate words are selected from Gakken's "Word New Density Basic Word Database by Semantics” based on the following selection criteria in order to maintain homogeneity between groups, and are finally displayed.
- the words in the group were selected so that they could be easily connected or the first letters of the words did not overlap (I tried to disperse them as much as possible until "A-wa”).
- Selection criteria (1) Nouns, existing ones (abstract words are not selected) (2) Number of characters: 3 and 4 characters (including yoon) (3) Intimacy: 6 or more (Animal and vehicle categories are 5.5) (4) Three words "Katakana” and three words "Hiragana”.
- the words to be memorized are selected from, for example, words with an intimacy of 5.5 or more published in Gakken's "Word New Density Basic Word Database by Gakken”.
- displaying 6 words fix to 4 types of display patterns so that 3 words of "Katakana” or 3 words of "Hiragana” are not displayed unevenly in the vicinity, and one of them is randomly selected and displayed. I made it. It is expected that the accuracy and reproducibility of the measurement results will be improved by suppressing the learning effect and unifying the difficulty level by setting and devising these problems.
- the screen of FIG. 12 displayed the screen of FIG. 13 is displayed after a predetermined time (30 seconds in this embodiment) has elapsed.
- FIG. 13 is a diagram showing a second screen of problem example 1 in a specific game for mainly evaluating the cognitive function of memory (immediate recognition).
- FIG. 13 shows the problem of selecting the words memorized in FIG.
- One group different from the one group to be memorized (6 words) is randomly selected from the remaining three groups, and 12 words including the memorized group are displayed.
- 12 words there are 8 types so that the correct and incorrect words are not displayed in the vicinity and the 3 words "Katakana” or "Hiragana” are not displayed in the vicinity. It was fixed to the display pattern, and one of them was randomly selected and displayed. It is expected that the reproducibility of measurement results will be improved by setting and devising these problems.
- FIG. 15 is a diagram showing a third screen of Problem Example 1 in this game.
- FIG. 15 shows that the words memorized in FIG. 12 are to be selected again later.
- FIG. 16 is a specific game start screen associated with a task that mainly evaluates the cognitive function of visuospatial cognition.
- This game is started when the inspected person selects "Start" on this start screen.
- the explanation of the game rules and the operation method is displayed prior to the start of the game.
- the explanation of the rules and the operation method of the game may be given only by characters, may be given by letters and voice, or may be given only by voice.
- practice questions are given before the actual questions are given. It is expected that the reliability and reproducibility of the measurement results will be improved by reducing the fluctuations in the number of correct answers and the required time due to factors other than the cognitive function such as operation mistakes.
- FIG. 17 is a diagram showing a first screen of a specific game practice problem example 1 that mainly evaluates the cognitive function of visuospatial cognition.
- FIG. 18 is a diagram showing a second screen of practice problem example 1 of this game.
- the screen of FIG. 18 was used to explain how to answer directly on the actual question screen, and by experiencing the question answer as a task, the degree of understanding was further improved.
- the screen of FIG. 19 is displayed.
- FIG. 19 is a diagram showing a third screen of practice problem example 1 of this game.
- the screen of FIG. 20 is displayed.
- the screen of FIG. 20 is a screen that guides the user to select from the surroundings when the figure in the middle is pressed by mistake. It is expected that the reproducibility of the measurement results will be improved by reducing the fluctuation of the required time by eliminating the operation error.
- FIG. 21 is a diagram showing a fifth screen of practice question example 1 in which a player selects whether to perform a practice question again or proceed to a real question. It is possible to repeat it in case the understanding is insufficient due to overlooking the practice method etc. at one time. However, in order to shorten the examination time, a limit may be set on the number of exercises that can be done, such as a limit of three exercises.
- Practice again is selected on the screen of FIG. 21, the exercises of this game are displayed.
- “Proceed to production” is selected on the screen of FIG. 21, the screen of FIG. 22 is displayed.
- FIG. 21 is a diagram showing a fifth screen of practice question example 1 in which a player selects whether to perform a practice question again or proceed to a real question. It is possible to repeat it in case the understanding is insufficient due to overlooking the practice method etc. at one time. However, in order to shorten the examination time, a limit may be set on the number of exercises that can be done, such as a limit of three exercises.
- FIG. 22 is a diagram showing a first screen of a production problem example 1 of this game.
- the difficulty level of the problem was set step by step, and all three problems were set, mainly in order to accurately grasp the degree of deterioration of the visual space recognition function.
- the first question is fixed to three types as low-difficulty figures (that is, figures that are clearly different from each other), and one type is randomly selected from the three types to be asked. In addition, 6 kinds of figures of choice are shown.
- the second question is fixed to three types of figures with medium difficulty (that is, figures similar to each other), and one type is randomly selected from the three types to be asked. Six types of figures are shown as choices.
- the third question is fixed to three types of figures with high difficulty (that is, including figures that are mirror images of each other), and one type is randomly selected from the three types to be asked. Six types are shown as options, but three types of mirror images of each other are included. In each problem, the rotation angle of each figure was fixed at 120 degrees or -120 degrees with respect to the reference central figure. It is expected that the accuracy and reproducibility of the measurement results will be improved by suppressing the learning effect and unifying the difficulty level by setting and devising these problems. When "Start" is selected on the screen of FIG. 22, the screen of FIG. 23 is displayed.
- FIG. 23 is a diagram showing a second screen of the actual problem example 1 of this game.
- the number of figures to be set in advance is not particularly limited, but it is better not to be too large in order to make the difficulty levels uniform, preferably 2 to 5 types, and further preferably 2 to 3 types. It is a seed.
- the number of figures shown as options in the answer is preferably 4 to 10, and more preferably 5 to 8.
- the figure to be selected has a rotation angle of preferably ⁇ 150 ° to ⁇ 30 ° and 30 ° to 150 °, more preferably ⁇ 60 ° to ⁇ 130 ° and 60 ° to 130 with respect to the figure shown in the center. °, and the rotation angle is fixed within this range.
- FIG. 24 is a specific game start screen associated with a task that mainly evaluates the cognitive function of memory (delayed recognition). This game is started when the person to be inspected selects to start on this start screen. In this embodiment, the explanation of the game rules and the operation method is displayed prior to the start of the game.
- the specific game configuration that mainly evaluates the cognitive function of memory (delayed recognition) is the same as the specific game configuration that mainly evaluates the cognitive function of memory (immediate recognition), and is mainly the above-mentioned memory. It answers the same words memorized in a specific game that evaluates the cognitive function of (immediate recognition).
- FIG. 25 is a diagram showing a first screen of problem example 1 of this game.
- FIG. 25 shows the problem of selecting the words memorized in FIG.
- One group different from the one group (6 words) to be memorized is randomly selected from the remaining 3 groups, and a total of 12 words are displayed.
- the display of 12 words there are 8 types so that the correct and incorrect words are not displayed in the vicinity and the 3 words "Katakana” or “Hiragana” are not displayed in the vicinity. It was fixed to the display pattern and displayed randomly from them. It is expected that the accuracy and reproducibility of the measurement results will be improved by suppressing the learning effect and unifying the difficulty level by setting and devising these problems.
- the subject selects 6 words from 12 words only 6 words can be selected (7 words or more cannot be selected). It is expected that this device will improve the reproducibility of score calculation.
- FIG. 26 is a specific game start screen associated with a task that mainly evaluates the cognitive function of memory (working memory / short-term memory).
- This game is started when the inspected person selects "Start" on this start screen.
- a description of the rules and operation method of the game is displayed prior to the start of the game.
- the explanation of the rules and operation method of the game may be given only by letters, may be given by letters and voice, or may be given only by voice.
- exercises are given before the actual questions are given in order to have the same level of understanding of the subject's tasks. It is expected that the reliability and reproducibility of the measurement results will be improved by reducing the fluctuations in the number of correct answers and the required time due to factors other than the cognitive function such as operation mistakes.
- FIG. 27 is a diagram showing a first screen of a specific game practice problem example 1 that mainly evaluates the cognitive function of memory (working memory / short-term memory).
- FIG. 28 is a diagram showing a second screen of practice problem example 1 of this game.
- FIG. 29 is displayed without any operation.
- FIG. 29 is a diagram showing a third screen of practice problem example 1 of this game.
- the screen of FIG. 29 was used to explain how to answer directly on the actual question screen, and by experiencing the question answer as a task, the degree of understanding was further improved.
- FIG. 30 is a diagram showing a fourth screen of practice problem example 1 of this game.
- FIG. 31 is a diagram showing a fifth screen of Exercise 1 Example 1, in which the user selects whether to perform the exercise again or proceed to the actual exercise. It is possible to repeat it in case the understanding is insufficient due to overlooking the practice method etc. at one time. However, in order to shorten the examination time, a limit may be set on the number of exercises that can be done, such as a limit of three exercises.
- Practice again is selected on the screen of FIG. 31, the exercises of this game are displayed.
- “Proceed to production” is selected on the screen of FIG. 31, the screen of FIG. 32 is displayed.
- FIG. 32 is a diagram showing a first screen of a production problem example 1 of this game.
- the difficulty level of the problem was set step by step in order to accurately grasp the degree of deterioration of the cognitive function of the memory (working memory / short-term memory), and all three problems were set.
- the number of questions is preferably 2 to 5 questions, and more preferably 3 to 4 questions.
- the number of blinks is preferably 2 to 10, and more preferably 3 to 8.
- the first question is fixed to 3 as the number of blinks with a low difficulty level, and one type of blinking pattern is randomly selected from four types having the same difficulty level. In order to make the same difficulty, when there are four lights as shown in FIG.
- the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target for one blinking pattern and There are eight patterns of each mirror image. It is appropriately selected from these eight patterns and set in the system in advance.
- the second question is fixed at 4 as the number of blinks with a medium difficulty level, and one type of blinking pattern is randomly selected from the four types having the same difficulty level.
- the third question is fixed at 5 as the number of blinks with a high degree of difficulty, and one type of blinking pattern is randomly selected from four types having the same difficulty level.
- the answer is set so that you can answer until the end without ending the answer at the time of the mistake, and the number of answers by the implementers is the same. It is expected that the reproducibility of measurement results and score calculation will be improved by setting and devising these problems.
- the first question is fixed to 3 as the number of blinks with a low difficulty level, and one type of blinking pattern is randomly selected from four types having the same difficulty level. In order to make the same difficulty, when there are four lights as shown in FIG.
- the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target for one blinking pattern and There are eight patterns of each mirror image. It is appropriately selected from these eight patterns and set in the system in advance. If the answer is correct in the first question, the second question is set to 4 as the number of blinks with a medium difficulty level, and one type of blinking pattern is randomly selected from four types having the same difficulty level. If the first question is incorrect, 3 will be asked again as the number of blinks with the same difficulty and lower difficulty.
- the number of blinks will increase by one from the previous question in the next question, and if the answer is incorrect, the number of blinks will be the same as in the previous question in the next question.
- the pattern of the number of blinks of all three questions is selected from the combination of 3-3-3, 3-3-4, 3-4-4, and 3-4-5.
- the number of blinks that increases with the correct answer is not particularly limited, but it is better not to be too large in order to sensitively grasp the deterioration of the cognitive function of memory (working memory / short-term memory), preferably 1 to 4, and further. It is preferably 1 to 2.
- FIG. 33 is a specific game start screen associated with a task that mainly evaluates the cognitive function of attention.
- This game is started when the inspected person selects "Start" on this start screen.
- a description of the rules and operation method of the game is displayed prior to the start of the game.
- the explanation of the rules and the operation method of the game may be given only by characters, may be given by letters and voice, or may be given only by voice.
- exercises are given before the actual questions are given in order to have the same level of understanding of the subject's tasks. It is expected that the reliability and reproducibility of the measurement results will be improved by reducing the fluctuations in the number of correct answers and the required time due to factors other than the cognitive function such as operation mistakes.
- FIG. 34 is a diagram showing a first screen of a specific game practice problem example 1 that mainly evaluates the cognitive function of attention.
- FIG. 35 is a diagram showing a second screen of practice problem example 1 of this game.
- FIG. 36 is a diagram showing a third screen of Exercise 1 Example 1, in which the user selects whether to perform the exercise again or proceed to the actual exercise. It is possible to repeat it in case the understanding is insufficient due to overlooking the practice method etc. at one time. However, in order to shorten the examination time, a limit may be set on the number of exercises that can be done, such as a limit of three exercises.
- the exercises of this game are displayed.
- the screen of FIG. 37 is displayed.
- FIG. 37 is a diagram showing a first screen of a production problem example 1 of this game.
- balls In this game, letters and numbers are written in ⁇ (hereinafter referred to as "balls"), and these balls are connected in order. Symbols used for balls in this game include those that everyone understands the ascending order, such as the Japanese syllabary (hiragana or katakana) alphabet and numbers (Arabic numerals, Roman numerals, etc.). In the actual problem, the difficulty level of the problem was set step by step, mainly in order to accurately grasp the degree of deterioration of the cognitive function of attention, and all three problems were set.
- the first question is a low-difficulty problem, where the number of balls connected by a line is 10 and the questions are fixed in the order of "numbers" such as "1 ⁇ 2 ⁇ 3 ⁇ 4 ⁇ 5 ⁇ ".
- the arrangement pattern of one type is randomly selected from four types having the same difficulty level and the question is given.
- eight patterns of a rotation target (0 °, 90 °, 180 °, 270 °) and a mirror image thereof are typical, but the angle of the rotation target is limited. If not, there are more patterns. Some of these patterns are appropriately selected and preset in the system.
- the second question is a medium difficulty problem, and the number of balls connected by a line is fixed to 14 and the question content is fixed in the order of "Hiragana” with "A ⁇ I ⁇ U ⁇ E ⁇ O ⁇ ".
- One type of ball placement pattern is randomly selected from four types with the same difficulty level.
- the difficulty is a problem, the number of balls connected by a line is 14, and the question content is fixed alternately as "number” and "hiragana" with "1 ⁇ a ⁇ 2 ⁇ i ⁇ 3 ⁇ ".
- one of the four ball placement patterns with the same difficulty level is randomly selected and set.
- FIG. 38 is a diagram showing a first screen of a production problem example 1 of this game.
- FIG. 39 is a diagram showing a first screen of a production problem example 2 (problem example different from FIG. 38) of this game.
- FIG. 40 is a specific game start screen associated with a task that mainly evaluates the cognitive function of the executive function. This game is started when the inspected person selects "Start" on this start screen.
- a description of the rules and operation method of the game is displayed prior to the start of the game.
- the explanation of the rules and the operation method of the game may be given only by characters, may be given by letters and voice, or may be given only by voice.
- exercises are given before the actual questions are given in order to have the same level of understanding of the subject's tasks.
- FIG. 41 is a diagram showing a first screen of practice problem example 1 of this game.
- the screen of FIG. 42 is displayed.
- FIG. 42 is a diagram showing a second screen of practice problem example 1 of this game.
- an easy-to-understand operation explanation is given by explaining using a moving image.
- FIG. 43 is a diagram showing a third screen of practice problem example 1 of this game, and by adding a gray guide line, it is easy to imagine the operation.
- FIG. 44 is a diagram showing a fourth screen of Exercise 1 Example 1, in which the user selects whether to perform the exercise again or proceed to the actual exercise. It is possible to repeat it in case the understanding is insufficient due to overlooking the practice method etc. at one time. However, in order to shorten the examination time, a limit may be set on the number of exercises that can be done, such as a limit of three exercises.
- Practice again is selected on the screen of FIG. 44
- the exercises of this game are displayed.
- “Proceed to production” is selected on the screen of FIG. 44
- FIG. 45 is a diagram showing a first screen of a production problem example 1 of this game.
- the difficulty level of the problem was set step by step, mainly in order to more accurately grasp the degree of deterioration of the executive function, and all three problems were set.
- the first question is a low-difficulty problem, with one place ("x" part) that cannot be passed by the number of squares (4 x 4), and the question pattern (arrangement of numbers and "x") is the same difficulty level.
- One type is randomly selected from two types and the question is given.
- the third question is a high-difficulty problem, with four points (“x” points) that cannot be passed by the number of squares (6 ⁇ 6), and the question patterns (arrangement of numbers and “x”) are at the same difficulty level.
- One type is randomly selected from two types and the question is given.
- the second and third questions when creating a route in the order of numbers, there is at least one place where the goal can be reached only by a detour route instead of the shortest route. It is expected that the accuracy and reproducibility of the measurement results will be improved by suppressing the learning effect and unifying the difficulty level by setting and devising these problems.
- “Start" is selected on the screen of FIG. 45, the problem of this game is displayed.
- FIG. 46 is a diagram showing a first screen of problem example 1 of this game.
- FIG. 47 is a diagram showing a first screen of problem example 2 (problem example different from FIG. 46) of this game.
- FIG. 48 is an end screen. By selecting "End” on this end screen, the measurement in step S120 of FIG. 4 is completed.
- whether the subject's answer is correct or incorrect is displayed, and if the subject's answer is incorrect, the correct answer is displayed.
- the system does not explicitly indicate whether the answer is correct or incorrect, whether the subject's answer is practically correct or incorrect, such as reaching the goal (correct) or time out (error). It suffices if the subject can recognize.
- Tasks related to recent memory (immediate recognition and delayed recognition) that decline from the beginning in Alzheimer's disease were incorporated (task 2, task 4).
- Exercises were set (4 tasks: task 3, task 5, task 6, task 7). That is, by setting exercises, it is possible to make the test subject's understanding of the task uniform, and it is possible to prevent the score from fluctuating due to factors other than the deterioration of cognitive function.
- 3. We devised tasks to prevent erroneous operations (2 tasks: task 5, task 6). That is, by modifying the question to prevent erroneous operation and changing the answering method, it is possible to suppress the fluctuation of the score due to factors other than the deterioration of cognitive function. 4.
- each score that objectively evaluates the cognitive function of the corresponding task from the correct answer rate and answer time is created, and an index that objectively evaluates the cognitive function of the inspection system that integrates these indexes. (Total score) was created. Furthermore, by statistical processing, each more optimal score and total score can be calculated.
- the following effects can be obtained by a system that has a small stress load on the subject and can be inspected in a short time, and can be utilized for supporting the diagnosis of a doctor. 1.
- Cognitive decline can be measured.
- Each block having a functional configuration shown in FIG. 2 may be realized by a logic circuit (hardware) formed in an integrated circuit (IC chip) or the like, or by software using a CPU (Central Processing Unit). You may.
- a logic circuit hardware
- IC chip integrated circuit
- CPU Central Processing Unit
- the user client terminal 100, the cognitive function test diagnosis support server 200, and the administrator client terminal 300 are a CPU that executes an instruction of a program that is software that realizes each function, and the above program and various data are computers (or). It is equipped with a ROM (ReadOnlyMemory) or a storage device (these are referred to as "recording media”) readable by a CPU), a RAM (RandomAccessMemory) for expanding the above program, and the like. Then, the object of the present invention is achieved by the computer (or CPU) reading the program from the recording medium and executing the program.
- a "non-temporary tangible medium" for example, a tape, a disk, a card, a semiconductor memory, a programmable logic circuit, or the like can be used.
- the program may be supplied to the computer via any transmission medium (communication network, broadcast wave, etc.) capable of transmitting the program. It should be noted that one aspect of the present invention can also be realized in the form of a data signal embedded in a carrier wave, in which the above program is embodied by electronic transmission.
- 1 ... Cognitive function test system, 2 ... Network, 100 ... User client terminal, 200 ... Cognitive function test diagnosis support server, 300 ... Administrator client terminal.
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Abstract
The present invention provides a cognitive function examination program and a cognitive function examination device whereby a decline in cognitive function can be perceived at an early stage. The present invention is a cognitive function examination program executed by a computer, the program causing the computer to execute a step for causing a game associated with tasks relating to a cognitive function examination to proceed, a step for receiving an input by an examination subject during play of the game, a step for measuring cognitive function on the basis of the input by the examination subject, and a step for outputting the measured result. The tasks include a recognition task.
Description
本発明は、被検査者の認知機能を検査する認知機能検査プログラム及び認知機能検査システムに関する。
The present invention relates to a cognitive function test program and a cognitive function test system for testing the cognitive function of a subject.
従来、認知症などの認知障害の診断のため、被検査者の認知機能を検査する認知機能検査装置が知られている。例えば特許文献1では、複数の認知機能を同一のスケールによって評価することが可能な認知機能測定システムを提供しようにしている。
Conventionally, a cognitive function test device for testing the cognitive function of a subject has been known for diagnosing cognitive disorders such as dementia. For example, Patent Document 1 attempts to provide a cognitive function measuring system capable of evaluating a plurality of cognitive functions on the same scale.
しかし、特許文献1に記載の認知機能測定システムでは、複数の認知機能を同一のスケールによって評価しようとしているが、検査結果の再現性が不十分であり、このため診断精度が医師による診断の支援に活用できるレベルに達していないという問題があった。
However, in the cognitive function measurement system described in Patent Document 1, although a plurality of cognitive functions are evaluated on the same scale, the reproducibility of the test results is insufficient, and therefore the diagnostic accuracy supports the diagnosis by the doctor. There was a problem that it did not reach the level that can be utilized.
本発明は以上のような課題を解決するためになされたものであり、認知機能の低下を早期に捉えることができる認知機能検査プログラム及び認知機能検査装置を提供することを目的とする。
The present invention has been made to solve the above problems, and an object of the present invention is to provide a cognitive function test program and a cognitive function test device that can detect a decline in cognitive function at an early stage.
