Jalan Jalan

A Virtual Cognitive Exercise Tutorial for Elderly with Mild Dementia

In collaboration with:

Introducing Jalan Jalan

An innovative interactive virtual gaming system specifically crafted for elderly individuals with mild dementia that harnesses the power of ergonomically designed handheld controllers to record movement data. These movements are then seamlessly transformed into interactive in-game actions, providing an engaging and immersive experience for the elderly. The system comprises elderly-friendly handheld controllers, the exercise game Skyline Odyssey to engage the elderly in physical exercise, and the cognitive game Memory Maze to test the cognitive ability of the elderly.

Team members

Woong Qian Hui Kymbelin (EPD), Guo Yuchen (CSD), Xie Ziwen (EPD), Aster Angelic Leong (DAI), Zach Lim (CSD), Zhang Tianqin (CSD), Xiang Siqi (CSD)

Instructors:

  • Zhao Na

Writing Instructors:

  • Bernard Tan Chee Seng

Problem

In Singapore, 1 in 10 people above the age of 60 suffers from dementia, a cognitive disorder that affects memory, communication and behaviour. Studies have shown that engaging in physical exercises reduces frailty while engaging in cognitive games improves the performance of working memory. Despite this, there is currently a lack of solutions in the Singapore market that combine both physical exercise and cognitive stimulation.

Jalan Jalan aims to fill this gap through a cognitive virtual exercise tutorial that combines physical and cognitive exercises in a virtual environment to enhance current elderly care methods.

Significance of Jalan Jalan

  • Currently the only multiplayer solution in the market
  • Representing a shift towards inclusive technological development
  • Functionalities have been tailored specifically to elderly with mild dementia
  • Elderly can enjoy technology at their own pace.


Our Video


An Overview of Jalan Jalan

System Setup

The Jalan Jalan gaming system comprises six pairs of controllers that are fully wireless and rechargeable. The data collected from the controller will be transmitted via Wi-Fi to the router in the base station, which will double as the charging station for the controllers. The base station will then be connected via a local area network (LAN) cable to the laptop provided by CCSS, which will have the team’s proposed software installed. 

System Process

The movement and positional data collected by the handheld controllers is preprocessed and fed into the Human Activity Recognition (HAR) model, which outputs the predicted movement. Both the preprocessed data and predicted movement data are then fed into the Unity Game Platform’s signal listener, which controls the signals to the games Skyline Odyssey and Memory Maze, and outputs the corresponding in-game action on the monitor screen at CCSS. 


Our Controllers

Jalan Jalan’s handheld controllers have been tailored specially to the needs and preferences of elderly with mild levels of dementia at CCSS. Featuring a rounded handle and wrist straps for better grip and to prevent from accidental drops, the handheld controller also contains large, colorful, and numbered buttons to cater to elderly who are colorblind, have poor eyesight, and those who are iliterate and can only recognise basic numbers. Furthermore, our modular controller casing can also be interchanged with ones that have a velcro strap, to cater to stroke patients or elderly with weaker grip strength. These features are what sets us apart from other handheld game controllers in the market, such as the Meta Oculus Quest 3 and the Nintendo Wii. 

An elderly client holding the controllers

An Elderly-Centric Design

Toggle through the image carousel below to see our elderly-centric design features in detail:

Key Components

Design Roadmap

The first two iterations of the loop-shaped controller were ideal initially for its flexibility with different attachements such as elastic bands, dumbbells and hula hoops. For the third iteration, the controller size was reduced for manufacturing efficiency and eliminated unnessary attachments. This made room for improvements to the controller shape to be something more intuitive and ergonomic, while making the electronic circuit more compact. 


Our Games

Skyline Odyssey

Skyline Odyssey is an exercise game that measures the elderly player’s physical ability. In this game, elderly players get to race through different parts of Singapore in the past and present. The game involves a running race around Chinatown, and a kayaking race around Marina Bay. Each scene is interspersed with angbaos (red packets) falling from the sky, which the elderly players must grab in other to power up and become faster. Faster running and kayaking actions and more precise grabbing actions will enable the in-game avatar to race faster. Skyline Odyssey also has easy and difficult modes, to ensure that every elderly player at CCSS can have fun at the pace that is more suited for their level of dementia. 

Below is a video demonstration of Skyline Odyssey, with the running race set at difficult mode and the kayaking race set at easy mode: 

Memory Maze

Memory Maze is a cognitive game that tests the elderly player’s cognitive ability. This game features a series of multiple choice question (MCQ) type quizzes that aim to enhance cognitive functions such as short-term memory, logical reasoning, mathematical proficiency, and general knowledge, and rewards elderly players that answer correctly with points to incentivize learning and retention. As an added competitive element, at the end of the game, the elderly players are presented with a scoreboard that displays their scores alongside those of other players.

Game Design Roadmap

From November 2023 to February 2024, the game rules of Skyline Odyssey were consistently refined, alongside the creation of the game environment. The primary goal of Skyline Odyssey remained constant throught the entire design process – To embrace the Singaporean culture and evoke positive memories of the past. This led to the game’s scope being narrowed down to two final locations: Chinatown and Marina Bay. The scenes were brought to life by incorporating real life elements from each of the scenes to ensure authenticity and user immersion. As the game design progressed, two different modes of play, Easy and Difficult, were introduced, to accomodate to players of varying levels of cognitive and physical abilities. 

Below are the past iterations for Skyline Odyssey: 

The transition from the past iteration (below) to the current version of Memory Maze saw a major revamp to the gaming interface. A “Ready?” panel was added to prepare players for the upcoming question. Real-time popups were also added to displayer player’s answers to each other. The question options were also made of more vibrant colors for easier distinguishing. The “Next” button from the quiz page was removed so that players can tap anywhere on the screen to proceed to the next question. The final results panel was also updated. 

Below is the past iteration of Memory Maze: 


Other Features

Controller Docking Station

To provide a holistic user experience, Jalan Jalan’s gaming system comes with a docking station for the handheld controllers. The modular docking station design provides safe and compact storage catering to multiple handheld controllers, with 45º charging ports that make use of gravity and pogo pin magnets to ensure stable and easy charging by the CCSS facilitators at the end of each game session. Additionally, the docking station also contains built-in LED lights to indicate the charging station of each of the controllers, to prevent overcharging. The docking station has enough electrical capacity to charge 12 controllers at once, with each controller taking 1-3 hours