上記課題を解決するために、本発明は以下の特徴を有している。(1)認知機能の主要な要素である見当識、注意、記憶、視空間認知、遂行機能を評価するタスクを有しており、軽度認知障害(MCI)の段階から早期に発見が可能となる。なお、従来MCIをスクリーニングする検査の一つとして用いられているMoCA-J(Montreal Cognitive Assessment 日本語版)と比較して遂行機能を評価するタスクを有している。(2)認知機能以外の要素(例えば、単純な操作ミスや不慣れによる遅延等)で点数が低下することを防ぐための対策が取られている。(3)問題の難易度が異なることによる点数の変動を防ぐための対策が取られている。
本発明は、コンピュータにより実行される認知機能検査プログラムであって、前記コンピュータに、認知機能の検査に関するタスクに対応付けられたゲームを進行させるステップと、前記ゲームのプレイ時の前記被検査者による入力を受け付けるステップと、前記被検査者による入力に基づき認知機能を測定するステップと、前記測定した結果を出力するステップと、を実行させ、前記タスクは、主に見当識の認知機能を評価するタスク、主に注意の認知機能を評価するタスク、主に視空間認知の認知機能を評価するタスク、主に遂行機能の認知機能を評価するタスク、主に記憶の認知機能を評価するタスクの5つのタスクの中から少なくとも3つを有する。
また、主に記憶の認知機能を評価するタスクは、少なくとも即時再認の認知機能を評価するタスクと遅延再認の認知機能を評価するタスクを有し、即時再認の認知機能を評価するタスクと遅延再認の認知機能を評価するタスクとの間に少なくとも1つの別のタスクが存在することを特徴とする。 In order to solve the above problems, the present invention has the following features. (1) It has the task of evaluating orientation, attention, memory, visuospatial cognition, and executive function, which are the main elements of cognitive function, and enables early detection from the stage of mild cognitive impairment (MCI). .. In addition, it has a task to evaluate the executive function in comparison with MoCA-J (Montreal Cognitive Assessment Japanese version), which is conventionally used as one of the tests for screening MCI. (2) Measures are taken to prevent the score from decreasing due to factors other than cognitive function (for example, a simple operation error or delay due to unfamiliarity). (3) Measures have been taken to prevent fluctuations in the score due to different difficulty levels of the problem.
The present invention is a cognitive function test program executed by a computer, wherein the computer advances a game associated with a task related to the cognitive function test, and the inspected person at the time of playing the game. A step of accepting an input, a step of measuring a cognitive function based on the input by the subject, and a step of outputting the measured result are executed, and the task mainly evaluates the cognitive function of orientation. 5 tasks: a task that mainly evaluates the cognitive function of attention, a task that mainly evaluates the cognitive function of visuospatial cognition, a task that mainly evaluates the cognitive function of executive function, and a task that mainly evaluates the cognitive function of memory. Have at least three of the tasks.
In addition, the tasks that mainly evaluate the cognitive function of memory include at least the task of evaluating the cognitive function of immediate recognition and the task of evaluating the cognitive function of delayed recognition, and the task of evaluating the cognitive function of immediate recognition and delayed recognition. It is characterized by the presence of at least one other task with the task of assessing cognitive function.
本発明は、コンピュータにより実行される認知機能検査プログラムであって、前記コンピュータに、認知機能の検査に関するタスクに対応付けられたゲームを進行させるステップと、前記ゲームのプレイ時の前記被検査者による入力を受け付けるステップと、前記被検査者による入力に基づき認知機能を測定するステップと、前記測定した結果を出力するステップと、を実行させ、前記タスクは、主に見当識の認知機能を評価するタスク、主に注意の認知機能を評価するタスク、主に視空間認知の認知機能を評価するタスク、主に遂行機能の認知機能を評価するタスク、主に記憶の認知機能を評価するタスクの5つのタスクの中から少なくとも3つを有する。
また、主に記憶の認知機能を評価するタスクは、少なくとも即時再認の認知機能を評価するタスクと遅延再認の認知機能を評価するタスクを有し、即時再認の認知機能を評価するタスクと遅延再認の認知機能を評価するタスクとの間に少なくとも1つの別のタスクが存在することを特徴とする。 In order to solve the above problems, the present invention has the following features. (1) It has the task of evaluating orientation, attention, memory, visuospatial cognition, and executive function, which are the main elements of cognitive function, and enables early detection from the stage of mild cognitive impairment (MCI). .. In addition, it has a task to evaluate the executive function in comparison with MoCA-J (Montreal Cognitive Assessment Japanese version), which is conventionally used as one of the tests for screening MCI. (2) Measures are taken to prevent the score from decreasing due to factors other than cognitive function (for example, a simple operation error or delay due to unfamiliarity). (3) Measures have been taken to prevent fluctuations in the score due to different difficulty levels of the problem.
The present invention is a cognitive function test program executed by a computer, wherein the computer advances a game associated with a task related to the cognitive function test, and the inspected person at the time of playing the game. A step of accepting an input, a step of measuring a cognitive function based on the input by the subject, and a step of outputting the measured result are executed, and the task mainly evaluates the cognitive function of orientation. 5 tasks: a task that mainly evaluates the cognitive function of attention, a task that mainly evaluates the cognitive function of visuospatial cognition, a task that mainly evaluates the cognitive function of executive function, and a task that mainly evaluates the cognitive function of memory. Have at least three of the tasks.
In addition, the tasks that mainly evaluate the cognitive function of memory include at least the task of evaluating the cognitive function of immediate recognition and the task of evaluating the cognitive function of delayed recognition, and the task of evaluating the cognitive function of immediate recognition and delayed recognition. It is characterized by the presence of at least one other task with the task of assessing cognitive function.
本発明によれば、認知機能の低下を早期に捉えることができる認知機能検査プログラム及び認知機能検査装置を提供することができる。
According to the present invention, it is possible to provide a cognitive function test program and a cognitive function test device that can detect a decline in cognitive function at an early stage.
〔実施形態1〕
本開示に係る認知機能検査システムは、複数のユーザに、認知機能を検査するゲームを提供するためのシステムである。以下、認知機能検査システムについて図面を参照しつつ説明する。なお、本発明はこれらの例示に限定されるものではなく、特許請求の範囲によって示され、特許請求の範囲と均等の意味及び範囲内でのすべての変更が本発明に含まれることが意図される。以下の説明では、図面の説明において同一の要素には同一の符号を付し、重複する説明を繰り返さない。 [Embodiment 1]
The cognitive function test system according to the present disclosure is a system for providing a game for testing cognitive function to a plurality of users. Hereinafter, the cognitive function test system will be described with reference to the drawings. It should be noted that the present invention is not limited to these examples, and is indicated by the scope of claims, and it is intended that all modifications within the meaning and scope equivalent to the scope of claims are included in the present invention. NS. In the following description, the same elements will be designated by the same reference numerals in the description of the drawings, and duplicate description will not be repeated.
本開示に係る認知機能検査システムは、複数のユーザに、認知機能を検査するゲームを提供するためのシステムである。以下、認知機能検査システムについて図面を参照しつつ説明する。なお、本発明はこれらの例示に限定されるものではなく、特許請求の範囲によって示され、特許請求の範囲と均等の意味及び範囲内でのすべての変更が本発明に含まれることが意図される。以下の説明では、図面の説明において同一の要素には同一の符号を付し、重複する説明を繰り返さない。 [Embodiment 1]
The cognitive function test system according to the present disclosure is a system for providing a game for testing cognitive function to a plurality of users. Hereinafter, the cognitive function test system will be described with reference to the drawings. It should be noted that the present invention is not limited to these examples, and is indicated by the scope of claims, and it is intended that all modifications within the meaning and scope equivalent to the scope of claims are included in the present invention. NS. In the following description, the same elements will be designated by the same reference numerals in the description of the drawings, and duplicate description will not be repeated.
<認知機能検査システム1のハードウェア構成>
図1は、認知機能検査システム1のハードウェア構成を示す図である。認知機能検査システム1は図示の通り、複数の利用者クライアント端末100と、認知機能検査診断支援サーバ200と、管理者クライアント端末300と、を含む。利用者クライアント端末100及び管理者クライアント端末300は、認知機能検査診断支援サーバ200とネットワーク2を介して接続する。ネットワーク2は、インターネットなどの有線及び無線通信システムである。本実施形態に係る認知機能検査プログラム自体及びプログラムの実行に必要なデータは、利用者クライアント端末100、認知機能検査診断支援サーバ200及び管理者クライアント端末300の記憶装置(不図示)に記憶される。 <Hardware configuration of cognitivefunction test system 1>
FIG. 1 is a diagram showing a hardware configuration of the cognitivefunction test system 1. As shown in the figure, the cognitive function test system 1 includes a plurality of user client terminals 100, a cognitive function test diagnosis support server 200, and an administrator client terminal 300. The user client terminal 100 and the administrator client terminal 300 are connected to the cognitive function test diagnosis support server 200 via the network 2. The network 2 is a wired and wireless communication system such as the Internet. The cognitive function test program itself and the data necessary for executing the program according to the present embodiment are stored in the storage devices (not shown) of the user client terminal 100, the cognitive function test diagnosis support server 200, and the administrator client terminal 300. ..
図1は、認知機能検査システム1のハードウェア構成を示す図である。認知機能検査システム1は図示の通り、複数の利用者クライアント端末100と、認知機能検査診断支援サーバ200と、管理者クライアント端末300と、を含む。利用者クライアント端末100及び管理者クライアント端末300は、認知機能検査診断支援サーバ200とネットワーク2を介して接続する。ネットワーク2は、インターネットなどの有線及び無線通信システムである。本実施形態に係る認知機能検査プログラム自体及びプログラムの実行に必要なデータは、利用者クライアント端末100、認知機能検査診断支援サーバ200及び管理者クライアント端末300の記憶装置(不図示)に記憶される。 <Hardware configuration of cognitive
FIG. 1 is a diagram showing a hardware configuration of the cognitive
認知機能検査診断支援サーバ200は、パーソナルコンピュータ、ワークステーション、汎用コンピュータなどの如何なるコンピュータであってもよいし、これらの組み合わせであってもよい。認知機能検査診断支援サーバ200は、ネットワーク2を介した通信を行うWebサーバ201と、認知機能検査システム1のアカウント管理などを行う管理サーバ202と、認知機能の各要素を評価するタスクに対応付けられたゲームの管理などを行うアプリサーバ203と、各種データの記憶及び管理を行うデータベース204と、を有して構成される。認知機能検査診断支援サーバ200は、1台のコンピュータであってもよいし、複数台のコンピュータであってもよい。
The cognitive function test diagnosis support server 200 may be any computer such as a personal computer, a workstation, a general-purpose computer, or a combination thereof. The cognitive function test diagnosis support server 200 is associated with a Web server 201 that communicates via the network 2, a management server 202 that manages accounts of the cognitive function test system 1, and a task that evaluates each element of the cognitive function. It is configured to have an application server 203 that manages the games, and a database 204 that stores and manages various data. The cognitive function test diagnosis support server 200 may be one computer or a plurality of computers.
認知機能検査診断支援サーバ200のデータベース204には、医療施設についての情報である施設情報、認知機能検査システム1の操作者(医師、被検査者、医療施設管理者、システム管理者等)のアカウントについての情報であるアカウント情報、認知機能検査に係るゲームの実行順などを登録した情報であるゲーム登録情報、認知機能検査システム1の操作者の操作履歴の情報であるユーザログ情報、及び認知機能検査に係るゲームの動作に必要なプログラムやデータであるゲームアプリ情報等を記憶する。
The database 204 of the cognitive function test diagnosis support server 200 contains facility information, which is information about the medical facility, and accounts of operators (doctors, subjects, medical facility managers, system managers, etc.) of the cognitive function test system 1. Account information that is information about, game registration information that is registered information such as the execution order of games related to cognitive function test, user log information that is operation history information of the operator of cognitive function test system 1, and cognitive function. Stores game application information, which is program and data necessary for the operation of the game related to the inspection.
利用者クライアント端末100は、スマートフォン、フィーチャーフォン、PDA(Personal Digital Assistant)、又はタブレット型コンピュータ等の携帯端末であってもよいし、デスクトップ型コンピュータ等であってもよい。利用者クライアント端末100は、タッチパネルで操作可能であるのが望ましい。図1では、利用者クライアント端末100は、医療施設に配置するとしている。利用者クライアント端末100は、被検査者の自宅や、介護施設、薬局、公民館、スポーツクラブに配置するものであってもよい。
The user client terminal 100 may be a mobile terminal such as a smartphone, a feature phone, a PDA (Personal Digital Assistant), or a tablet computer, or may be a desktop computer or the like. It is desirable that the user client terminal 100 can be operated with a touch panel. In FIG. 1, the user client terminal 100 is arranged in a medical facility. The user client terminal 100 may be located at the home of the inspected person, a nursing care facility, a pharmacy, a public hall, or a sports club.
利用者クライアント端末100は、利用者クライアント端末100の操作者(医師、被検査者、医療施設管理者等)のアカウント管理、認知機能検査システム1による検査結果等の各種レポートの表示、認知機能検査に係るゲームの実行(ゲームアプリによる被検査者の認知機能の測定)、及び測定結果の認知機能検査診断支援サーバ200への送信等を実行する。
The user client terminal 100 manages accounts of operators (doctors, examinees, medical facility managers, etc.) of the user client terminal 100, displays various reports such as test results by the cognitive function test system 1, and performs a cognitive function test. (Measurement of the cognitive function of the subject by the game application), transmission of the measurement result to the cognitive function test diagnosis support server 200, and the like are executed.
管理者クライアント端末300は、スマートフォン、フィーチャーフォン、PDA(Personal Digital Assistant)、又はタブレット型コンピュータ等の携帯端末であってもよいし、デスクトップ型コンピュータ等であってもよい。管理者クライアント端末300は、利用者クライアント端末100と同じ構成であってもよいし、異なる構成であってもよい。図1では、管理者クライアント端末300は、サーバ運用管理施設に配置するとしている。
The administrator client terminal 300 may be a mobile terminal such as a smartphone, a feature phone, a PDA (Personal Digital Assistant), or a tablet computer, or may be a desktop computer or the like. The administrator client terminal 300 may have the same configuration as the user client terminal 100, or may have a different configuration. In FIG. 1, the administrator client terminal 300 is arranged in the server operation management facility.
管理者クライアント端末300は、利用者クライアント端末100が配置される施設の情報の管理、管理者クライアント端末300の操作者(システム管理者等)のアカウント管理、及び認知機能検査システム1の運用状況等の各種レポートの表示等を実行する。
The administrator client terminal 300 manages information on the facility where the user client terminal 100 is located, manages accounts of operators (system administrators, etc.) of the administrator client terminal 300, and operates the cognitive function test system 1. Display various reports of.
<認知機能検査システム1の機能的構成>
図2は、認知機能検査システム1の機能的構成を示す図である。 <Functional configuration of cognitivefunction test system 1>
FIG. 2 is a diagram showing a functional configuration of the cognitivefunction test system 1.
図2は、認知機能検査システム1の機能的構成を示す図である。 <Functional configuration of cognitive
FIG. 2 is a diagram showing a functional configuration of the cognitive
利用者クライアント端末100は、認知機能検査システム1にログインするログイン部101と、認知機能検査システム1を利用するにあたってのユーザを選択するユーザ選択部102と、認知機能検査に係るゲームを実行するゲーム実行部103と、認知機能検査である認知機能の各要素の評価(各種ゲームの実行)の終了を確認する終了確認部104と、認知機能の評価結果の表示やレポート出力を行うユーザ情報表示部105と、ユーザ情報表示部105からの情報に基づきレポートを生成するレポート生成部106と、レポート生成部106で生成したレポートを印刷するレポート印刷部107と、施設内の利用者のアカウントの発行、管理を行うアカウント情報管理部108と、画面表示や音声出力を行う画面表示・音声出力部109と、タッチパネルによる操作者の入力を受け付けるタッチパネル情報入力部110と、を有する。
The user client terminal 100 includes a login unit 101 that logs in to the cognitive function test system 1, a user selection unit 102 that selects a user for using the cognitive function test system 1, and a game that executes a game related to the cognitive function test. The execution unit 103, the end confirmation unit 104 that confirms the end of evaluation (execution of various games) of each element of the cognitive function, which is a cognitive function test, and the user information display unit that displays the evaluation result of the cognitive function and outputs a report. 105, a report generation unit 106 that generates a report based on information from the user information display unit 105, a report printing unit 107 that prints a report generated by the report generation unit 106, and issuance of an account of a user in the facility. It has an account information management unit 108 for management, a screen display / voice output unit 109 for screen display and voice output, and a touch panel information input unit 110 for receiving an operator's input by a touch panel.
認知機能検査システム1は、操作者の立場によりアカウントを異ならせ、このアカウントにより認知機能検査システム1に対する権限を異ならせている。利用者クライアント端末100を用いて「測定用」のアカウント(被検査者用アカウント)でログイン部101によりログインした場合には、ユーザ選択部102、ゲーム実行部103及び終了確認部104が実行可能となる。利用者クライアント端末100を用いて「医師用」のアカウント(医師用アカウント)でログイン部101によりログインした場合には、ユーザ選択部102、ユーザ情報表示部105、レポート生成部106及びレポート印刷部107が実行可能となる。利用者クライアント端末100を用いて「管理者用」のアカウント(施設管理者用アカウント)でログイン部101によりログインした場合には、アカウント情報管理部108が実行可能となる。
The cognitive function test system 1 has different accounts depending on the position of the operator, and the authority to the cognitive function test system 1 is different depending on this account. When the user client terminal 100 is used to log in with the "measurement" account (inspector's account) by the login unit 101, the user selection unit 102, the game execution unit 103, and the end confirmation unit 104 can be executed. Become. When logged in by the login unit 101 with a "doctor account" account (doctor account) using the user client terminal 100, the user selection unit 102, the user information display unit 105, the report generation unit 106, and the report printing unit 107 Becomes feasible. When the user client terminal 100 is used to log in with the "administrator" account (facility administrator account) by the login unit 101, the account information management unit 108 can be executed.
管理者クライアント端末300は、認知機能検査システム1にログインするログイン部301と、施設の管理者のアカウントの発行、管理を行う施設・アカウント情報管理部302と、施設・アカウント情報管理部302からの情報に基づきレポートを生成するレポート生成部303と、レポート生成部303で生成したレポートを印刷するレポート印刷部304と、を有する。
The administrator client terminal 300 is from a login unit 301 that logs in to the cognitive function test system 1, a facility / account information management unit 302 that issues and manages an account of a facility administrator, and a facility / account information management unit 302. It has a report generation unit 303 that generates a report based on information, and a report printing unit 304 that prints a report generated by the report generation unit 303.
管理者クライアント端末300を用いて「管理者用」のアカウント(システム管理者用アカウント)でログイン部301によりログインした場合には、施設・アカウント情報管理部302、レポート生成部303及びレポート印刷部304が実行可能となる。
When logged in by the login unit 301 with an "administrator" account (system administrator account) using the administrator client terminal 300, the facility / account information management unit 302, the report generation unit 303, and the report printing unit 304 Becomes feasible.
認知機能検査診断支援サーバ200のWebサーバ201は、各サーバの連携及びネットワーク2に対するネットワークプロトコル処理を行う。
The Web server 201 of the cognitive function test diagnosis support server 200 cooperates with each server and performs network protocol processing for the network 2.
認知機能検査診断支援サーバ200の管理サーバ202は、各アカウントのアカウント権限を発行するアカウント情報処理部2021と、施設管理者のアカウントに対してアカウント発行権限を発行する施設・アカウント情報管理処理部2022と、を有する。
The management server 202 of the cognitive function test diagnosis support server 200 includes an account information processing unit 2021 that issues account authority for each account, and a facility / account information management processing unit 2022 that issues account issuance authority to the facility manager's account. And have.
認知機能検査診断支援サーバ200のアプリサーバ203は、認知機能の測定処理や測定結果の表示、レポート生成を行うユーザ測定処理部2031と、認知度レベルの評価を行う認知度レベル評価部2032と、認知度評価値を演算する認知度評価値演算部2033と、各ゲームを利用者クライアント端末100側で実行させるゲームアプリ情報処理部2034と、実行すべきゲームの情報の参照、再実行すべきゲーム情報を登録するゲーム登録情報処理部2035と、ゲーム登録情報に基づいた順でゲームアプリを呼び出し利用者クライアント端末100で実行させるゲーム測定処理部2036と、を有する。ゲーム測定処理部2036は、主に見当識の認知機能を評価するタスク(見当識タスク)のゲームを選択する見当識タスクゲーム選択部20361と、主に記憶の認知機能を評価するタスク(記憶タスク)のゲームを選択する記憶タスクゲーム選択部20362と、主に注意の認知機能を評価するタスク(注意タスク)のゲームを選択する注意タスクゲーム選択部20363と、主に遂行機能の認知機能を評価するタスク(遂行機能タスク)のゲームを選択する遂行機能タスクゲーム選択部20364と、主に視空間認知の認知機能を評価するタスク(視空間認知タスク)のゲームを選択する視空間認知タスクゲーム選択部20365と、を有する。ゲーム登録情報処理部2035は、利用者クライアント端末100で被検査者が実行したゲームによる認知機能の測定結果に基づき、被検査者が実行するゲームの数を調節することや、被検査者が実行するゲームの難易度を調節することができる。例えば、認知機能に障害のあることが既に判明している被検査者であっても、認知機能に障害のないことが既に判明している被検査者であっても、同じ測定結果となるような場合、ゲームの数の増減又はゲームの難易度の調節、もしくはゲームの数の増減及びゲームの難易度の調節の両方を行うことで被検査者同士の差が出やすくすることができ、測定精度を高めることができる。また、この調節により、軽度認知障害の被検査者を発見することができ、早期発見による治療に役立てることができる。
The app server 203 of the cognitive function test diagnosis support server 200 includes a user measurement processing unit 2031 that performs cognitive function measurement processing, display of measurement results, and report generation, and a cognitive level evaluation unit 2032 that evaluates cognitive level. The recognition evaluation value calculation unit 2033 that calculates the recognition evaluation value, the game application information processing unit 2034 that executes each game on the user client terminal 100 side, the reference of the information of the game to be executed, and the game to be re-executed. It has a game registration information processing unit 2035 that registers information, and a game measurement processing unit 2036 that calls game applications in order based on the game registration information and executes them on the user client terminal 100. The game measurement processing unit 2036 mainly has a game selection unit 20361 for selecting a game for a task (smartness task) that evaluates the cognitive function of the knowledge, and a task (memory task) that mainly evaluates the cognitive function of the memory. ) Memory task game selection unit 20362 that selects a game, attention task game selection unit 20363 that mainly selects a task (attention task) game that evaluates the cognitive function of attention, and mainly evaluates the cognitive function of the execution function. Select the game of the task to be performed (executive function task) Select the game of the executive function task game selection unit 20364 and the task (visual space cognitive task) that mainly evaluates the cognitive function of the visual space cognition. It has a portion 20365 and. The game registration information processing unit 2035 adjusts the number of games executed by the inspected person based on the measurement result of the cognitive function by the game executed by the inspected person on the user client terminal 100, or is executed by the inspected person. You can adjust the difficulty of the game you play. For example, the same measurement result can be obtained regardless of whether the subject is already known to have a cognitive impairment or is already known to have no cognitive impairment. In this case, by increasing or decreasing the number of games or adjusting the difficulty level of the game, or by increasing or decreasing the number of games and adjusting the difficulty level of the game, it is possible to easily make a difference between the subjects to be inspected. The accuracy can be improved. In addition, this adjustment makes it possible to detect a subject with mild cognitive impairment, which can be useful for treatment by early detection.
認知機能検査診断支援サーバ200のデータベース204は、各施設を特定する施設IDと、その施設に関する情報である施設情報と、その施設の施設管理者のアカウントを特定する管理者アカウントIDと、その施設のアカウント発行数と、を対応付けて記憶する施設情報記憶部2041を有する。
The database 204 of the cognitive function test diagnosis support server 200 includes a facility ID that identifies each facility, facility information that is information about the facility, an administrator account ID that identifies the account of the facility administrator of the facility, and the facility. It has a facility information storage unit 2041 that stores the number of issued accounts in association with each other.
認知機能検査診断支援サーバ200のデータベース204は、各アカウントを特定するアカウントIDと、そのアカウントが所属する施設を特定する施設IDと、そのアカウントに関する情報であるアカウント登録情報と、そのアカウントの権限を示す情報であるアカウント権限情報と、を対応付けて記憶するアカウント情報記憶部2042を有する。
The database 204 of the cognitive function test diagnosis support server 200 obtains an account ID that identifies each account, a facility ID that identifies the facility to which the account belongs, account registration information that is information about the account, and the authority of the account. It has an account information storage unit 2042 that stores the account authority information, which is the information to be shown, in association with each other.
認知機能検査診断支援サーバ200のデータベース204は、各被検査者に割り当てられたユーザIDと、その被検査者すなわちそのユーザの各ゲームでの測定結果を示す測定情報と、を対応付けて記憶するユーザ測定情報記憶部2043を有する。
The database 204 of the cognitive function test diagnosis support server 200 stores the user ID assigned to each inspected person in association with the measurement information indicating the measurement result of the inspected person, that is, the user in each game. It has a user measurement information storage unit 2043.
認知機能検査診断支援サーバ200のデータベース204は、各被検査者に割り当てられたユーザIDと、その被検査者すなわちそのユーザに対する問題におけるゲームの実行順序を示すゲーム実行順序情報(各ゲームを特定するゲームIDの実行順序で並べたデータ列)と、を対応付けて記憶するゲーム登録情報記憶部2044を有する。
The database 204 of the cognitive function test diagnosis support server 200 identifies the user ID assigned to each inspected person and the game execution order information (specifying each game) indicating the execution order of the games in the problem for the inspected person, that is, the user. It has a game registration information storage unit 2044 that stores data strings arranged in the execution order of game IDs in association with each other.
認知機能検査診断支援サーバ200のデータベース204は、各ゲームを特定するゲームIDと、そのゲームのゲームプログラム自体やプログラムの実行に必要なデータと、を対応付けて記憶するゲームアプリ記憶部2045を有する。
The database 204 of the cognitive function test diagnosis support server 200 has a game application storage unit 2045 that stores a game ID that identifies each game and the game program itself of the game or data necessary for executing the program in association with each other. ..
<認知機能検査システム1の動作説明>
図3は、認知機能検査システム1における管理者クライアント端末300の動作を示すフローチャートである。操作者すなわちシステム管理者が管理者クライアント端末300を起動し、自身のアカウントでログインすると(ステップS311)、管理者クライアント端末300は、初期画面であるホーム画面を表示する(ステップS312)。この管理者クライアント端末300のホーム画面において、システム管理者は、アカウント管理の処理(ステップS313)又は施設管理の処理(ステップS319)を選択する。 <Operation explanation of cognitivefunction test system 1>
FIG. 3 is a flowchart showing the operation of theadministrator client terminal 300 in the cognitive function test system 1. When the operator, that is, the system administrator activates the administrator client terminal 300 and logs in with his / her own account (step S311), the administrator client terminal 300 displays the home screen which is the initial screen (step S312). On the home screen of the administrator client terminal 300, the system administrator selects an account management process (step S313) or a facility management process (step S319).
図3は、認知機能検査システム1における管理者クライアント端末300の動作を示すフローチャートである。操作者すなわちシステム管理者が管理者クライアント端末300を起動し、自身のアカウントでログインすると(ステップS311)、管理者クライアント端末300は、初期画面であるホーム画面を表示する(ステップS312)。この管理者クライアント端末300のホーム画面において、システム管理者は、アカウント管理の処理(ステップS313)又は施設管理の処理(ステップS319)を選択する。 <Operation explanation of cognitive
FIG. 3 is a flowchart showing the operation of the
アカウント管理の処理(ステップS313)が選択された場合において、管理者クライアント端末300は、システム管理者の入力を受け付け、その入力に基づき、アカウントの新規登録(ステップS314)、アカウントについてのレポートの生成及び印刷(ステップS315及びS316)、アカウントの編集(ステップS317)、アカウントの削除(ステップS318)を行う。
When the account management process (step S313) is selected, the administrator client terminal 300 accepts the input of the system administrator, and based on the input, newly registers the account (step S314) and generates a report about the account. And printing (steps S315 and S316), editing the account (step S317), and deleting the account (step S318).
施設管理の処理(ステップS319)が選択された場合において、管理者クライアント端末300は、システム管理者の入力を受け付け、その入力に基づき、施設の新規登録(ステップS320)、施設についてのレポートの生成及び印刷(ステップS321及びS322)、施設の編集(ステップS323)、施設の削除(ステップS324)を行う。
When the facility management process (step S319) is selected, the administrator client terminal 300 accepts the input of the system administrator, and based on the input, newly registers the facility (step S320) and generates a report about the facility. And printing (steps S321 and S322), editing the facility (step S323), and deleting the facility (step S324).
図4は、認知機能検査システム1における利用者クライアント端末100の動作を示すフローチャートであって、図中の左側に測定用アカウントすなわち被検査者用アカウントでログインした場合の処理を示し、図中の右側に医師用アカウントでログインした場合の処理を示す。
FIG. 4 is a flowchart showing the operation of the user client terminal 100 in the cognitive function test system 1, showing the process when logging in with the measurement account, that is, the account for the inspected person, on the left side of the figure. The process when logging in with a doctor's account is shown on the right.
まず、被検査者用アカウントでログインした場合の処理を説明する。被検査者が利用者クライアント端末100を起動し、自身が所属する施設のアカウントでログインすると(ステップS110)、利用者クライアント端末100は、初期画面であるユーザ選択画面を表示する(ステップS111)。この利用者クライアント端末100のユーザ選択画面において、被検査者は、ユーザとして自身のアカウントを選択する(ステップS111)。続いて、そのユーザに対するゲームが開始、すなわち認知機能の測定が開始する(ステップS112)。ここで実行するゲームの数や難易度、ゲームの実行順は、認知機能検査診断支援サーバ200のゲーム登録情報処理部2035により定められるものであってよい。本実施形態では、主に見当識の認知機能を評価するゲームの実行(ステップS113)、主に記憶(即時再認)の認知機能を評価するゲームの実行(ステップS114)、主に視空間認知の認知機能を評価するゲームの実行(ステップS115)、主に記憶(遅延再認)の認知機能を評価するゲームの実行(ステップS116)、主に記憶(ワーキングメモリ/短期記憶)の認知機能を評価するゲームの実行(ステップS117)、主に注意の認知機能を評価するゲームの実行(ステップS118)、主に遂行機能の認知機能を評価するゲームの実行(ステップS119)の順番で認知機能の測定が行われる。なお、ステップS113~S119のいずれか又はすべてにおいて、ゲームの開始に先立って、ゲームのルール及び操作方法の説明すなわちプレイ説明を被検査者に対して行うチュートリアル画面を表示する。なお、ステップS113~S119のいずれか又はすべてにおいて、ゲームの開始に先立って、練習問題を実行するものであってもよい。
なお、それぞれゲームは、上記の各認知機能を評価するタスクに対応付けられているが、厳密に1種類の認知機能を評価するものではない場合がある。例えば、遂行機能の認知機能を評価するゲームでは、そのゲームによって遂行機能の認知機能以外に視空間認知の認知機能も評価することが出来る場合がある。このように一つのゲームで複数種類の認知機能を評価できる場合があることから、本明細書では、ある特定種類の認知機能を評価するゲームと記載した場合であっても、そのゲームは別の種類の認知機能を評価することが出来るものである場合がある。また、ある特定種類の認知機能及び別の種類の認知機能を評価可能なゲームの場合、そのゲームを、主にある特定種類の認知機能を評価するゲームと記載する場合がある。従って、タスクも厳密に1種類の認知機能を評価するものではない場合があり、そのタスクを、主にある特定種類の認知機能を評価するタスクと記載する場合がある。 First, the process when logging in with the account for the inspected person will be described. When the inspected person activates theuser client terminal 100 and logs in with the account of the facility to which he / she belongs (step S110), the user client terminal 100 displays the user selection screen which is the initial screen (step S111). On the user selection screen of the user client terminal 100, the inspected person selects his / her own account as a user (step S111). Subsequently, the game for the user starts, that is, the measurement of the cognitive function starts (step S112). The number and difficulty levels of the games to be executed here and the execution order of the games may be determined by the game registration information processing unit 2035 of the cognitive function test diagnosis support server 200. In this embodiment, execution of a game mainly for evaluating the cognitive function of sensibleness (step S113), execution of a game for mainly evaluating the cognitive function of memory (immediate recognition) (step S114), and mainly visual space cognition. Execution of the game to evaluate cognitive function (step S115), execution of the game to evaluate the cognitive function of memory (delayed recognition) mainly (step S116), evaluation of cognitive function of memory (working memory / short-term memory) mainly Cognitive function measurement is performed in the order of game execution (step S117), game execution that mainly evaluates the cognitive function of attention (step S118), and game execution that mainly evaluates the cognitive function of the executive function (step S119). Will be done. In any or all of steps S113 to S119, a tutorial screen for explaining the rules and operation method of the game, that is, explaining the play to the inspected person is displayed prior to the start of the game. In any or all of steps S113 to S119, exercises may be executed prior to the start of the game.
Although each game is associated with the task of evaluating each of the above cognitive functions, it may not strictly evaluate one type of cognitive function. For example, in a game for evaluating the cognitive function of the executive function, the cognitive function of visuospatial cognition may be evaluated in addition to the cognitive function of the executive function depending on the game. In this way, one game may be able to evaluate multiple types of cognitive functions. Therefore, even if the game is described as a game that evaluates a specific type of cognitive function, the game is different. It may be possible to evaluate a type of cognitive function. Further, in the case of a game in which a specific type of cognitive function and another type of cognitive function can be evaluated, the game may be described as a game that mainly evaluates a specific type of cognitive function. Therefore, the task may not strictly evaluate one type of cognitive function, and the task may be described as a task that mainly evaluates a specific type of cognitive function.
なお、それぞれゲームは、上記の各認知機能を評価するタスクに対応付けられているが、厳密に1種類の認知機能を評価するものではない場合がある。例えば、遂行機能の認知機能を評価するゲームでは、そのゲームによって遂行機能の認知機能以外に視空間認知の認知機能も評価することが出来る場合がある。このように一つのゲームで複数種類の認知機能を評価できる場合があることから、本明細書では、ある特定種類の認知機能を評価するゲームと記載した場合であっても、そのゲームは別の種類の認知機能を評価することが出来るものである場合がある。また、ある特定種類の認知機能及び別の種類の認知機能を評価可能なゲームの場合、そのゲームを、主にある特定種類の認知機能を評価するゲームと記載する場合がある。従って、タスクも厳密に1種類の認知機能を評価するものではない場合があり、そのタスクを、主にある特定種類の認知機能を評価するタスクと記載する場合がある。 First, the process when logging in with the account for the inspected person will be described. When the inspected person activates the
Although each game is associated with the task of evaluating each of the above cognitive functions, it may not strictly evaluate one type of cognitive function. For example, in a game for evaluating the cognitive function of the executive function, the cognitive function of visuospatial cognition may be evaluated in addition to the cognitive function of the executive function depending on the game. In this way, one game may be able to evaluate multiple types of cognitive functions. Therefore, even if the game is described as a game that evaluates a specific type of cognitive function, the game is different. It may be possible to evaluate a type of cognitive function. Further, in the case of a game in which a specific type of cognitive function and another type of cognitive function can be evaluated, the game may be described as a game that mainly evaluates a specific type of cognitive function. Therefore, the task may not strictly evaluate one type of cognitive function, and the task may be described as a task that mainly evaluates a specific type of cognitive function.
測定が終了(ステップS120)すると、この測定結果は、利用者クライアント端末100からネットワーク2を介して認知機能検査診断支援サーバ200に送信され、認知機能検査診断支援サーバ200のデータベース204内のユーザ測定情報記憶部2043に記憶される。なお、ステップS120で測定終了した際の測定結果は、現在被検査者が操作している利用者クライアント端末100に対して、その後、医師が自身のアカウントでログインした場合のステップS123における測定結果表示の処理において表示してもよい。
When the measurement is completed (step S120), this measurement result is transmitted from the user client terminal 100 to the cognitive function test diagnosis support server 200 via the network 2, and the user measurement in the database 204 of the cognitive function test diagnosis support server 200. It is stored in the information storage unit 2043. The measurement result when the measurement is completed in step S120 is the measurement result display in step S123 when the doctor logs in to the user client terminal 100 currently being operated by the inspected person with his / her own account. It may be displayed in the process of.
次に、医師用アカウントでログインした場合の処理を説明する。医師が利用者クライアント端末100を起動し、自身が所属する施設のアカウントでログインすると(ステップS121)、利用者クライアント端末100は、初期画面であるユーザ選択画面を表示する(ステップS122)。この利用者クライアント端末100のユーザ選択画面において、医師は、ユーザとして自身のアカウントを選択する(ステップS122)。続いて、その医師の医療施設に所属する被検査者の認知機能測定の測定結果を表示する(ステップS123)。このステップS123で表示する測定結果は、被検査者用アカウントのステップS119で測定終了した測定結果でもよいし、認知機能検査診断支援サーバ200のデータベース204内のユーザ測定情報記憶部2043に記憶してある測定結果を、ネットワーク2を介して受信した測定結果でもよい。医師は、ステップS123で表示された測定結果を参照して次の処理を入力する。利用者クライアント端末100は、医師の入力を受け付け、その入力に基づき、再測定の実行指示(ステップS124)及び再測定において実行するゲームの選択(ステップS125)、測定結果についてのレポートの生成及び印刷(ステップS127及びS128)、終了(ステップS129)を行う。なお、ステップS124及びS125に続いて、現在医師が操作している利用者クライアント端末100を用いて再測定する場合には、ステップS126からステップS112に進むようにしてもよい。また、再測定を別の端末で行う場合には、ステップS126からステップS123に戻り、例えば別の被検査者についての測定結果を表示するようにしてもよい。
Next, the process when logging in with a doctor's account will be explained. When the doctor activates the user client terminal 100 and logs in with the account of the facility to which he / she belongs (step S121), the user client terminal 100 displays the user selection screen which is the initial screen (step S122). On the user selection screen of the user client terminal 100, the doctor selects his / her own account as a user (step S122). Subsequently, the measurement result of the cognitive function measurement of the subject belonging to the medical facility of the doctor is displayed (step S123). The measurement result displayed in step S123 may be the measurement result whose measurement is completed in step S119 of the account for the inspected person, or may be stored in the user measurement information storage unit 2043 in the database 204 of the cognitive function test diagnosis support server 200. A certain measurement result may be a measurement result received via the network 2. The doctor inputs the next process with reference to the measurement result displayed in step S123. The user client terminal 100 receives an input from a doctor, and based on the input, an instruction to execute remeasurement (step S124), selection of a game to be executed in the remeasurement (step S125), generation and printing of a report on the measurement result. (Steps S127 and S128) and end (step S129). If the user client terminal 100 currently being operated by a doctor is used to perform remeasurement following steps S124 and S125, the process may proceed from step S126 to step S112. Further, when the remeasurement is performed by another terminal, the process may be returned from step S126 to step S123, and the measurement result for another subject may be displayed, for example.
図5は、認知機能検査システム1における利用者クライアント端末100の動作を示すフローチャートであって、管理用アカウントすなわち施設管理者用アカウントでログインした場合の処理を示す。操作者すなわち施設管理者が利用者クライアント端末100を起動し、自身のアカウントでログインすると(ステップS131)、利用者クライアント端末100は、初期画面であるホーム画面を表示する(ステップS132)。この利用者クライアント端末100のホーム画面において、施設管理者は、アカウント管理の処理(ステップS133)を選択する。
FIG. 5 is a flowchart showing the operation of the user client terminal 100 in the cognitive function test system 1, and shows the processing when logging in with the management account, that is, the facility manager account. When the operator, that is, the facility manager activates the user client terminal 100 and logs in with his / her own account (step S131), the user client terminal 100 displays the home screen which is the initial screen (step S132). On the home screen of the user client terminal 100, the facility manager selects the account management process (step S133).
アカウント管理の処理(ステップS133)が選択された場合において、利用者クライアント端末100は、施設管理者の入力を受け付け、その入力に基づき、その施設に所属するアカウントの新規登録(ステップS134)、その施設に所属するアカウントについてのレポートの生成及び印刷(ステップS135及びS136)、その施設に所属するアカウントの編集(ステップS137)、その施設に所属するアカウントの削除(ステップS138)を行う。
When the account management process (step S133) is selected, the user client terminal 100 accepts the input of the facility manager, and based on the input, newly registers the account belonging to the facility (step S134). Generate and print a report for the account belonging to the facility (steps S135 and S136), edit the account belonging to the facility (step S137), and delete the account belonging to the facility (step S138).
<認知機能検査システム1で実行するタスクの詳細>
認知機能検査システム1では、複数種類の認知機能を評価するタスクに対応付けられたゲームを実行する。図6は、本発明の好ましい実施態様で実行されるタスクの構成と、そのタスクで主に評価する認知機能との対応付けを示す表図である。本発明のシステムは、従来より簡易な認知機能検査として用いられているMMSE(Mini-Mental State Examination1)及びMCIをスクリーニングする検査に用いられているMoCA-Jが評価する認知機能(見当識、記憶、注意、視空間認知)に加え、遂行機能の認知機能を評価するタスクを備えている。
また、本発明のシステムは、記憶の認知機能を評価するタスクとして、即時再認と遅延再認の少なくとも2種の記憶を評価するタスクを有し、即時再認のタスクと遅延再認のタスクとの間に、別のタスクを少なくとも1つ有している。
以下に特に好ましいタスク及びそれに関連付けられ実行されるゲームの組み合わせについて説明するが、本発明のシステムはこれに限られない。
ステップS113の主に見当識の認知機能を評価するタスク1としては、日付や曜日を答えるゲームを実行する。また、ステップS114の主に記憶(即時再認)の認知機能を評価するタスク2としては、6つの言葉を覚えて、次に覚えた言葉を答えるゲームを実行する。また、ステップS115の主に視空間認知の認知機能を評価するタスク3としては、中央に示された図形と同じものを選ぶゲームを実行する。また、ステップS116の主に記憶(遅延再認)の認知機能を評価するタスク4としては、ステップ114で覚えた6つの言葉を答えるゲームを実行する。また、ステップS117の主に記憶(ワーキングメモリー/短期記憶)の認知機能を評価するタスク5としては、表示された丸が点滅する順番を答えるゲームを実行する。また、ステップS118の主に注意の認知機能を評価するタスク6としては、数字及び/又は五十音を指定された順番通りに繋ぐゲームを実行する。また、ステップS119の主に遂行機能の認知機能を評価するタスク7としては、示された数字の順番通りにルートを作りゴールに到達するゲームを実行する。
すべての問題において、MCI及び軽度認知症の患者をスクリーニングするために、全体的にMMSEより難度を上げ、天井効果(タスクが簡単過ぎるため多数の被検査者が満点に近くなること)が生じないようにするなど、適切な難易度設定を行った。また、多くの問題において、回答後に正解または不正解を表示し、不正解の場合には正解を表示することで、ストレスなく進められるように設定した。 <Details of tasks performed by cognitivefunction test system 1>
The cognitivefunction test system 1 executes a game associated with a task for evaluating a plurality of types of cognitive functions. FIG. 6 is a table showing the correspondence between the configuration of a task executed in a preferred embodiment of the present invention and the cognitive function mainly evaluated by the task. The system of the present invention has cognitive function (orientation, memory) evaluated by MMSE (Mini-Mental State Examination 1), which is conventionally used as a simple cognitive function test, and MoCA-J, which is used in a test for screening MCI. , Attention, visuospatial cognition), as well as tasks to evaluate the cognitive function of executive function.
Further, the system of the present invention has a task of evaluating at least two types of memory, immediate recognition and delayed recognition, as a task for evaluating the cognitive function of memory, and is between the task of immediate recognition and the task of delayed recognition. , Has at least one different task.
The following describes a particularly preferable combination of tasks and games to be executed in association with the tasks, but the system of the present invention is not limited thereto.
Astask 1 for evaluating the cognitive function of orientation mainly in step S113, a game for answering a date and a day of the week is executed. Further, as task 2 for evaluating the cognitive function of mainly memory (immediate recognition) in step S114, a game is executed in which six words are memorized and the next memorized words are answered. Further, as the task 3 of mainly evaluating the cognitive function of visuospatial cognition in step S115, a game of selecting the same figure as the figure shown in the center is executed. Further, as task 4 for evaluating the cognitive function of mainly memory (delayed recognition) in step S116, a game for answering the six words learned in step 114 is executed. Further, as task 5 for evaluating the cognitive function of mainly memory (working memory / short-term memory) in step S117, a game for answering the order in which the displayed circles blink is executed. Further, as the task 6 for evaluating the cognitive function of attention mainly in step S118, a game in which numbers and / or Japanese syllabary are connected in a designated order is executed. Further, as task 7 for mainly evaluating the cognitive function of the executive function in step S119, a game in which a route is created in the order of the indicated numbers and the goal is reached is executed.
In all problems, it is more difficult than MMSE to screen patients with MCI and mild dementia, and there is no ceiling effect (the task is too easy for many subjects to get close to full marks). The difficulty level was set appropriately. In addition, for many questions, the correct or incorrect answer is displayed after the answer, and in the case of an incorrect answer, the correct answer is displayed so that the process can proceed without stress.
認知機能検査システム1では、複数種類の認知機能を評価するタスクに対応付けられたゲームを実行する。図6は、本発明の好ましい実施態様で実行されるタスクの構成と、そのタスクで主に評価する認知機能との対応付けを示す表図である。本発明のシステムは、従来より簡易な認知機能検査として用いられているMMSE(Mini-Mental State Examination1)及びMCIをスクリーニングする検査に用いられているMoCA-Jが評価する認知機能(見当識、記憶、注意、視空間認知)に加え、遂行機能の認知機能を評価するタスクを備えている。
また、本発明のシステムは、記憶の認知機能を評価するタスクとして、即時再認と遅延再認の少なくとも2種の記憶を評価するタスクを有し、即時再認のタスクと遅延再認のタスクとの間に、別のタスクを少なくとも1つ有している。
以下に特に好ましいタスク及びそれに関連付けられ実行されるゲームの組み合わせについて説明するが、本発明のシステムはこれに限られない。
ステップS113の主に見当識の認知機能を評価するタスク1としては、日付や曜日を答えるゲームを実行する。また、ステップS114の主に記憶(即時再認)の認知機能を評価するタスク2としては、6つの言葉を覚えて、次に覚えた言葉を答えるゲームを実行する。また、ステップS115の主に視空間認知の認知機能を評価するタスク3としては、中央に示された図形と同じものを選ぶゲームを実行する。また、ステップS116の主に記憶(遅延再認)の認知機能を評価するタスク4としては、ステップ114で覚えた6つの言葉を答えるゲームを実行する。また、ステップS117の主に記憶(ワーキングメモリー/短期記憶)の認知機能を評価するタスク5としては、表示された丸が点滅する順番を答えるゲームを実行する。また、ステップS118の主に注意の認知機能を評価するタスク6としては、数字及び/又は五十音を指定された順番通りに繋ぐゲームを実行する。また、ステップS119の主に遂行機能の認知機能を評価するタスク7としては、示された数字の順番通りにルートを作りゴールに到達するゲームを実行する。
すべての問題において、MCI及び軽度認知症の患者をスクリーニングするために、全体的にMMSEより難度を上げ、天井効果(タスクが簡単過ぎるため多数の被検査者が満点に近くなること)が生じないようにするなど、適切な難易度設定を行った。また、多くの問題において、回答後に正解または不正解を表示し、不正解の場合には正解を表示することで、ストレスなく進められるように設定した。 <Details of tasks performed by cognitive
The cognitive
Further, the system of the present invention has a task of evaluating at least two types of memory, immediate recognition and delayed recognition, as a task for evaluating the cognitive function of memory, and is between the task of immediate recognition and the task of delayed recognition. , Has at least one different task.
The following describes a particularly preferable combination of tasks and games to be executed in association with the tasks, but the system of the present invention is not limited thereto.
As
In all problems, it is more difficult than MMSE to screen patients with MCI and mild dementia, and there is no ceiling effect (the task is too easy for many subjects to get close to full marks). The difficulty level was set appropriately. In addition, for many questions, the correct or incorrect answer is displayed after the answer, and in the case of an incorrect answer, the correct answer is displayed so that the process can proceed without stress.
図7は、認知機能検査システム1のトップ画面である。このトップ画面において被検査者が「次へ」を選択することで図8の操作開始画面が表示される。
FIG. 7 is the top screen of the cognitive function test system 1. When the person to be inspected selects "Next" on this top screen, the operation start screen of FIG. 8 is displayed.
図8は、認知機能検査の操作開始画面である。この操作開始画面において被検査者が「1」、「2」及び「次へ」を選択することで、タッチペンの操作に問題がないことが確認され、図9の画面へ遷移する。
FIG. 8 is an operation start screen of the cognitive function test. When the person to be inspected selects "1", "2", and "Next" on this operation start screen, it is confirmed that there is no problem in operating the touch pen, and the screen transitions to the screen of FIG.
図9は、主に見当識の認知機能を評価するタスクに対応付けられた具体的なゲームの開始画面である。この開始画面において被検査者が「開始」を選択すること本ゲームが開始される。なお、本実施形態では、ゲームの開始に先立ち、ゲームのルール及び操作方法の説明を表示する。図9では、ゲームのルール及び操作方法の説明を表示している。ゲームのルール及び操作方法の説明は、文字のみで行ってもよいし、文字及び音声で行ってもよいし、音声のみで行ってもよい。
見当識は、時間、場所、人物等を判断して自分が今置かれている状況を理解する能力である。見当識を評価するためのタスクとしては、時間(季節、月、日にち、曜日、時刻)、場所(県、市町村、建物名称、建物の階)、人物(自分の名前、家族、友人)などを問うゲームが挙げられる。このうち、好ましくは時間を問うものである。 FIG. 9 is a specific game start screen associated with a task that mainly evaluates the cognitive function of orientation. This game is started when the inspected person selects "Start" on this start screen. In this embodiment, the explanation of the game rules and the operation method is displayed prior to the start of the game. FIG. 9 displays a description of the rules of the game and the operation method. The explanation of the rules and the operation method of the game may be given only by characters, may be given by letters and voice, or may be given only by voice.
Orientation is the ability to judge time, place, person, etc. and understand the situation in which one is present. Tasks for assessing orientation include time (season, month, date, day of the week, time), location (prefecture, city, building name, building floor), person (your name, family, friends), etc. There is a game to ask. Of these, it is preferable to ask time.
見当識は、時間、場所、人物等を判断して自分が今置かれている状況を理解する能力である。見当識を評価するためのタスクとしては、時間(季節、月、日にち、曜日、時刻)、場所(県、市町村、建物名称、建物の階)、人物(自分の名前、家族、友人)などを問うゲームが挙げられる。このうち、好ましくは時間を問うものである。 FIG. 9 is a specific game start screen associated with a task that mainly evaluates the cognitive function of orientation. This game is started when the inspected person selects "Start" on this start screen. In this embodiment, the explanation of the game rules and the operation method is displayed prior to the start of the game. FIG. 9 displays a description of the rules of the game and the operation method. The explanation of the rules and the operation method of the game may be given only by characters, may be given by letters and voice, or may be given only by voice.
Orientation is the ability to judge time, place, person, etc. and understand the situation in which one is present. Tasks for assessing orientation include time (season, month, date, day of the week, time), location (prefecture, city, building name, building floor), person (your name, family, friends), etc. There is a game to ask. Of these, it is preferable to ask time.
図10は、本ゲームにおける問題例1を示す図である。図10は、今月が何月であるかを尋ねる問題を示している。主に見当識の認知機能の低下の程度を正確に捉えるために、時間的に広い概念から狭い概念に順を追って出題することにより問題の難度を段階的に高くなるように設定した。時間の概念としては、季節、当月、曜日、当日、時刻が挙げられ、また、本日に加え、明日、明後日、昨日、一昨日の日付及び曜日が挙げられる。問題の数としては好ましくは3~10問、更に好ましくは4~7問である。
典型的な例としては全5問とした。第1問から第4問は実施当日または実施中の時間に関する問題であり、第1問は「月」を問う問題、第2問は「日付」を問う問題、第3問は「曜日」を問う問題、第4問は「時間」を問う問題である。第5問は「あさって」または「おととい」の「日付」または「曜日」を問う問題である。第3問の選択肢は7であり、それ以外の問題の選択肢は12とした。それらの選択肢は画面の左から時系列に沿って配置することが好ましい。ランダムに配置した場合は見当識よりも注意、知覚、判断等の他の要素の寄与が大きくなる場合がある。これらの問題設定や工夫により、学習効果抑制と難易度の統一がなされることで、測定結果の正確性と再現性が高まると予想される。
なお、選択肢の数は適宜変更でき、季節は最大4、月は最大12、好ましくは6~12、日は最大31、好ましくは6~20、曜日は最大7、好ましくは6~30、さらに好ましくは12~24である。 FIG. 10 is a diagram showing a problem example 1 in this game. FIG. 10 shows the problem of asking what month this month is. Mainly in order to accurately grasp the degree of deterioration of cognitive function of orientation, the difficulty of the problem was set to be gradually increased by asking questions in order from a broad concept to a narrow concept in terms of time. The concept of time includes season, current month, day of the week, current day, and time, and in addition to today, tomorrow, the day after tomorrow, yesterday, and the day of the day before yesterday. The number of questions is preferably 3 to 10, and more preferably 4 to 7.
As a typical example, all 5 questions were asked. The first to fourth questions are about the day of the implementation or the time during the implementation, the first question is the question of "month", the second question is the question of "date", and the third question is "day of the week". The question to ask, the fourth question is the question to ask "time". The fifth question is the question of "date" or "day of the week" of "Asatte" or "Ototoi". The choice for the third question was 7, and the choice for the other questions was 12. It is preferable to arrange these options in chronological order from the left side of the screen. When placed randomly, the contribution of other factors such as attention, perception, and judgment may be greater than orientation. It is expected that the accuracy and reproducibility of the measurement results will be improved by suppressing the learning effect and unifying the difficulty level by setting and devising these problems.
The number of choices can be changed as appropriate, with up to 4 seasons, up to 12 months, preferably 6-12, up to 31 days, preferably 6-20, up to 7 days of the week, preferably 6-30, more preferably. Is 12 to 24.
典型的な例としては全5問とした。第1問から第4問は実施当日または実施中の時間に関する問題であり、第1問は「月」を問う問題、第2問は「日付」を問う問題、第3問は「曜日」を問う問題、第4問は「時間」を問う問題である。第5問は「あさって」または「おととい」の「日付」または「曜日」を問う問題である。第3問の選択肢は7であり、それ以外の問題の選択肢は12とした。それらの選択肢は画面の左から時系列に沿って配置することが好ましい。ランダムに配置した場合は見当識よりも注意、知覚、判断等の他の要素の寄与が大きくなる場合がある。これらの問題設定や工夫により、学習効果抑制と難易度の統一がなされることで、測定結果の正確性と再現性が高まると予想される。
なお、選択肢の数は適宜変更でき、季節は最大4、月は最大12、好ましくは6~12、日は最大31、好ましくは6~20、曜日は最大7、好ましくは6~30、さらに好ましくは12~24である。 FIG. 10 is a diagram showing a problem example 1 in this game. FIG. 10 shows the problem of asking what month this month is. Mainly in order to accurately grasp the degree of deterioration of cognitive function of orientation, the difficulty of the problem was set to be gradually increased by asking questions in order from a broad concept to a narrow concept in terms of time. The concept of time includes season, current month, day of the week, current day, and time, and in addition to today, tomorrow, the day after tomorrow, yesterday, and the day of the day before yesterday. The number of questions is preferably 3 to 10, and more preferably 4 to 7.
As a typical example, all 5 questions were asked. The first to fourth questions are about the day of the implementation or the time during the implementation, the first question is the question of "month", the second question is the question of "date", and the third question is "day of the week". The question to ask, the fourth question is the question to ask "time". The fifth question is the question of "date" or "day of the week" of "Asatte" or "Ototoi". The choice for the third question was 7, and the choice for the other questions was 12. It is preferable to arrange these options in chronological order from the left side of the screen. When placed randomly, the contribution of other factors such as attention, perception, and judgment may be greater than orientation. It is expected that the accuracy and reproducibility of the measurement results will be improved by suppressing the learning effect and unifying the difficulty level by setting and devising these problems.
The number of choices can be changed as appropriate, with up to 4 seasons, up to 12 months, preferably 6-12, up to 31 days, preferably 6-20, up to 7 days of the week, preferably 6-30, more preferably. Is 12 to 24.
図11は、主に記憶(即時再認)の認知機能を評価するタスクに対応付けられた具体的なゲームの開始画面である。この開始画面において被検査者が「開始」を選択することで本ゲームが開始される。なお、本実施形態では、本ゲームの開始に先立ち、ゲームのルール及び操作方法の説明を表示する。図11では、ゲームのルール及び操作方法の説明を表示している。ゲームのルール及び操作方法の説明は、文字のみで行ってもよいし、文字及び音声で行ってもよいし、音声のみで行ってもよい。
FIG. 11 is a specific game start screen associated with a task that mainly evaluates the cognitive function of memory (immediate recognition). This game is started when the inspected person selects "Start" on this start screen. In the present embodiment, prior to the start of the game, a description of the rules and operation method of the game is displayed. FIG. 11 displays a description of a game rule and an operation method. The explanation of the rules and the operation method of the game may be given only by characters, may be given by letters and voice, or may be given only by voice.
図12は、主に記憶(即時再認)の認知機能を評価する具体的なゲームにおける問題例1の第1画面を示す図である。記憶(即時再認)の認知機能を評価するゲームとしては数系列、言葉、絵図等を記憶させ直ちに回答させるゲームが挙げられる。
以下に、言葉を記憶させる場合の好ましいゲームについて説明する。図12は、被検査者が記憶する言葉を表示している。記憶させる言葉の数としては4~8が好ましく、5~7が更に好ましい。言葉の種類としては、通常広く使われている言葉から選択される。文字種としては、日本においては、片仮名、平仮名、漢字、アルファベットが挙げられるが、中でも片仮名と平仮名が好ましい。また、片仮名の言葉と平仮名の言葉を覚える数がなるべく均等になることが好ましい。文字数は2~5文字が好ましく、3~4文字が更に好ましい。なお、の母国語により適宜文字種や文字数は変更することができ、例えば英語であれば、アルファベット3~6文字の言葉が好ましい。
典型的な例としては、言葉の記憶数は6とし、6単語を1グループとして、すべて言葉の異なる4グループを用意し、システムに予めセットされる(計24単語)。そして、4グループからランダムに1グループが出題される。システムに予めセットされるグループとしては3~10が好ましい。
言葉の選択においては、グループ間の均質性を保つために以下の選択基準を基に、学研「語義別単語新密度 基本語データベース」から、候補となる単語を選び、最終的には表示されるグループ内の言葉間において、容易に繋がりがあるものや、言葉の始めの文字が重ならないようにして選択した(「あ~わ」まで、できるだけ分散するようにした)。
[選択基準](1)名詞、実在するもの(抽象語は選択しない)(2)文字数:3および4文字(拗音含む)(3)親密度:6以上(動物と乗り物のカテゴリーは5.5以上)(4)「カタカナ」3単語と「ひらがな」3単語とした。また、言葉の内容として、動物、乗り物、食べ物、道具など、1つのグループになるべく概念の異なるもの多種入るように選択した。
記憶する言葉は、例えば、学研「語義別単語新密度 基本語データベース」に掲載された親密度5.5以上の言葉から選ばれたものである、
6単語の表示においては、「カタカナ」3単語または「ひらがな」3単語が近傍に偏って表示されないように、4種類の表示パターンに固定し、それらから1種をランダムに選択して表示するようにした。これらの問題設定や工夫により学習効果抑制と難易度の統一がなされることで、測定結果の正確性と再現性が高まると予想される。
図12の画面を表示した状態で所定時間(本実施形態では30秒)経過後に図13の画面を表示する。 FIG. 12 is a diagram showing a first screen of problem example 1 in a specific game for mainly evaluating the cognitive function of memory (immediate recognition). As a game for evaluating the cognitive function of memory (immediate recognition), there is a game in which several series, words, pictures, etc. are memorized and answered immediately.
The following describes a preferable game for memorizing words. FIG. 12 displays the words memorized by the inspected person. The number of words to be memorized is preferably 4 to 8, more preferably 5 to 7. The type of word is usually selected from widely used words. Examples of the character type include katakana, hiragana, kanji, and alphabet in Japan, but katakana and hiragana are preferable. In addition, it is preferable that the number of memorized words of katakana and hiragana is as equal as possible. The number of characters is preferably 2 to 5 characters, more preferably 3 to 4 characters. The character type and the number of characters can be changed as appropriate depending on the mother tongue of English. For example, in the case of English, words having 3 to 6 letters of the alphabet are preferable.
As a typical example, the number of memorized words is 6, 6 words are set as 1 group, and 4 groups having different words are prepared and preset in the system (24 words in total). Then, one group is randomly set from four groups. The group preset in the system is preferably 3 to 10.
In word selection, candidate words are selected from Gakken's "Word New Density Basic Word Database by Semantics" based on the following selection criteria in order to maintain homogeneity between groups, and are finally displayed. The words in the group were selected so that they could be easily connected or the first letters of the words did not overlap (I tried to disperse them as much as possible until "A-wa").
[Selection criteria] (1) Nouns, existing ones (abstract words are not selected) (2) Number of characters: 3 and 4 characters (including yoon) (3) Intimacy: 6 or more (Animal and vehicle categories are 5.5) (4) Three words "Katakana" and three words "Hiragana". In addition, as the content of the words, we chose to include various things with different concepts in one group, such as animals, vehicles, food, and tools.
The words to be memorized are selected from, for example, words with an intimacy of 5.5 or more published in Gakken's "Word New Density Basic Word Database by Gakken".
When displaying 6 words, fix to 4 types of display patterns so that 3 words of "Katakana" or 3 words of "Hiragana" are not displayed unevenly in the vicinity, and one of them is randomly selected and displayed. I made it. It is expected that the accuracy and reproducibility of the measurement results will be improved by suppressing the learning effect and unifying the difficulty level by setting and devising these problems.
With the screen of FIG. 12 displayed, the screen of FIG. 13 is displayed after a predetermined time (30 seconds in this embodiment) has elapsed.
以下に、言葉を記憶させる場合の好ましいゲームについて説明する。図12は、被検査者が記憶する言葉を表示している。記憶させる言葉の数としては4~8が好ましく、5~7が更に好ましい。言葉の種類としては、通常広く使われている言葉から選択される。文字種としては、日本においては、片仮名、平仮名、漢字、アルファベットが挙げられるが、中でも片仮名と平仮名が好ましい。また、片仮名の言葉と平仮名の言葉を覚える数がなるべく均等になることが好ましい。文字数は2~5文字が好ましく、3~4文字が更に好ましい。なお、の母国語により適宜文字種や文字数は変更することができ、例えば英語であれば、アルファベット3~6文字の言葉が好ましい。
典型的な例としては、言葉の記憶数は6とし、6単語を1グループとして、すべて言葉の異なる4グループを用意し、システムに予めセットされる(計24単語)。そして、4グループからランダムに1グループが出題される。システムに予めセットされるグループとしては3~10が好ましい。
言葉の選択においては、グループ間の均質性を保つために以下の選択基準を基に、学研「語義別単語新密度 基本語データベース」から、候補となる単語を選び、最終的には表示されるグループ内の言葉間において、容易に繋がりがあるものや、言葉の始めの文字が重ならないようにして選択した(「あ~わ」まで、できるだけ分散するようにした)。
[選択基準](1)名詞、実在するもの(抽象語は選択しない)(2)文字数:3および4文字(拗音含む)(3)親密度:6以上(動物と乗り物のカテゴリーは5.5以上)(4)「カタカナ」3単語と「ひらがな」3単語とした。また、言葉の内容として、動物、乗り物、食べ物、道具など、1つのグループになるべく概念の異なるもの多種入るように選択した。
記憶する言葉は、例えば、学研「語義別単語新密度 基本語データベース」に掲載された親密度5.5以上の言葉から選ばれたものである、
6単語の表示においては、「カタカナ」3単語または「ひらがな」3単語が近傍に偏って表示されないように、4種類の表示パターンに固定し、それらから1種をランダムに選択して表示するようにした。これらの問題設定や工夫により学習効果抑制と難易度の統一がなされることで、測定結果の正確性と再現性が高まると予想される。
図12の画面を表示した状態で所定時間(本実施形態では30秒)経過後に図13の画面を表示する。 FIG. 12 is a diagram showing a first screen of problem example 1 in a specific game for mainly evaluating the cognitive function of memory (immediate recognition). As a game for evaluating the cognitive function of memory (immediate recognition), there is a game in which several series, words, pictures, etc. are memorized and answered immediately.
The following describes a preferable game for memorizing words. FIG. 12 displays the words memorized by the inspected person. The number of words to be memorized is preferably 4 to 8, more preferably 5 to 7. The type of word is usually selected from widely used words. Examples of the character type include katakana, hiragana, kanji, and alphabet in Japan, but katakana and hiragana are preferable. In addition, it is preferable that the number of memorized words of katakana and hiragana is as equal as possible. The number of characters is preferably 2 to 5 characters, more preferably 3 to 4 characters. The character type and the number of characters can be changed as appropriate depending on the mother tongue of English. For example, in the case of English, words having 3 to 6 letters of the alphabet are preferable.
As a typical example, the number of memorized words is 6, 6 words are set as 1 group, and 4 groups having different words are prepared and preset in the system (24 words in total). Then, one group is randomly set from four groups. The group preset in the system is preferably 3 to 10.
In word selection, candidate words are selected from Gakken's "Word New Density Basic Word Database by Semantics" based on the following selection criteria in order to maintain homogeneity between groups, and are finally displayed. The words in the group were selected so that they could be easily connected or the first letters of the words did not overlap (I tried to disperse them as much as possible until "A-wa").
[Selection criteria] (1) Nouns, existing ones (abstract words are not selected) (2) Number of characters: 3 and 4 characters (including yoon) (3) Intimacy: 6 or more (Animal and vehicle categories are 5.5) (4) Three words "Katakana" and three words "Hiragana". In addition, as the content of the words, we chose to include various things with different concepts in one group, such as animals, vehicles, food, and tools.
The words to be memorized are selected from, for example, words with an intimacy of 5.5 or more published in Gakken's "Word New Density Basic Word Database by Gakken".
When displaying 6 words, fix to 4 types of display patterns so that 3 words of "Katakana" or 3 words of "Hiragana" are not displayed unevenly in the vicinity, and one of them is randomly selected and displayed. I made it. It is expected that the accuracy and reproducibility of the measurement results will be improved by suppressing the learning effect and unifying the difficulty level by setting and devising these problems.
With the screen of FIG. 12 displayed, the screen of FIG. 13 is displayed after a predetermined time (30 seconds in this embodiment) has elapsed.
図13は、主に記憶(即時再認)の認知機能を評価する具体的なゲームにおける問題例1の第2画面を示す図である。図13は、図12で記憶した言葉を選択する問題を表示している。記憶する1グループ(6単語)とは異なる1グループを、残りの3グループからランダムに選択し、記憶するグループと併せた12単語を表示する。12単語の表示においては、正解単語と不正解単語がそれぞれ近傍に偏って表示されないように、かつ、「カタカナ」3単語または「ひらがな」3単語が近傍に偏って表示されないように、8種類の表示パターンに固定し、それらから1種をランダムに選択して表示するようにした。これらの問題設定や工夫により測定結果の再現性が高まると予想される。
また、被検査者が12単語から正解の6単語を選ぶ際には6単語しか選択できないようにした(7単語以上は選択できない)。この工夫により、得点計算の再現性が高まると予想される。図12で表示された単語の数を超えて選択しようとした場合、図14の画面が表示される。 FIG. 13 is a diagram showing a second screen of problem example 1 in a specific game for mainly evaluating the cognitive function of memory (immediate recognition). FIG. 13 shows the problem of selecting the words memorized in FIG. One group different from the one group to be memorized (6 words) is randomly selected from the remaining three groups, and 12 words including the memorized group are displayed. In the display of 12 words, there are 8 types so that the correct and incorrect words are not displayed in the vicinity and the 3 words "Katakana" or "Hiragana" are not displayed in the vicinity. It was fixed to the display pattern, and one of them was randomly selected and displayed. It is expected that the reproducibility of measurement results will be improved by setting and devising these problems.
In addition, when the subject selects 6 correct words from 12 words, only 6 words can be selected (7 words or more cannot be selected). It is expected that this device will improve the reproducibility of score calculation. If an attempt is made to select more words than the number of words displayed in FIG. 12, the screen of FIG. 14 is displayed.
また、被検査者が12単語から正解の6単語を選ぶ際には6単語しか選択できないようにした(7単語以上は選択できない)。この工夫により、得点計算の再現性が高まると予想される。図12で表示された単語の数を超えて選択しようとした場合、図14の画面が表示される。 FIG. 13 is a diagram showing a second screen of problem example 1 in a specific game for mainly evaluating the cognitive function of memory (immediate recognition). FIG. 13 shows the problem of selecting the words memorized in FIG. One group different from the one group to be memorized (6 words) is randomly selected from the remaining three groups, and 12 words including the memorized group are displayed. In the display of 12 words, there are 8 types so that the correct and incorrect words are not displayed in the vicinity and the 3 words "Katakana" or "Hiragana" are not displayed in the vicinity. It was fixed to the display pattern, and one of them was randomly selected and displayed. It is expected that the reproducibility of measurement results will be improved by setting and devising these problems.
In addition, when the subject selects 6 correct words from 12 words, only 6 words can be selected (7 words or more cannot be selected). It is expected that this device will improve the reproducibility of score calculation. If an attempt is made to select more words than the number of words displayed in FIG. 12, the screen of FIG. 14 is displayed.
図15は、本ゲームにおける問題例1の第3画面を示す図である。図15は、図12で記憶した言葉を、後で再度選択してもらうことを表示している。
本ゲームの後、主に記憶(遅延再認)の認知機能を評価するための具体的なゲームを行うが、一度、記憶に関する本ゲームを意識からなくす必要があるため、次のゲームとして約60秒~90秒の所要時間である主に視空間認知の認知機能を評価する具体的なゲームを設定した。
主に記憶(即時再認)の認知機能を評価する具体的なゲームと主に記憶(遅延再認)の認知機能を評価する具体的なゲームの間に少なくとも1つのゲームを挿入させるが、その所要時間としては30秒~300秒が好ましく、60秒~120秒が更に好ましい。 FIG. 15 is a diagram showing a third screen of Problem Example 1 in this game. FIG. 15 shows that the words memorized in FIG. 12 are to be selected again later.
After this game, we will mainly play a specific game to evaluate the cognitive function of memory (delay recognition), but once we need to get rid of this game about memory, we will play about 60 seconds as the next game. We set up a specific game that mainly evaluates the cognitive function of visuospatial cognition, which takes about 90 seconds.
Insert at least one game between a specific game that mainly evaluates the cognitive function of memory (immediate recognition) and a specific game that mainly evaluates the cognitive function of memory (delayed recognition), but the time required. It is preferably 30 seconds to 300 seconds, more preferably 60 seconds to 120 seconds.
本ゲームの後、主に記憶(遅延再認)の認知機能を評価するための具体的なゲームを行うが、一度、記憶に関する本ゲームを意識からなくす必要があるため、次のゲームとして約60秒~90秒の所要時間である主に視空間認知の認知機能を評価する具体的なゲームを設定した。
主に記憶(即時再認)の認知機能を評価する具体的なゲームと主に記憶(遅延再認)の認知機能を評価する具体的なゲームの間に少なくとも1つのゲームを挿入させるが、その所要時間としては30秒~300秒が好ましく、60秒~120秒が更に好ましい。 FIG. 15 is a diagram showing a third screen of Problem Example 1 in this game. FIG. 15 shows that the words memorized in FIG. 12 are to be selected again later.
After this game, we will mainly play a specific game to evaluate the cognitive function of memory (delay recognition), but once we need to get rid of this game about memory, we will play about 60 seconds as the next game. We set up a specific game that mainly evaluates the cognitive function of visuospatial cognition, which takes about 90 seconds.
Insert at least one game between a specific game that mainly evaluates the cognitive function of memory (immediate recognition) and a specific game that mainly evaluates the cognitive function of memory (delayed recognition), but the time required. It is preferably 30 seconds to 300 seconds, more preferably 60 seconds to 120 seconds.
図15の画面で「次へ」を選択すると図16の画面が表示される。図16は、主に視空間認知の認知機能を評価するタスクに対応付けられた具体的なゲームの開始画面である。この開始画面において被検査者が「開始」を選択することで本ゲームが開始される。なお、本実施形態では、ゲームの開始に先立ち、ゲームのルール及び操作方法の説明を表示する。ゲームのルール及び操作方法の説明は、文字のみで行ってもよいし、文字及び音声で行ってもよいし、音声のみで行ってもよい。本ゲームでは、被検査者の本ゲームに対する理解度を揃えるために、本番の問題を出題する前に練習問題を出題する。操作ミス等の認知機能以外の要素による正解数や所要時間の変動を小さくすることで、測定結果の信頼性や再現性が高まると予想される。
When "Next" is selected on the screen of FIG. 15, the screen of FIG. 16 is displayed. FIG. 16 is a specific game start screen associated with a task that mainly evaluates the cognitive function of visuospatial cognition. This game is started when the inspected person selects "Start" on this start screen. In this embodiment, the explanation of the game rules and the operation method is displayed prior to the start of the game. The explanation of the rules and the operation method of the game may be given only by characters, may be given by letters and voice, or may be given only by voice. In this game, in order to make the inspected person's understanding of this game uniform, practice questions are given before the actual questions are given. It is expected that the reliability and reproducibility of the measurement results will be improved by reducing the fluctuations in the number of correct answers and the required time due to factors other than the cognitive function such as operation mistakes.
図16の画面で「開始」を選択すると図17の画面が表示される。図17は、主に視空間認知の認知機能を評価する具体的なゲームの練習問題例1の第1画面を示す図である。図17の画面で「スタート」を選択すると図18の画面が表示される。図18は、本ゲームの練習問題例1の第2画面を示す図である。図16の文章の説明に加えて、図18の画面で実際の問題画面上で直接回答の仕方を説明すること、問題回答を作業として経験することで、より理解度を揃える工夫をした。図18の画面で「回答開始」を選択すると図19の画面が表示される。図19は、本ゲームの練習問題例1の第3画面を示す図である。
図19の練習問題で、中央の図形を選択したときには、図20の画面を表示する。この図20の画面は、間違って、真ん中の図形を押したときに、まわりから選ぶように誘導する画面である。操作ミスをなくすことにより所要時間の変動を小さくすることで、測定結果の再現性が高まると予想される。 When "Start" is selected on the screen of FIG. 16, the screen of FIG. 17 is displayed. FIG. 17 is a diagram showing a first screen of a specific game practice problem example 1 that mainly evaluates the cognitive function of visuospatial cognition. When "Start" is selected on the screen of FIG. 17, the screen of FIG. 18 is displayed. FIG. 18 is a diagram showing a second screen of practice problem example 1 of this game. In addition to the explanation of the text in FIG. 16, the screen of FIG. 18 was used to explain how to answer directly on the actual question screen, and by experiencing the question answer as a task, the degree of understanding was further improved. When "Start answer" is selected on the screen of FIG. 18, the screen of FIG. 19 is displayed. FIG. 19 is a diagram showing a third screen of practice problem example 1 of this game.
When the central figure is selected in the exercise of FIG. 19, the screen of FIG. 20 is displayed. The screen of FIG. 20 is a screen that guides the user to select from the surroundings when the figure in the middle is pressed by mistake. It is expected that the reproducibility of the measurement results will be improved by reducing the fluctuation of the required time by eliminating the operation error.
図19の練習問題で、中央の図形を選択したときには、図20の画面を表示する。この図20の画面は、間違って、真ん中の図形を押したときに、まわりから選ぶように誘導する画面である。操作ミスをなくすことにより所要時間の変動を小さくすることで、測定結果の再現性が高まると予想される。 When "Start" is selected on the screen of FIG. 16, the screen of FIG. 17 is displayed. FIG. 17 is a diagram showing a first screen of a specific game practice problem example 1 that mainly evaluates the cognitive function of visuospatial cognition. When "Start" is selected on the screen of FIG. 17, the screen of FIG. 18 is displayed. FIG. 18 is a diagram showing a second screen of practice problem example 1 of this game. In addition to the explanation of the text in FIG. 16, the screen of FIG. 18 was used to explain how to answer directly on the actual question screen, and by experiencing the question answer as a task, the degree of understanding was further improved. When "Start answer" is selected on the screen of FIG. 18, the screen of FIG. 19 is displayed. FIG. 19 is a diagram showing a third screen of practice problem example 1 of this game.
When the central figure is selected in the exercise of FIG. 19, the screen of FIG. 20 is displayed. The screen of FIG. 20 is a screen that guides the user to select from the surroundings when the figure in the middle is pressed by mistake. It is expected that the reproducibility of the measurement results will be improved by reducing the fluctuation of the required time by eliminating the operation error.
図19の練習問題の回答を行うと図21の画面が表示される。図21は、再度練習問題を行うか、本番の問題に進むかを選択する、練習問題例1の第5画面を示す図である。一度では練習のやり方等を見逃したりした等で理解が不十分なときのために、繰り返しできるようにしている。ただし、検査時間を短くするために、3回の練習が限度とするなど、練習問題ができる回数に制限を設けてもよい。図21の画面で「もう一度練習する」を選択すると本ゲームの練習問題が表示される。図21の画面で「本番に進む」を選択すると、図22の画面が表示される。
図22は、本ゲームの本番問題例1の第1画面を示す図である。本番の問題では、主に視空間認識の機能の低下の程度を正確に捉えるために、問題の難度を段階的に設定し、全3題とした。第1問は難度が低い図形(即ち、互いに明らかに異なる図形)として3種類に固定し、その3種類からランダムに1種類が選択されて出題される。なお、選択肢の図形は6種が示される。第2問は難度が中程度の図形(即ち、互いに類似した図形)として3種類に固定し、その3種類からランダムに1種類が選択されて出題される。選択肢の図形としては6種が示される。第3問は難度が高い図形(即ち、互いに鏡像の図形を含む)として3種類に固定し、その3種類からランダムに1種類が選択されて出題される。選択肢としては6種類が示されるが、3通りの互いに鏡像の図形が含まれる。それぞれの問題において、各図形の回転角度は基準となる中央の図形に対して、120度または-120度に固定した。これらの問題設定や工夫により学習効果抑制と難易度の統一がなされることで、測定結果の正確性と再現性が高まると予想される。図22の画面で「スタート」を選択すると図23の画面が表示される。図23は、本ゲームの本番問題例1の第2画面を示す図である。
なお、各難易度の問題において、予めセットする図形の数は特に制限はないが、難易度をそろえるためには多すぎないほうが良く、好ましくは2~5種であり、更に好ましくは2~3種である。回答の際に選択肢として示される図形の数は4~10が好ましく5~8が更に好ましい。
また、選択すべき図形は、中央に示された図形に対する回転角度は、好ましくは-150°~-30°及び30°~150°、更に好ましくは-60°~-130°及び60°~130°であり、この範囲の中から回転角度は固定される。 When the exercise of FIG. 19 is answered, the screen of FIG. 21 is displayed. FIG. 21 is a diagram showing a fifth screen of practice question example 1 in which a player selects whether to perform a practice question again or proceed to a real question. It is possible to repeat it in case the understanding is insufficient due to overlooking the practice method etc. at one time. However, in order to shorten the examination time, a limit may be set on the number of exercises that can be done, such as a limit of three exercises. When "Practice again" is selected on the screen of FIG. 21, the exercises of this game are displayed. When "Proceed to production" is selected on the screen of FIG. 21, the screen of FIG. 22 is displayed.
FIG. 22 is a diagram showing a first screen of a production problem example 1 of this game. In the actual problem, the difficulty level of the problem was set step by step, and all three problems were set, mainly in order to accurately grasp the degree of deterioration of the visual space recognition function. The first question is fixed to three types as low-difficulty figures (that is, figures that are clearly different from each other), and one type is randomly selected from the three types to be asked. In addition, 6 kinds of figures of choice are shown. The second question is fixed to three types of figures with medium difficulty (that is, figures similar to each other), and one type is randomly selected from the three types to be asked. Six types of figures are shown as choices. The third question is fixed to three types of figures with high difficulty (that is, including figures that are mirror images of each other), and one type is randomly selected from the three types to be asked. Six types are shown as options, but three types of mirror images of each other are included. In each problem, the rotation angle of each figure was fixed at 120 degrees or -120 degrees with respect to the reference central figure. It is expected that the accuracy and reproducibility of the measurement results will be improved by suppressing the learning effect and unifying the difficulty level by setting and devising these problems. When "Start" is selected on the screen of FIG. 22, the screen of FIG. 23 is displayed. FIG. 23 is a diagram showing a second screen of the actual problem example 1 of this game.
In the problem of each difficulty level, the number of figures to be set in advance is not particularly limited, but it is better not to be too large in order to make the difficulty levels uniform, preferably 2 to 5 types, and further preferably 2 to 3 types. It is a seed. The number of figures shown as options in the answer is preferably 4 to 10, and more preferably 5 to 8.
In addition, the figure to be selected has a rotation angle of preferably −150 ° to −30 ° and 30 ° to 150 °, more preferably −60 ° to −130 ° and 60 ° to 130 with respect to the figure shown in the center. °, and the rotation angle is fixed within this range.
図22は、本ゲームの本番問題例1の第1画面を示す図である。本番の問題では、主に視空間認識の機能の低下の程度を正確に捉えるために、問題の難度を段階的に設定し、全3題とした。第1問は難度が低い図形(即ち、互いに明らかに異なる図形)として3種類に固定し、その3種類からランダムに1種類が選択されて出題される。なお、選択肢の図形は6種が示される。第2問は難度が中程度の図形(即ち、互いに類似した図形)として3種類に固定し、その3種類からランダムに1種類が選択されて出題される。選択肢の図形としては6種が示される。第3問は難度が高い図形(即ち、互いに鏡像の図形を含む)として3種類に固定し、その3種類からランダムに1種類が選択されて出題される。選択肢としては6種類が示されるが、3通りの互いに鏡像の図形が含まれる。それぞれの問題において、各図形の回転角度は基準となる中央の図形に対して、120度または-120度に固定した。これらの問題設定や工夫により学習効果抑制と難易度の統一がなされることで、測定結果の正確性と再現性が高まると予想される。図22の画面で「スタート」を選択すると図23の画面が表示される。図23は、本ゲームの本番問題例1の第2画面を示す図である。
なお、各難易度の問題において、予めセットする図形の数は特に制限はないが、難易度をそろえるためには多すぎないほうが良く、好ましくは2~5種であり、更に好ましくは2~3種である。回答の際に選択肢として示される図形の数は4~10が好ましく5~8が更に好ましい。
また、選択すべき図形は、中央に示された図形に対する回転角度は、好ましくは-150°~-30°及び30°~150°、更に好ましくは-60°~-130°及び60°~130°であり、この範囲の中から回転角度は固定される。 When the exercise of FIG. 19 is answered, the screen of FIG. 21 is displayed. FIG. 21 is a diagram showing a fifth screen of practice question example 1 in which a player selects whether to perform a practice question again or proceed to a real question. It is possible to repeat it in case the understanding is insufficient due to overlooking the practice method etc. at one time. However, in order to shorten the examination time, a limit may be set on the number of exercises that can be done, such as a limit of three exercises. When "Practice again" is selected on the screen of FIG. 21, the exercises of this game are displayed. When "Proceed to production" is selected on the screen of FIG. 21, the screen of FIG. 22 is displayed.
FIG. 22 is a diagram showing a first screen of a production problem example 1 of this game. In the actual problem, the difficulty level of the problem was set step by step, and all three problems were set, mainly in order to accurately grasp the degree of deterioration of the visual space recognition function. The first question is fixed to three types as low-difficulty figures (that is, figures that are clearly different from each other), and one type is randomly selected from the three types to be asked. In addition, 6 kinds of figures of choice are shown. The second question is fixed to three types of figures with medium difficulty (that is, figures similar to each other), and one type is randomly selected from the three types to be asked. Six types of figures are shown as choices. The third question is fixed to three types of figures with high difficulty (that is, including figures that are mirror images of each other), and one type is randomly selected from the three types to be asked. Six types are shown as options, but three types of mirror images of each other are included. In each problem, the rotation angle of each figure was fixed at 120 degrees or -120 degrees with respect to the reference central figure. It is expected that the accuracy and reproducibility of the measurement results will be improved by suppressing the learning effect and unifying the difficulty level by setting and devising these problems. When "Start" is selected on the screen of FIG. 22, the screen of FIG. 23 is displayed. FIG. 23 is a diagram showing a second screen of the actual problem example 1 of this game.
In the problem of each difficulty level, the number of figures to be set in advance is not particularly limited, but it is better not to be too large in order to make the difficulty levels uniform, preferably 2 to 5 types, and further preferably 2 to 3 types. It is a seed. The number of figures shown as options in the answer is preferably 4 to 10, and more preferably 5 to 8.
In addition, the figure to be selected has a rotation angle of preferably −150 ° to −30 ° and 30 ° to 150 °, more preferably −60 ° to −130 ° and 60 ° to 130 with respect to the figure shown in the center. °, and the rotation angle is fixed within this range.
図23の問題の回答を行うと図24の画面が表示される。図24は、主に記憶(遅延再認)の認知機能を評価するタスクに対応付けられた具体的なゲームの開始画面である。この開始画面において被検査者が開始を選択することで本ゲームが開始される。なお、本実施形態では、ゲームの開始に先立ち、ゲームのルール及び操作方法の説明を表示する。
主に記憶(遅延再認)の認知機能を評価する具体的なゲームの構成は、主に記憶(即時再認)の認知機能を評価する具体的なゲームの構成と同じであり、前述の主に記憶(即時再認)の認知機能を評価する具体的なゲームで記憶した同じ言葉を回答するものである。 When the question of FIG. 23 is answered, the screen of FIG. 24 is displayed. FIG. 24 is a specific game start screen associated with a task that mainly evaluates the cognitive function of memory (delayed recognition). This game is started when the person to be inspected selects to start on this start screen. In this embodiment, the explanation of the game rules and the operation method is displayed prior to the start of the game.
The specific game configuration that mainly evaluates the cognitive function of memory (delayed recognition) is the same as the specific game configuration that mainly evaluates the cognitive function of memory (immediate recognition), and is mainly the above-mentioned memory. It answers the same words memorized in a specific game that evaluates the cognitive function of (immediate recognition).
主に記憶(遅延再認)の認知機能を評価する具体的なゲームの構成は、主に記憶(即時再認)の認知機能を評価する具体的なゲームの構成と同じであり、前述の主に記憶(即時再認)の認知機能を評価する具体的なゲームで記憶した同じ言葉を回答するものである。 When the question of FIG. 23 is answered, the screen of FIG. 24 is displayed. FIG. 24 is a specific game start screen associated with a task that mainly evaluates the cognitive function of memory (delayed recognition). This game is started when the person to be inspected selects to start on this start screen. In this embodiment, the explanation of the game rules and the operation method is displayed prior to the start of the game.
The specific game configuration that mainly evaluates the cognitive function of memory (delayed recognition) is the same as the specific game configuration that mainly evaluates the cognitive function of memory (immediate recognition), and is mainly the above-mentioned memory. It answers the same words memorized in a specific game that evaluates the cognitive function of (immediate recognition).
図24の画面で「開始」を選択すると図25の画面が表示される。図25は、このゲームの問題例1の第1画面を示す図である。図25は、図12で記憶した言葉を選択する問題を表示している。記憶する1グループ(6単語)とは異なる1グループを、残りの3グループからランダムに選択し、併せた12単語を表示する。12単語の表示においては、正解単語と不正解単語がそれぞれ近傍に偏って表示されないように、かつ、「カタカナ」3単語または「ひらがな」3単語が近傍に偏って表示されないように、8種類の表示パターンに固定し、それらからランダムに表示するようにした。これらの問題設定や工夫により学習効果の抑制と難易度の統一がなされることで、測定結果の正確性と再現性が高まると予想される。
被検査者が12単語から6単語を選ぶ際には6単語しか選択できないようにした(7単語以上は選択できない)。この工夫により、得点計算の再現性が高まると予想される。 When "Start" is selected on the screen of FIG. 24, the screen of FIG. 25 is displayed. FIG. 25 is a diagram showing a first screen of problem example 1 of this game. FIG. 25 shows the problem of selecting the words memorized in FIG. One group different from the one group (6 words) to be memorized is randomly selected from the remaining 3 groups, and a total of 12 words are displayed. In the display of 12 words, there are 8 types so that the correct and incorrect words are not displayed in the vicinity and the 3 words "Katakana" or "Hiragana" are not displayed in the vicinity. It was fixed to the display pattern and displayed randomly from them. It is expected that the accuracy and reproducibility of the measurement results will be improved by suppressing the learning effect and unifying the difficulty level by setting and devising these problems.
When the subject selects 6 words from 12 words, only 6 words can be selected (7 words or more cannot be selected). It is expected that this device will improve the reproducibility of score calculation.
被検査者が12単語から6単語を選ぶ際には6単語しか選択できないようにした(7単語以上は選択できない)。この工夫により、得点計算の再現性が高まると予想される。 When "Start" is selected on the screen of FIG. 24, the screen of FIG. 25 is displayed. FIG. 25 is a diagram showing a first screen of problem example 1 of this game. FIG. 25 shows the problem of selecting the words memorized in FIG. One group different from the one group (6 words) to be memorized is randomly selected from the remaining 3 groups, and a total of 12 words are displayed. In the display of 12 words, there are 8 types so that the correct and incorrect words are not displayed in the vicinity and the 3 words "Katakana" or "Hiragana" are not displayed in the vicinity. It was fixed to the display pattern and displayed randomly from them. It is expected that the accuracy and reproducibility of the measurement results will be improved by suppressing the learning effect and unifying the difficulty level by setting and devising these problems.
When the subject selects 6 words from 12 words, only 6 words can be selected (7 words or more cannot be selected). It is expected that this device will improve the reproducibility of score calculation.
図25の問題の回答を行うと図26の画面が表示される。図26は、主に記憶(ワーキングメモリ/短期記憶)の認知機能を評価するタスクに対応付けられた具体的なゲームの開始画面である。この開始画面において被検査者が「開始」を選択することで本ゲームが開始される。なお、本実施形態では、本ゲームの開始に先立ち、ゲームのルール及び操作方法の説明を表示する。 ゲームのルール及び操作方法の説明は、文字のみで行ってもよいし、文字及び音声で行ってもよいし、音声のみで行ってもよい。本ゲームでは、被検査者のタスクに対する理解度を揃えるために、本番の問題を出題する前に練習問題を出題する。操作ミス等の認知機能以外の要素による正解数や所要時間の変動を小さくすることで、測定結果の信頼性や再現性が高まると予想される。
When the question in FIG. 25 is answered, the screen in FIG. 26 is displayed. FIG. 26 is a specific game start screen associated with a task that mainly evaluates the cognitive function of memory (working memory / short-term memory). This game is started when the inspected person selects "Start" on this start screen. In the present embodiment, prior to the start of the game, a description of the rules and operation method of the game is displayed. The explanation of the rules and operation method of the game may be given only by letters, may be given by letters and voice, or may be given only by voice. In this game, exercises are given before the actual questions are given in order to have the same level of understanding of the subject's tasks. It is expected that the reliability and reproducibility of the measurement results will be improved by reducing the fluctuations in the number of correct answers and the required time due to factors other than the cognitive function such as operation mistakes.
図26の画面で「開始」を選択すると図27の画面が表示される。図27は、主に記憶(ワーキングメモリ/短期記憶)の認知機能を評価する具体的なゲームの練習問題例1の第1画面を示す図である。図27の画面で「スタート」を選択すると図28の画面が表示される。図28は、本ゲームの練習問題例1の第2画面を示す図である。操作することなく、図29が表示される。図29は、本ゲームの練習問題例1の第3画面を示す図である。図26の文章の説明に加えて、図29の画面で実際の問題画面上で直接回答の仕方を説明すること、問題回答を作業として経験することで、より理解度を上げる工夫をした。図29の画面で「回答開始」を選択すると図30の画面が表示される。この「回答開始」ボタンを設定することで、回答開始のタイミングを明示し、誤操作を防ぐ工夫をした。図30は本ゲームの練習問題例1の第4画面を示す図である。
When "Start" is selected on the screen of FIG. 26, the screen of FIG. 27 is displayed. FIG. 27 is a diagram showing a first screen of a specific game practice problem example 1 that mainly evaluates the cognitive function of memory (working memory / short-term memory). When "Start" is selected on the screen of FIG. 27, the screen of FIG. 28 is displayed. FIG. 28 is a diagram showing a second screen of practice problem example 1 of this game. FIG. 29 is displayed without any operation. FIG. 29 is a diagram showing a third screen of practice problem example 1 of this game. In addition to the explanation of the text in FIG. 26, the screen of FIG. 29 was used to explain how to answer directly on the actual question screen, and by experiencing the question answer as a task, the degree of understanding was further improved. When "Start answer" is selected on the screen of FIG. 29, the screen of FIG. 30 is displayed. By setting this "start answer" button, the timing of the start of the answer was clarified and a device was devised to prevent erroneous operation. FIG. 30 is a diagram showing a fourth screen of practice problem example 1 of this game.
図30の練習問題の回答を行うと図31の画面が表示される。図31は、再度練習問題を行うか、本番の問題に進むかを選択する、練習問題例1の第5画面を示す図である。一度では練習のやり方等を見逃したりした等で理解が不十分なときのために、繰り返しできるようにしている。ただし、検査時間を短くするために、3回の練習が限度とするなど、練習問題ができる回数に制限を設けてもよい。図31の画面で「もう一度練習する」を選択すると本ゲームの練習問題が表示される。図31の画面で「本番に進む」を選択すると、図32の画面が表示される。
図32は、本ゲームの本番問題例1の第1画面を示す図である。本番の問題では、主に記憶(ワーキングメモリ/短期記憶)の認知機能の低下の程度を正確に捉えるために、問題の難度を段階的に設定し、全3題とした。題数としては2~5問が好ましく、3~4問がさらに好ましい。各問題において、点滅数は2~10が好ましく3~8が更に好ましい。また、問題が進むにつれ点滅数を多くすることが好ましい。
典型的には、第1問は難度が低い点滅数として3に固定し、点滅のパターンは同じ難度レベルである4種類からランダムに1種類が選択されて出題される。なお、同じ難度とするためには、図30に示されるように4つのライトがある場合は、一つの点滅パターンに対して、回転対象(0°、90°、180°、270°)及び、それぞれの鏡像の8つのパターンが存在する。この8つのパターンから適宜選択し予めシステムにセットされる。
第2問は難度が中程度の点滅数として4に固定し、点滅のパターンは同じ難度レベルである4種類からランダムに1種類が選択されて出題される。第3問は難度が高い点滅数として5に固定し、点滅のパターンは同じ難度レベルである4種類からランダムに1種類が選択されて出題される。それぞれの問題の回答において、途中で間違えていたとしても、間違えた時点で回答が終了することなく、最後まで回答できる設定にし、実施者の回答数を揃えた。これらの問題設定や工夫により測定結果および得点計算の再現性が高まると予想される。
また、別の典型例としては、第1問は難度が低い点滅数として3に固定し、点滅のパターンは同じ難度レベルである4種類からランダムに1種類が選択されて出題される。なお、同じ難度とするためには、図29に示されるように4つのライトがある場合は、一つの点滅パターンに対して、回転対象(0°、90°、180°、270°)及び、それぞれの鏡像の8つのパターンが存在する。この8つのパターンから適宜選択し予めシステムにセットされる。第1問で正解した場合は、第2問は難度が中程度の点滅数として4とし、点滅のパターンは同じ難度レベルである4種類からランダムに1種類が選択されて出題される。第1問で不正解の場合は、再度、同じ難度であり難度が低い点滅数として3が出題される。同様に、正解した場合、次の問題では、前の問題から点滅数が一つ増え、不正解の場合は、次の問題では、前の問題と同じ点滅数が出題される。これにより、全3問の点滅数のパターンとしては、3-3-3、3-3-4、3-4-4、3-4-5の組み合わせの中から選択される。なお、正解に伴い増える点滅数は特に制限はないが、記憶(ワーキングメモリ/短期記憶)の認知機能の低下を鋭敏に捉えるためには多すぎないほうが良く、好ましくは1~4であり、更に好ましくは1~2である。それぞれの問題の回答において、途中で間違えていたとしても、間違えた時点で回答が終了することなく、最後まで回答できる設定にし、実施者の回答数を揃えた。これらの問題設定や工夫により測定結果の正確性や再現性が高まると予想される。図32の画面で「スタート」を選択するとこのゲームの問題が表示される。本ゲームの本番問題の図示は、練習問題と同じため省略する。 When the exercise of FIG. 30 is answered, the screen of FIG. 31 is displayed. FIG. 31 is a diagram showing a fifth screen ofExercise 1 Example 1, in which the user selects whether to perform the exercise again or proceed to the actual exercise. It is possible to repeat it in case the understanding is insufficient due to overlooking the practice method etc. at one time. However, in order to shorten the examination time, a limit may be set on the number of exercises that can be done, such as a limit of three exercises. When "Practice again" is selected on the screen of FIG. 31, the exercises of this game are displayed. When "Proceed to production" is selected on the screen of FIG. 31, the screen of FIG. 32 is displayed.
FIG. 32 is a diagram showing a first screen of a production problem example 1 of this game. In the actual problem, the difficulty level of the problem was set step by step in order to accurately grasp the degree of deterioration of the cognitive function of the memory (working memory / short-term memory), and all three problems were set. The number of questions is preferably 2 to 5 questions, and more preferably 3 to 4 questions. In each problem, the number of blinks is preferably 2 to 10, and more preferably 3 to 8. Also, it is preferable to increase the number of blinks as the problem progresses.
Typically, the first question is fixed to 3 as the number of blinks with a low difficulty level, and one type of blinking pattern is randomly selected from four types having the same difficulty level. In order to make the same difficulty, when there are four lights as shown in FIG. 30, the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target for one blinking pattern, and There are eight patterns of each mirror image. It is appropriately selected from these eight patterns and set in the system in advance.
The second question is fixed at 4 as the number of blinks with a medium difficulty level, and one type of blinking pattern is randomly selected from the four types having the same difficulty level. The third question is fixed at 5 as the number of blinks with a high degree of difficulty, and one type of blinking pattern is randomly selected from four types having the same difficulty level. Even if you make a mistake in the answer to each question, the answer is set so that you can answer until the end without ending the answer at the time of the mistake, and the number of answers by the implementers is the same. It is expected that the reproducibility of measurement results and score calculation will be improved by setting and devising these problems.
Further, as another typical example, the first question is fixed to 3 as the number of blinks with a low difficulty level, and one type of blinking pattern is randomly selected from four types having the same difficulty level. In order to make the same difficulty, when there are four lights as shown in FIG. 29, the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target for one blinking pattern, and There are eight patterns of each mirror image. It is appropriately selected from these eight patterns and set in the system in advance. If the answer is correct in the first question, the second question is set to 4 as the number of blinks with a medium difficulty level, and one type of blinking pattern is randomly selected from four types having the same difficulty level. If the first question is incorrect, 3 will be asked again as the number of blinks with the same difficulty and lower difficulty. Similarly, if the answer is correct, the number of blinks will increase by one from the previous question in the next question, and if the answer is incorrect, the number of blinks will be the same as in the previous question in the next question. As a result, the pattern of the number of blinks of all three questions is selected from the combination of 3-3-3, 3-3-4, 3-4-4, and 3-4-5. The number of blinks that increases with the correct answer is not particularly limited, but it is better not to be too large in order to sensitively grasp the deterioration of the cognitive function of memory (working memory / short-term memory), preferably 1 to 4, and further. It is preferably 1 to 2. Even if you make a mistake in the answer to each question, the answer is set so that you can answer until the end without ending the answer at the time of the mistake, and the number of answers by the implementers is the same. It is expected that the accuracy and reproducibility of measurement results will be improved by setting and devising these problems. If you select "Start" on the screen of FIG. 32, problems with this game will be displayed. The illustration of the actual question of this game is omitted because it is the same as the practice question.
図32は、本ゲームの本番問題例1の第1画面を示す図である。本番の問題では、主に記憶(ワーキングメモリ/短期記憶)の認知機能の低下の程度を正確に捉えるために、問題の難度を段階的に設定し、全3題とした。題数としては2~5問が好ましく、3~4問がさらに好ましい。各問題において、点滅数は2~10が好ましく3~8が更に好ましい。また、問題が進むにつれ点滅数を多くすることが好ましい。
典型的には、第1問は難度が低い点滅数として3に固定し、点滅のパターンは同じ難度レベルである4種類からランダムに1種類が選択されて出題される。なお、同じ難度とするためには、図30に示されるように4つのライトがある場合は、一つの点滅パターンに対して、回転対象(0°、90°、180°、270°)及び、それぞれの鏡像の8つのパターンが存在する。この8つのパターンから適宜選択し予めシステムにセットされる。
第2問は難度が中程度の点滅数として4に固定し、点滅のパターンは同じ難度レベルである4種類からランダムに1種類が選択されて出題される。第3問は難度が高い点滅数として5に固定し、点滅のパターンは同じ難度レベルである4種類からランダムに1種類が選択されて出題される。それぞれの問題の回答において、途中で間違えていたとしても、間違えた時点で回答が終了することなく、最後まで回答できる設定にし、実施者の回答数を揃えた。これらの問題設定や工夫により測定結果および得点計算の再現性が高まると予想される。
また、別の典型例としては、第1問は難度が低い点滅数として3に固定し、点滅のパターンは同じ難度レベルである4種類からランダムに1種類が選択されて出題される。なお、同じ難度とするためには、図29に示されるように4つのライトがある場合は、一つの点滅パターンに対して、回転対象(0°、90°、180°、270°)及び、それぞれの鏡像の8つのパターンが存在する。この8つのパターンから適宜選択し予めシステムにセットされる。第1問で正解した場合は、第2問は難度が中程度の点滅数として4とし、点滅のパターンは同じ難度レベルである4種類からランダムに1種類が選択されて出題される。第1問で不正解の場合は、再度、同じ難度であり難度が低い点滅数として3が出題される。同様に、正解した場合、次の問題では、前の問題から点滅数が一つ増え、不正解の場合は、次の問題では、前の問題と同じ点滅数が出題される。これにより、全3問の点滅数のパターンとしては、3-3-3、3-3-4、3-4-4、3-4-5の組み合わせの中から選択される。なお、正解に伴い増える点滅数は特に制限はないが、記憶(ワーキングメモリ/短期記憶)の認知機能の低下を鋭敏に捉えるためには多すぎないほうが良く、好ましくは1~4であり、更に好ましくは1~2である。それぞれの問題の回答において、途中で間違えていたとしても、間違えた時点で回答が終了することなく、最後まで回答できる設定にし、実施者の回答数を揃えた。これらの問題設定や工夫により測定結果の正確性や再現性が高まると予想される。図32の画面で「スタート」を選択するとこのゲームの問題が表示される。本ゲームの本番問題の図示は、練習問題と同じため省略する。 When the exercise of FIG. 30 is answered, the screen of FIG. 31 is displayed. FIG. 31 is a diagram showing a fifth screen of
FIG. 32 is a diagram showing a first screen of a production problem example 1 of this game. In the actual problem, the difficulty level of the problem was set step by step in order to accurately grasp the degree of deterioration of the cognitive function of the memory (working memory / short-term memory), and all three problems were set. The number of questions is preferably 2 to 5 questions, and more preferably 3 to 4 questions. In each problem, the number of blinks is preferably 2 to 10, and more preferably 3 to 8. Also, it is preferable to increase the number of blinks as the problem progresses.
Typically, the first question is fixed to 3 as the number of blinks with a low difficulty level, and one type of blinking pattern is randomly selected from four types having the same difficulty level. In order to make the same difficulty, when there are four lights as shown in FIG. 30, the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target for one blinking pattern, and There are eight patterns of each mirror image. It is appropriately selected from these eight patterns and set in the system in advance.
The second question is fixed at 4 as the number of blinks with a medium difficulty level, and one type of blinking pattern is randomly selected from the four types having the same difficulty level. The third question is fixed at 5 as the number of blinks with a high degree of difficulty, and one type of blinking pattern is randomly selected from four types having the same difficulty level. Even if you make a mistake in the answer to each question, the answer is set so that you can answer until the end without ending the answer at the time of the mistake, and the number of answers by the implementers is the same. It is expected that the reproducibility of measurement results and score calculation will be improved by setting and devising these problems.
Further, as another typical example, the first question is fixed to 3 as the number of blinks with a low difficulty level, and one type of blinking pattern is randomly selected from four types having the same difficulty level. In order to make the same difficulty, when there are four lights as shown in FIG. 29, the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target (0 °, 90 °, 180 °, 270 °) and the rotation target for one blinking pattern, and There are eight patterns of each mirror image. It is appropriately selected from these eight patterns and set in the system in advance. If the answer is correct in the first question, the second question is set to 4 as the number of blinks with a medium difficulty level, and one type of blinking pattern is randomly selected from four types having the same difficulty level. If the first question is incorrect, 3 will be asked again as the number of blinks with the same difficulty and lower difficulty. Similarly, if the answer is correct, the number of blinks will increase by one from the previous question in the next question, and if the answer is incorrect, the number of blinks will be the same as in the previous question in the next question. As a result, the pattern of the number of blinks of all three questions is selected from the combination of 3-3-3, 3-3-4, 3-4-4, and 3-4-5. The number of blinks that increases with the correct answer is not particularly limited, but it is better not to be too large in order to sensitively grasp the deterioration of the cognitive function of memory (working memory / short-term memory), preferably 1 to 4, and further. It is preferably 1 to 2. Even if you make a mistake in the answer to each question, the answer is set so that you can answer until the end without ending the answer at the time of the mistake, and the number of answers by the implementers is the same. It is expected that the accuracy and reproducibility of measurement results will be improved by setting and devising these problems. If you select "Start" on the screen of FIG. 32, problems with this game will be displayed. The illustration of the actual question of this game is omitted because it is the same as the practice question.
本ゲームの問題の回答を行うと図33の画面が表示される。図33は、主に注意の認知機能を評価するタスクに対応付けられた具体的なゲームの開始画面である。この開始画面において被検査者が「開始」を選択することで本ゲームが開始される。なお、本実施形態では、本ゲームの開始に先立ち、ゲームのルール及び操作方法の説明を表示する。ゲームのルール及び操作方法の説明は、文字のみで行ってもよいし、文字及び音声で行ってもよいし、音声のみで行ってもよい。本ゲームでは、被検査者のタスクに対する理解度を揃えるために、本番の問題を出題する前に練習問題を出題する。操作ミス等の認知機能以外の要素による正解数や所要時間の変動を小さくすることで、測定結果の信頼性や再現性が高まると予想される。
When you answer the question of this game, the screen of FIG. 33 is displayed. FIG. 33 is a specific game start screen associated with a task that mainly evaluates the cognitive function of attention. This game is started when the inspected person selects "Start" on this start screen. In the present embodiment, prior to the start of the game, a description of the rules and operation method of the game is displayed. The explanation of the rules and the operation method of the game may be given only by characters, may be given by letters and voice, or may be given only by voice. In this game, exercises are given before the actual questions are given in order to have the same level of understanding of the subject's tasks. It is expected that the reliability and reproducibility of the measurement results will be improved by reducing the fluctuations in the number of correct answers and the required time due to factors other than the cognitive function such as operation mistakes.
図33の画面で「開始」を選択すると図34の画面が表示される。図34は、主に注意の認知機能を評価する具体的なゲームの練習問題例1の第1画面を示す図である。図34の画面で「スタート」を選択すると図35の画面が表示される。図35は、本ゲームの練習問題例1の第2画面を示す図である。丸数字の1から丸数字の2の間に点線を付けることで、最初の操作を誘導し、理解を促す工夫をした。また、正しい順番で進んでいない場合、「×」を表示して間違いであることを明示するとともに、正しい順番でのみ進めるようにすることにより、誤操作を防ぐ工夫をした。問題回答を作業として経験することで、理解を揃える工夫をした。
When "Start" is selected on the screen of FIG. 33, the screen of FIG. 34 is displayed. FIG. 34 is a diagram showing a first screen of a specific game practice problem example 1 that mainly evaluates the cognitive function of attention. When "Start" is selected on the screen of FIG. 34, the screen of FIG. 35 is displayed. FIG. 35 is a diagram showing a second screen of practice problem example 1 of this game. By adding a dotted line between the circled numbers 1 and the circled numbers 2, we have devised a way to guide the first operation and promote understanding. In addition, if the progress is not in the correct order, an "x" is displayed to clearly indicate that it is a mistake, and by proceeding only in the correct order, a device to prevent erroneous operation was devised. By experiencing the question and answer as a work, I devised a way to align the understanding.
図35の練習問題の回答を行うと図36の画面が表示される。図36は、再度練習問題を行うか、本番の問題に進むかを選択する、練習問題例1の第3画面を示す図である。一度では練習のやり方等を見逃したりした等で理解が不十分なときのために、繰り返しできるようにしている。ただし、検査時間を短くするために、3回の練習が限度とするなど、練習問題ができる回数に制限を設けてもよい。図36の画面で「もう一度練習する」を選択するとこのゲームの練習問題が表示される。図36の画面で「本番に進む」を選択すると、図37の画面が表示される。
図37は、本ゲームの本番問題例1の第1画面を示す図である。このゲームは、〇の中に文字や数字が書かれており(以下、これを「玉」と称する)、この玉を順番に繋いでいくものである。本ゲームにおいて玉に用いられる記号は、五十音(平仮名または片仮名)アルファベット、数字(アラビア数字、ローマ数字等)のように、誰もがその昇順を理解しているものが挙げられる。本番の問題では、主に注意の認知機能の低下の程度を正確に捉えるために、問題の難度を段階的に設定し、全3題とした。第1問は難度が低い問題として、線で繋いでいく玉の個数を10、かつ、出題内容は「1→2→3→4→5→」とする『数字』の順番に固定し、玉の配置パターンは同じ難度レベルである4種類からランダムに1種類が選択されて出題される。なお、同じ難度のパターンとしては、典型的には回転対象(0°、90°、180°、270°)及びその鏡像の8通りのパターンが典型的であるが、回転対象の角度を制限しなければ、それ以上のパターンが存在する。これらのパターンの中からいくつか適宜選択して予めシステムにセットされる。第2問は難度が中程度の問題として、線で繋いでいく玉の個数を14、かつ、出題内容は「あ→い→う→え→お→」とする『ひらがな』の順番に固定し、玉の配置パターンは同じ難度レベルである4種類からランダムに1種類が選択されて出題される。第3問は難度が問題として、線で繋いでいく玉の個数を14、かつ、出題内容は「1→あ→2→い→3→」とする『数字』と『ひらがな』の交互に固定し、玉の配置パターンは同じ難度レベルである4種類からランダムに1種類が選択されて出題される。これらの問題設定や工夫により学習効果抑制と難易度の統一がなされることで、測定結果の正確性と再現性が高まると予想される。
線で繋いでいく玉の個数としては、好ましくは5~30個、更に好ましくは7~20個である。
図37の画面で「スタート」を選択すると本ゲームの問題が表示される。図38は、本ゲームの本番問題例1の第1画面を示す図である。図39は、本ゲームの本番問題例2(図38とは異なる問題例)の第1画面を示す図である。 When the exercise of FIG. 35 is answered, the screen of FIG. 36 is displayed. FIG. 36 is a diagram showing a third screen ofExercise 1 Example 1, in which the user selects whether to perform the exercise again or proceed to the actual exercise. It is possible to repeat it in case the understanding is insufficient due to overlooking the practice method etc. at one time. However, in order to shorten the examination time, a limit may be set on the number of exercises that can be done, such as a limit of three exercises. When "Practice again" is selected on the screen of FIG. 36, the exercises of this game are displayed. When "Proceed to production" is selected on the screen of FIG. 36, the screen of FIG. 37 is displayed.
FIG. 37 is a diagram showing a first screen of a production problem example 1 of this game. In this game, letters and numbers are written in 〇 (hereinafter referred to as "balls"), and these balls are connected in order. Symbols used for balls in this game include those that everyone understands the ascending order, such as the Japanese syllabary (hiragana or katakana) alphabet and numbers (Arabic numerals, Roman numerals, etc.). In the actual problem, the difficulty level of the problem was set step by step, mainly in order to accurately grasp the degree of deterioration of the cognitive function of attention, and all three problems were set. The first question is a low-difficulty problem, where the number of balls connected by a line is 10 and the questions are fixed in the order of "numbers" such as "1 → 2 → 3 → 4 → 5 →". As for the arrangement pattern of, one type is randomly selected from four types having the same difficulty level and the question is given. As a pattern of the same difficulty, eight patterns of a rotation target (0 °, 90 °, 180 °, 270 °) and a mirror image thereof are typical, but the angle of the rotation target is limited. If not, there are more patterns. Some of these patterns are appropriately selected and preset in the system. The second question is a medium difficulty problem, and the number of balls connected by a line is fixed to 14 and the question content is fixed in the order of "Hiragana" with "A → I → U → E → O →". , One type of ball placement pattern is randomly selected from four types with the same difficulty level. In the third question, the difficulty is a problem, the number of balls connected by a line is 14, and the question content is fixed alternately as "number" and "hiragana" with "1 → a → 2 → i → 3 →". However, one of the four ball placement patterns with the same difficulty level is randomly selected and set. It is expected that the accuracy and reproducibility of the measurement results will be improved by suppressing the learning effect and unifying the difficulty level by setting and devising these problems.
The number of balls connected by a line is preferably 5 to 30, and more preferably 7 to 20.
When "Start" is selected on the screen of FIG. 37, the problem of this game is displayed. FIG. 38 is a diagram showing a first screen of a production problem example 1 of this game. FIG. 39 is a diagram showing a first screen of a production problem example 2 (problem example different from FIG. 38) of this game.
図37は、本ゲームの本番問題例1の第1画面を示す図である。このゲームは、〇の中に文字や数字が書かれており(以下、これを「玉」と称する)、この玉を順番に繋いでいくものである。本ゲームにおいて玉に用いられる記号は、五十音(平仮名または片仮名)アルファベット、数字(アラビア数字、ローマ数字等)のように、誰もがその昇順を理解しているものが挙げられる。本番の問題では、主に注意の認知機能の低下の程度を正確に捉えるために、問題の難度を段階的に設定し、全3題とした。第1問は難度が低い問題として、線で繋いでいく玉の個数を10、かつ、出題内容は「1→2→3→4→5→」とする『数字』の順番に固定し、玉の配置パターンは同じ難度レベルである4種類からランダムに1種類が選択されて出題される。なお、同じ難度のパターンとしては、典型的には回転対象(0°、90°、180°、270°)及びその鏡像の8通りのパターンが典型的であるが、回転対象の角度を制限しなければ、それ以上のパターンが存在する。これらのパターンの中からいくつか適宜選択して予めシステムにセットされる。第2問は難度が中程度の問題として、線で繋いでいく玉の個数を14、かつ、出題内容は「あ→い→う→え→お→」とする『ひらがな』の順番に固定し、玉の配置パターンは同じ難度レベルである4種類からランダムに1種類が選択されて出題される。第3問は難度が問題として、線で繋いでいく玉の個数を14、かつ、出題内容は「1→あ→2→い→3→」とする『数字』と『ひらがな』の交互に固定し、玉の配置パターンは同じ難度レベルである4種類からランダムに1種類が選択されて出題される。これらの問題設定や工夫により学習効果抑制と難易度の統一がなされることで、測定結果の正確性と再現性が高まると予想される。
線で繋いでいく玉の個数としては、好ましくは5~30個、更に好ましくは7~20個である。
図37の画面で「スタート」を選択すると本ゲームの問題が表示される。図38は、本ゲームの本番問題例1の第1画面を示す図である。図39は、本ゲームの本番問題例2(図38とは異なる問題例)の第1画面を示す図である。 When the exercise of FIG. 35 is answered, the screen of FIG. 36 is displayed. FIG. 36 is a diagram showing a third screen of
FIG. 37 is a diagram showing a first screen of a production problem example 1 of this game. In this game, letters and numbers are written in 〇 (hereinafter referred to as "balls"), and these balls are connected in order. Symbols used for balls in this game include those that everyone understands the ascending order, such as the Japanese syllabary (hiragana or katakana) alphabet and numbers (Arabic numerals, Roman numerals, etc.). In the actual problem, the difficulty level of the problem was set step by step, mainly in order to accurately grasp the degree of deterioration of the cognitive function of attention, and all three problems were set. The first question is a low-difficulty problem, where the number of balls connected by a line is 10 and the questions are fixed in the order of "numbers" such as "1 → 2 → 3 → 4 → 5 →". As for the arrangement pattern of, one type is randomly selected from four types having the same difficulty level and the question is given. As a pattern of the same difficulty, eight patterns of a rotation target (0 °, 90 °, 180 °, 270 °) and a mirror image thereof are typical, but the angle of the rotation target is limited. If not, there are more patterns. Some of these patterns are appropriately selected and preset in the system. The second question is a medium difficulty problem, and the number of balls connected by a line is fixed to 14 and the question content is fixed in the order of "Hiragana" with "A → I → U → E → O →". , One type of ball placement pattern is randomly selected from four types with the same difficulty level. In the third question, the difficulty is a problem, the number of balls connected by a line is 14, and the question content is fixed alternately as "number" and "hiragana" with "1 → a → 2 → i → 3 →". However, one of the four ball placement patterns with the same difficulty level is randomly selected and set. It is expected that the accuracy and reproducibility of the measurement results will be improved by suppressing the learning effect and unifying the difficulty level by setting and devising these problems.
The number of balls connected by a line is preferably 5 to 30, and more preferably 7 to 20.
When "Start" is selected on the screen of FIG. 37, the problem of this game is displayed. FIG. 38 is a diagram showing a first screen of a production problem example 1 of this game. FIG. 39 is a diagram showing a first screen of a production problem example 2 (problem example different from FIG. 38) of this game.
本ゲームの問題の回答を行うと図40の画面が表示される。図40は、主に遂行機能の認知機能を評価するタスクに対応付けられた具体的なゲームの開始画面である。この開始画面において被検査者が「開始」を選択することで本ゲームが開始される。なお、本実施形態では、本ゲームの開始に先立ち、ゲームのルール及び操作方法の説明を表示する。ゲームのルール及び操作方法の説明は、文字のみで行ってもよいし、文字及び音声で行ってもよいし、音声のみで行ってもよい。本ゲームでは、被検査者のタスクに対する理解度を揃えるために、本番の問題を出題する前に練習問題を出題する。
When you answer the question of this game, the screen of Fig. 40 is displayed. FIG. 40 is a specific game start screen associated with a task that mainly evaluates the cognitive function of the executive function. This game is started when the inspected person selects "Start" on this start screen. In the present embodiment, prior to the start of the game, a description of the rules and operation method of the game is displayed. The explanation of the rules and the operation method of the game may be given only by characters, may be given by letters and voice, or may be given only by voice. In this game, exercises are given before the actual questions are given in order to have the same level of understanding of the subject's tasks.
図40の画面で「開始」を選択すると図41の画面が表示される。図41は、本ゲームの練習問題例1の第1画面を示す図である。図41の画面で「スタート」を選択すると図42の画面が表示される。図42は、本ゲームの練習問題例1の第2画面を示す図である。図42の画面では動画を用いて説明することで、分かりやすい操作説明を行う。図42の画面で「開始」を選択すると図43の画面が表示される。図43は、本ゲームの練習問題例1の第3画面を示す図であり、グレーのガイド線を付与することで操作をイメージし易くした。問題回答を作業として経験することで、理解を揃える工夫をした。操作ミス等の認知機能以外の要素による正解数や所要時間の変動を小さくすることで、測定結果の信頼性や再現性が高まると予想される。
When "Start" is selected on the screen of FIG. 40, the screen of FIG. 41 is displayed. FIG. 41 is a diagram showing a first screen of practice problem example 1 of this game. When "Start" is selected on the screen of FIG. 41, the screen of FIG. 42 is displayed. FIG. 42 is a diagram showing a second screen of practice problem example 1 of this game. On the screen of FIG. 42, an easy-to-understand operation explanation is given by explaining using a moving image. When "Start" is selected on the screen of FIG. 42, the screen of FIG. 43 is displayed. FIG. 43 is a diagram showing a third screen of practice problem example 1 of this game, and by adding a gray guide line, it is easy to imagine the operation. By experiencing the question and answer as a work, I devised a way to align the understanding. It is expected that the reliability and reproducibility of the measurement results will be improved by reducing the fluctuations in the number of correct answers and the required time due to factors other than the cognitive function such as operation mistakes.
図43の練習問題の回答を行うと図44の画面が表示される。図44は、再度練習問題を行うか、本番の問題に進むかを選択する、練習問題例1の第4画面を示す図である。一度では練習のやり方等を見逃したりした等で理解が不十分なときのために、繰り返しできるようにしている。ただし、検査時間を短くするために、3回の練習が限度とするなど、練習問題ができる回数に制限を設けてもよい。図44の画面で「もう一度練習する」を選択するとこのゲームの練習問題が表示される。図44の画面で「本番に進む」を選択すると、図45の画面が表示される。
図45は、本ゲームの本番問題例1の第1画面を示す図である。本番の問題では、主に遂行機能の低下の程度をより正確に捉えるために、問題の難度を段階的に設定し、全3題とした。第1問は難度が低い問題として、マス数(4×4)で通れない箇所(「×」の箇所)を1つとし、出題パターン(数字や「×」の配置)は同じ難度レベルである2種類からランダムに1種類が選択されて出題される。なお、同じ難度とするために、一つのルートのパターンに対して、回転対象(0°、90°、180°、270°)及び、それぞれの鏡像の8つのパターンが存在する。この中から2~8個を適宜選択して予めシステムにセットされる。なお、スタート位置とゴール位置を固定した場合には、一つルートに対してもう一つの同じ難易度のパターン(スタートとゴールを結ぶ直線に対して線対称のルート:これは270°回転対象の鏡像のルートと同じ)が存在するので、この2つを予めシステムにセットすることが好ましい。第2問は難度が中程度の問題として、マス数(4×4)で通れない箇所(「×」の箇所)を3つとし、出題パターン(数字や「×」の配置)は同じ難度レベルである2種類からランダムに1種類が選択されて出題される。第3問は難度が高い問題として、マス数(6×6)で通れない箇所(「×」の箇所)を4つとし、出題パターン(数字や「×」の配置)は同じ難度レベルである2種類からランダムに1種類が選択されて出題される。また、第2問及び第3問では数字の順を追ってルートを作成する際に、最短ルートではなく遠回りルートでなければゴールに到達できない個所が少なくとも1か所設けられている。これらの問題設定や工夫により学習効果の抑制と難易度の統一がなされることで、測定結果の正確性と再現性が高まると予想される。
図45の画面で「スタート」を選択すると本ゲームの問題が表示される。図46は、本ゲームの問題例1の第1画面を示す図である。図47は、このゲームの問題例2(図46とは異なる問題例)の第1画面を示す図である。 When the exercise of FIG. 43 is answered, the screen of FIG. 44 is displayed. FIG. 44 is a diagram showing a fourth screen ofExercise 1 Example 1, in which the user selects whether to perform the exercise again or proceed to the actual exercise. It is possible to repeat it in case the understanding is insufficient due to overlooking the practice method etc. at one time. However, in order to shorten the examination time, a limit may be set on the number of exercises that can be done, such as a limit of three exercises. When "Practice again" is selected on the screen of FIG. 44, the exercises of this game are displayed. When "Proceed to production" is selected on the screen of FIG. 44, the screen of FIG. 45 is displayed.
FIG. 45 is a diagram showing a first screen of a production problem example 1 of this game. In the actual problem, the difficulty level of the problem was set step by step, mainly in order to more accurately grasp the degree of deterioration of the executive function, and all three problems were set. The first question is a low-difficulty problem, with one place ("x" part) that cannot be passed by the number of squares (4 x 4), and the question pattern (arrangement of numbers and "x") is the same difficulty level. One type is randomly selected from two types and the question is given. In order to make the same difficulty, there are eight patterns of rotation targets (0 °, 90 °, 180 °, 270 °) and mirror images of each for one route pattern. From these, 2 to 8 are appropriately selected and set in the system in advance. If the start position and goal position are fixed, another pattern of the same difficulty level for one route (a line-symmetrical route with respect to the straight line connecting the start and goal: this is a target for 270 ° rotation). (Same as the root of the mirror image) exists, so it is preferable to set these two in the system in advance. The second question is a medium difficulty problem, with three places ("x" places) that cannot be passed by the number of squares (4 x 4), and the question pattern (arrangement of numbers and "x") is the same difficulty level. One type is randomly selected from the two types and the question is given. The third question is a high-difficulty problem, with four points (“x” points) that cannot be passed by the number of squares (6 × 6), and the question patterns (arrangement of numbers and “x”) are at the same difficulty level. One type is randomly selected from two types and the question is given. Further, in the second and third questions, when creating a route in the order of numbers, there is at least one place where the goal can be reached only by a detour route instead of the shortest route. It is expected that the accuracy and reproducibility of the measurement results will be improved by suppressing the learning effect and unifying the difficulty level by setting and devising these problems.
When "Start" is selected on the screen of FIG. 45, the problem of this game is displayed. FIG. 46 is a diagram showing a first screen of problem example 1 of this game. FIG. 47 is a diagram showing a first screen of problem example 2 (problem example different from FIG. 46) of this game.
図45は、本ゲームの本番問題例1の第1画面を示す図である。本番の問題では、主に遂行機能の低下の程度をより正確に捉えるために、問題の難度を段階的に設定し、全3題とした。第1問は難度が低い問題として、マス数(4×4)で通れない箇所(「×」の箇所)を1つとし、出題パターン(数字や「×」の配置)は同じ難度レベルである2種類からランダムに1種類が選択されて出題される。なお、同じ難度とするために、一つのルートのパターンに対して、回転対象(0°、90°、180°、270°)及び、それぞれの鏡像の8つのパターンが存在する。この中から2~8個を適宜選択して予めシステムにセットされる。なお、スタート位置とゴール位置を固定した場合には、一つルートに対してもう一つの同じ難易度のパターン(スタートとゴールを結ぶ直線に対して線対称のルート:これは270°回転対象の鏡像のルートと同じ)が存在するので、この2つを予めシステムにセットすることが好ましい。第2問は難度が中程度の問題として、マス数(4×4)で通れない箇所(「×」の箇所)を3つとし、出題パターン(数字や「×」の配置)は同じ難度レベルである2種類からランダムに1種類が選択されて出題される。第3問は難度が高い問題として、マス数(6×6)で通れない箇所(「×」の箇所)を4つとし、出題パターン(数字や「×」の配置)は同じ難度レベルである2種類からランダムに1種類が選択されて出題される。また、第2問及び第3問では数字の順を追ってルートを作成する際に、最短ルートではなく遠回りルートでなければゴールに到達できない個所が少なくとも1か所設けられている。これらの問題設定や工夫により学習効果の抑制と難易度の統一がなされることで、測定結果の正確性と再現性が高まると予想される。
図45の画面で「スタート」を選択すると本ゲームの問題が表示される。図46は、本ゲームの問題例1の第1画面を示す図である。図47は、このゲームの問題例2(図46とは異なる問題例)の第1画面を示す図である。 When the exercise of FIG. 43 is answered, the screen of FIG. 44 is displayed. FIG. 44 is a diagram showing a fourth screen of
FIG. 45 is a diagram showing a first screen of a production problem example 1 of this game. In the actual problem, the difficulty level of the problem was set step by step, mainly in order to more accurately grasp the degree of deterioration of the executive function, and all three problems were set. The first question is a low-difficulty problem, with one place ("x" part) that cannot be passed by the number of squares (4 x 4), and the question pattern (arrangement of numbers and "x") is the same difficulty level. One type is randomly selected from two types and the question is given. In order to make the same difficulty, there are eight patterns of rotation targets (0 °, 90 °, 180 °, 270 °) and mirror images of each for one route pattern. From these, 2 to 8 are appropriately selected and set in the system in advance. If the start position and goal position are fixed, another pattern of the same difficulty level for one route (a line-symmetrical route with respect to the straight line connecting the start and goal: this is a target for 270 ° rotation). (Same as the root of the mirror image) exists, so it is preferable to set these two in the system in advance. The second question is a medium difficulty problem, with three places ("x" places) that cannot be passed by the number of squares (4 x 4), and the question pattern (arrangement of numbers and "x") is the same difficulty level. One type is randomly selected from the two types and the question is given. The third question is a high-difficulty problem, with four points (“x” points) that cannot be passed by the number of squares (6 × 6), and the question patterns (arrangement of numbers and “x”) are at the same difficulty level. One type is randomly selected from two types and the question is given. Further, in the second and third questions, when creating a route in the order of numbers, there is at least one place where the goal can be reached only by a detour route instead of the shortest route. It is expected that the accuracy and reproducibility of the measurement results will be improved by suppressing the learning effect and unifying the difficulty level by setting and devising these problems.
When "Start" is selected on the screen of FIG. 45, the problem of this game is displayed. FIG. 46 is a diagram showing a first screen of problem example 1 of this game. FIG. 47 is a diagram showing a first screen of problem example 2 (problem example different from FIG. 46) of this game.
本ゲームの問題の回答を行うと図48の画面が表示される。図48は、終了画面である。この終了画面において「終了」を選択することで、図4のステップS120の測定の終了となる。
好ましい実施態様においては上記の各ゲームの問題ごとに、被検査者の回答が正しいか誤りかが表示され、また被験者の解答が誤りであった場合には正解が表示される。
なお、ゲームの種類により、システムが明示的に回答が正しいか誤りかを示さない場合でも、ゴールに到達した(正しい)、時間切れ(誤り)等、実質的に被験者の回答が正しいか誤りかを被験者自身が認識可能であれば良い。 When the question of this game is answered, the screen of FIG. 48 is displayed. FIG. 48 is an end screen. By selecting "End" on this end screen, the measurement in step S120 of FIG. 4 is completed.
In a preferred embodiment, for each of the above game questions, whether the subject's answer is correct or incorrect is displayed, and if the subject's answer is incorrect, the correct answer is displayed.
Depending on the type of game, even if the system does not explicitly indicate whether the answer is correct or incorrect, whether the subject's answer is practically correct or incorrect, such as reaching the goal (correct) or time out (error). It suffices if the subject can recognize.
好ましい実施態様においては上記の各ゲームの問題ごとに、被検査者の回答が正しいか誤りかが表示され、また被験者の解答が誤りであった場合には正解が表示される。
なお、ゲームの種類により、システムが明示的に回答が正しいか誤りかを示さない場合でも、ゴールに到達した(正しい)、時間切れ(誤り)等、実質的に被験者の回答が正しいか誤りかを被験者自身が認識可能であれば良い。 When the question of this game is answered, the screen of FIG. 48 is displayed. FIG. 48 is an end screen. By selecting "End" on this end screen, the measurement in step S120 of FIG. 4 is completed.
In a preferred embodiment, for each of the above game questions, whether the subject's answer is correct or incorrect is displayed, and if the subject's answer is incorrect, the correct answer is displayed.
Depending on the type of game, even if the system does not explicitly indicate whether the answer is correct or incorrect, whether the subject's answer is practically correct or incorrect, such as reaching the goal (correct) or time out (error). It suffices if the subject can recognize.
本実施形態においては、
1.アルツハイマー型認知症において初期から低下する近時記憶に関するタスク(即時再認及び遅延再認)を組み込んだ(タスク2、タスク4)。
2.練習問題を設定(4タスク:タスク3、タスク5、タスク6、タスク7)した。すなわち、練習問題を設定することで、被検査者のタスクに対する理解度を揃えることができ、認知機能の低下以外の要素による得点の変動を防ぐことができる。
3.誤操作を防ぐタスクの工夫(2タスク:タスク5、タスク6)をした。すなわち、誤操作を防ぐ問題の改変と回答方法の変更をすることで、認知機能の低下以外の要素による得点の変動を抑えることができる。
4.再現性を上げる問題の工夫(全タスク)をした。すなわち、問題数の固定や難易度の調整により精度を上げることができる。
5.すべての問題において、軽度認知障害及び軽度認知症の患者をスクリーニングすることを目的とし、適切な難易度を設定し、天井効果が生じないようにした。
6.すべての問題において、正答率及び、回答時間から対応するタスクの認知機能を客観的に評価する指標(各得点)を作成し、それら指標を総合した検査システムの認知機能を客観的に評価する指標(総得点)を作成した。さらに、統計的な処理により、より最適な各得点および総得点を算出することができる。 In this embodiment,
1. 1. Tasks related to recent memory (immediate recognition and delayed recognition) that decline from the beginning in Alzheimer's disease were incorporated (task 2, task 4).
2. 2. Exercises were set (4 tasks:task 3, task 5, task 6, task 7). That is, by setting exercises, it is possible to make the test subject's understanding of the task uniform, and it is possible to prevent the score from fluctuating due to factors other than the deterioration of cognitive function.
3. 3. We devised tasks to prevent erroneous operations (2 tasks:task 5, task 6). That is, by modifying the question to prevent erroneous operation and changing the answering method, it is possible to suppress the fluctuation of the score due to factors other than the deterioration of cognitive function.
4. We devised a problem to improve reproducibility (all tasks). That is, the accuracy can be improved by fixing the number of questions and adjusting the difficulty level.
5. For all problems, the aim was to screen patients with mild cognitive impairment and mild dementia, and the difficulty was set appropriately so that the ceiling effect did not occur.
6. For all questions, an index (each score) that objectively evaluates the cognitive function of the corresponding task from the correct answer rate and answer time is created, and an index that objectively evaluates the cognitive function of the inspection system that integrates these indexes. (Total score) was created. Furthermore, by statistical processing, each more optimal score and total score can be calculated.
1.アルツハイマー型認知症において初期から低下する近時記憶に関するタスク(即時再認及び遅延再認)を組み込んだ(タスク2、タスク4)。
2.練習問題を設定(4タスク:タスク3、タスク5、タスク6、タスク7)した。すなわち、練習問題を設定することで、被検査者のタスクに対する理解度を揃えることができ、認知機能の低下以外の要素による得点の変動を防ぐことができる。
3.誤操作を防ぐタスクの工夫(2タスク:タスク5、タスク6)をした。すなわち、誤操作を防ぐ問題の改変と回答方法の変更をすることで、認知機能の低下以外の要素による得点の変動を抑えることができる。
4.再現性を上げる問題の工夫(全タスク)をした。すなわち、問題数の固定や難易度の調整により精度を上げることができる。
5.すべての問題において、軽度認知障害及び軽度認知症の患者をスクリーニングすることを目的とし、適切な難易度を設定し、天井効果が生じないようにした。
6.すべての問題において、正答率及び、回答時間から対応するタスクの認知機能を客観的に評価する指標(各得点)を作成し、それら指標を総合した検査システムの認知機能を客観的に評価する指標(総得点)を作成した。さらに、統計的な処理により、より最適な各得点および総得点を算出することができる。 In this embodiment,
1. 1. Tasks related to recent memory (immediate recognition and delayed recognition) that decline from the beginning in Alzheimer's disease were incorporated (
2. 2. Exercises were set (4 tasks:
3. 3. We devised tasks to prevent erroneous operations (2 tasks:
4. We devised a problem to improve reproducibility (all tasks). That is, the accuracy can be improved by fixing the number of questions and adjusting the difficulty level.
5. For all problems, the aim was to screen patients with mild cognitive impairment and mild dementia, and the difficulty was set appropriately so that the ceiling effect did not occur.
6. For all questions, an index (each score) that objectively evaluates the cognitive function of the corresponding task from the correct answer rate and answer time is created, and an index that objectively evaluates the cognitive function of the inspection system that integrates these indexes. (Total score) was created. Furthermore, by statistical processing, each more optimal score and total score can be calculated.
以上により、本実施形態によれば、被検査者へのストレス負荷が小さく、かつ短時間で検査可能なシステムにより、以下の効果が得られ、医師の診断の支援に活用できる。
1.認知機能の低下を測定できる。
2.認知症疑いのスクリーニングができる。 Based on the above, according to the present embodiment, the following effects can be obtained by a system that has a small stress load on the subject and can be inspected in a short time, and can be utilized for supporting the diagnosis of a doctor.
1. 1. Cognitive decline can be measured.
2. 2. You can screen for suspicion of dementia.
1.認知機能の低下を測定できる。
2.認知症疑いのスクリーニングができる。 Based on the above, according to the present embodiment, the following effects can be obtained by a system that has a small stress load on the subject and can be inspected in a short time, and can be utilized for supporting the diagnosis of a doctor.
1. 1. Cognitive decline can be measured.
2. 2. You can screen for suspicion of dementia.
〔ソフトウェアによる実現〕
図2に示した機能的構成の各ブロックは、集積回路(ICチップ)等に形成された論理回路(ハードウェア)によって実現してもよいし、CPU(Central Processing Unit)を用いてソフトウェアによって実現してもよい。 [Realization by software]
Each block having a functional configuration shown in FIG. 2 may be realized by a logic circuit (hardware) formed in an integrated circuit (IC chip) or the like, or by software using a CPU (Central Processing Unit). You may.
図2に示した機能的構成の各ブロックは、集積回路(ICチップ)等に形成された論理回路(ハードウェア)によって実現してもよいし、CPU(Central Processing Unit)を用いてソフトウェアによって実現してもよい。 [Realization by software]
Each block having a functional configuration shown in FIG. 2 may be realized by a logic circuit (hardware) formed in an integrated circuit (IC chip) or the like, or by software using a CPU (Central Processing Unit). You may.
後者の場合、利用者クライアント端末100、認知機能検査診断支援サーバ200及び管理者クライアント端末300は、各機能を実現するソフトウェアであるプログラムの命令を実行するCPU、上記プログラム及び各種データがコンピュータ(又はCPU)で読み取り可能に記録されたROM(Read Only Memory)又は記憶装置(これらを「記録媒体」と称する)、上記プログラムを展開するRAM(Random Access Memory)などを備えている。そして、コンピュータ(又はCPU)が上記プログラムを上記記録媒体から読み取って実行することにより、本発明の目的が達成される。上記記録媒体としては、「一時的でない有形の媒体」、例えば、テープ、ディスク、カード、半導体メモリ、プログラマブルな論理回路などを用いることができる。また、上記プログラムは、該プログラムを伝送可能な任意の伝送媒体(通信ネットワークや放送波等)を介して上記コンピュータに供給されてもよい。なお、本発明の一態様は、上記プログラムが電子的な伝送によって具現化された、搬送波に埋め込まれたデータ信号の形態でも実現され得る。
In the latter case, the user client terminal 100, the cognitive function test diagnosis support server 200, and the administrator client terminal 300 are a CPU that executes an instruction of a program that is software that realizes each function, and the above program and various data are computers (or). It is equipped with a ROM (ReadOnlyMemory) or a storage device (these are referred to as "recording media") readable by a CPU), a RAM (RandomAccessMemory) for expanding the above program, and the like. Then, the object of the present invention is achieved by the computer (or CPU) reading the program from the recording medium and executing the program. As the recording medium, a "non-temporary tangible medium", for example, a tape, a disk, a card, a semiconductor memory, a programmable logic circuit, or the like can be used. Further, the program may be supplied to the computer via any transmission medium (communication network, broadcast wave, etc.) capable of transmitting the program. It should be noted that one aspect of the present invention can also be realized in the form of a data signal embedded in a carrier wave, in which the above program is embodied by electronic transmission.
本発明は上述した本実施形態に限定されるものではなく、請求項に示した範囲で種々の変更が可能であり、異なる実施形態にそれぞれ開示された技術的手段を適宜組み合わせて得られる実施形態についても本発明の技術的範囲に含まれる。
The present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the claims, and the embodiment obtained by appropriately combining the technical means disclosed in the different embodiments. Is also included in the technical scope of the present invention.
今回開示された実施形態はすべての点で例示であって制限的なものではないと考えられるべきである。本発明の範囲は上記した説明ではなくて特許請求の範囲によって示され、特許請求の範囲と均等の意味および範囲内でのすべての変更が含まれることが意図される。
The embodiments disclosed this time should be considered to be exemplary in all respects and not restrictive. The scope of the present invention is shown by the scope of claims rather than the above description, and is intended to include all modifications within the meaning and scope equivalent to the scope of claims.
本出願は、2020年5月29日に出願された日本特許出願である特願2020-94682号に基づく優先権を主張し、当該日本特許出願に記載されたすべての記載内容を援用する。
This application claims priority based on Japanese Patent Application No. 2020-94682 filed on May 29, 2020, and incorporates all the contents described in the Japanese patent application.
1…認知機能検査システム、2…ネットワーク、100…利用者クライアント端末、200…認知機能検査診断支援サーバ、300…管理者クライアント端末。
1 ... Cognitive function test system, 2 ... Network, 100 ... User client terminal, 200 ... Cognitive function test diagnosis support server, 300 ... Administrator client terminal.
Claims (18)
- コンピュータにより実行される認知機能検査プログラムであって、
前記コンピュータに、
認知機能の検査に関するタスクに対応付けられたゲームを進行させるステップと、
前記ゲームのプレイ時の前記被検査者による入力を受け付けるステップと、
前記被検査者による入力に基づき認知機能を評価するステップと、
前記評価した結果を出力するステップと、
を実行させ、
前記タスクは、見当識の認知機能を評価するタスクと、注意の認知機能を評価するタスクと、視空間認知の認知機能を評価するタスクと、遂行機能の認知機能を評価するタスクと、記憶の認知機能を評価するタスクの5つのタスクの中から少なくとも3つを有する、
ことを特徴とする認知機能検査プログラム。 A cognitive function test program run by a computer
To the computer
Steps to progress the game associated with tasks related to cognitive function testing,
The step of accepting the input by the inspected person at the time of playing the game, and
The step of evaluating cognitive function based on the input by the subject and
The step to output the evaluation result and
To execute,
The tasks include a task to evaluate cognitive function of orientation, a task to evaluate cognitive function of attention, a task to evaluate cognitive function of visuospatial cognition, a task to evaluate cognitive function of executive function, and a task of memory. Have at least 3 of the 5 tasks for assessing cognitive function,
A cognitive function test program characterized by this. - 前記記憶の認知機能を評価するタスクは、少なくとも即時再認の認知機能を評価するタスクと遅延再認の認知機能を評価するタスクを有し、
即時再認の認知機能を評価するタスクと遅延再認の認知機能を評価するタスクとの間に少なくとも1つの別のタスクが存在する、
ことを特徴とする請求項1に記載の認知機能検査プログラム。 The task of evaluating the cognitive function of memory includes at least a task of evaluating cognitive function of immediate recognition and a task of evaluating cognitive function of delayed recognition.
There is at least one other task between the task of assessing cognitive function of immediate recognition and the task of assessing cognitive function of delayed recognition.
The cognitive function test program according to claim 1. - ゲームのプレイ時の練習問題を実行するステップを、更に実行させる、
ことを特徴とする請求項1又は2に記載の認知機能検査プログラム。 Further steps to perform the exercises when playing the game,
The cognitive function test program according to claim 1 or 2. - 前記タスクは、誤操作を防ぐステップを含むタスクを少なくとも1つ含む、
ことを特徴とする請求項1乃至3のいずれか1項に記載の認知機能検査プログラム。 The task includes at least one task including a step to prevent erroneous operation.
The cognitive function test program according to any one of claims 1 to 3. - 前記タスクは、再現性を上げるステップを含むタスクを少なくとも1つ含む、
ことを特徴とする請求項1乃至4のいずれか1項に記載の認知機能検査プログラム。 The task comprises at least one task that includes a step to improve reproducibility.
The cognitive function test program according to any one of claims 1 to 4. - 前記再現性を上げるタスクが、
2~8通りの固定された問題グループがセットされており、この中から1つをランダムに選択して出題するゲームを含む、
ことを特徴とする請求項5に記載の認知機能検査プログラム。 The task to improve the reproducibility is
There are 2 to 8 fixed question groups set, including a game in which one is randomly selected from the questions.
The cognitive function test program according to claim 5. - 前記2~8通りの固定された問題グループは、一つの問題パターンに対して0°回転対象(それ自身)、90°回転対象、180°回転対象、270°回転対象、およびそれらの鏡像の8通りから選択されたものである、
ことを特徴とする請求項6に記載の認知機能検査プログラム。 The above 2 to 8 fixed problem groups are 8 of 0 ° rotation target (itself), 90 ° rotation target, 180 ° rotation target, 270 ° rotation target, and their mirror images for one problem pattern. Selected from the street,
The cognitive function test program according to claim 6. - 前記再現性を上げるタスクが、言葉を記憶するゲームを含み、
記憶する言葉が、親密度5.5以上の言葉から選ばれたものである、
ことを特徴とする請求項5に記載の認知機能検査プログラム。 The reproducible task includes a game of memorizing words.
The words to remember are selected from words with an intimacy of 5.5 or higher.
The cognitive function test program according to claim 5. - 前記出力するステップは、前記被検査者による入力の正誤を示す正誤情報(正答率)、及び前記被検査者による入力に要した時間を示す時間情報(回答時間)に基づき評価指標を作成する、
ことを特徴とする請求項1乃至8のいずれか1項に記載の認知機能検査プログラム。 The output step creates an evaluation index based on correct / incorrect information (correct answer rate) indicating the correctness of the input by the inspected person and time information (answer time) indicating the time required for the input by the inspected person.
The cognitive function test program according to any one of claims 1 to 8. - 認知機能検査システムであって、
前記認知機能検査システムは、
認知機能検査プログラムを記憶する記憶部と、
前記認知機能検査プログラムを実行することにより、前記認知機能検査システムの動作を制御する制御部と、を備え、
前記制御部は、
認知機能の検査に関するタスクに対応付けられたゲームを進行させ、
前記ゲームのプレイ時の前記被検査者による入力を受け付け、
前記被検査者による入力に基づき認知機能を評価し、
前記評価した結果を出力し、
前記タスクは、見当識の認知機能を評価するタスクと、注意の認知機能を評価するタスクと、視空間認知の認知機能を評価するタスクと、遂行機能の認知機能を評価するタスクと、記憶の認知機能を評価するタスクの5つのタスクの中から少なくとも3つを有する、
ことを特徴とする認知機能検査システム。 It is a cognitive function test system
The cognitive function test system is
A memory unit that stores the cognitive function test program,
A control unit that controls the operation of the cognitive function test system by executing the cognitive function test program is provided.
The control unit
Progress the game associated with the task related to cognitive testing,
Accepting the input by the inspected person when playing the game,
Cognitive function was evaluated based on the input by the subject and
The result of the above evaluation is output.
The tasks include a task to evaluate cognitive function of orientation, a task to evaluate cognitive function of attention, a task to evaluate cognitive function of visuospatial cognition, a task to evaluate cognitive function of executive function, and a task of memory. Have at least 3 of the 5 tasks for assessing cognitive function,
A cognitive function test system characterized by this. - 前記記憶の認知機能を評価するタスクは、少なくとも即時再認の認知機能を評価するタスクと遅延再認の認知機能を評価するタスクを有し、
即時再認の認知機能を評価するタスクと遅延再認の認知機能を評価するタスクとの間に少なくとも1つの別のタスクが存在する
ことを特徴とする請求項10に記載の認知機能検査システム。 The task of evaluating the cognitive function of memory includes at least a task of evaluating cognitive function of immediate recognition and a task of evaluating cognitive function of delayed recognition.
The cognitive function test system according to claim 10, wherein there is at least one other task between the task of evaluating the cognitive function of immediate recognition and the task of evaluating the cognitive function of delayed recognition. - ゲームのプレイ時の練習問題を実行する、
ことを特徴とする請求項10又は11に記載の認知機能検査システム。 Perform gameplay exercises,
The cognitive function test system according to claim 10 or 11. - 前記タスクは、誤操作を防ぐステップを含むタスクを少なくとも1つ含む、
ことを特徴とする請求項10乃至12のいずれか1項に記載の認知機能検査システム。 The task includes at least one task including a step to prevent erroneous operation.
The cognitive function test system according to any one of claims 10 to 12, wherein the cognitive function test system is characterized. - 前記タスクは、再現性を上げるステップを含むタスクを少なくとも1つ含む、
ことを特徴とする請求項10乃至13のいずれか1項に記載の認知機能検査システム。 The task comprises at least one task that includes a step to improve reproducibility.
The cognitive function test system according to any one of claims 10 to 13. - 前記再現性を上げるタスクが、
2~8通りの固定された問題グループがセットされており、この中から1つをランダムに選択して出題するゲームを含む、
ことを特徴とする請求項14に記載の認知機能検査システム。 The task to improve the reproducibility is
There are 2 to 8 fixed question groups set, including a game in which one is randomly selected from the questions.
The cognitive function test system according to claim 14. - 前記2~8通りの固定された問題グループは、一つの問題パターンに対して0°回転対象(それ自身)、90°回転対象、180°回転対象、270°回転対象、およびそれらの鏡像隊の8通りから選択されたものである
ことを特徴とする請求項15に記載の認知機能検査システム。 The above 2 to 8 fixed problem groups are 0 ° rotation target (itself), 90 ° rotation target, 180 ° rotation target, 270 ° rotation target, and their mirror image corps for one problem pattern. The cognitive function test system according to claim 15, wherein the system is selected from eight ways. - 前記再現性を上げるタスクが、言葉を記憶するゲームを含み、
記憶する言葉が、親密度5.5以上の言葉から選ばれたものである、
ことを特徴とする請求項14に記載の認知機能検査システム。 The reproducible task includes a game of memorizing words.
The words to remember are selected from words with an intimacy of 5.5 or higher.
The cognitive function test system according to claim 14. - 前記出力するステップは、前記被検査者による入力の正誤を示す正誤情報(正答率)、及び前記被検査者による入力に要した時間を示す時間情報(回答時間)に基づき評価指標を作成する、
ことを特徴とする請求項10乃至17のいずれか1項に記載の認知機能検査システム。 The output step creates an evaluation index based on correct / incorrect information (correct answer rate) indicating the correctness of the input by the inspected person and time information (answer time) indicating the time required for the input by the inspected person.
The cognitive function test system according to any one of claims 10 to 17, wherein the cognitive function test system is characterized.
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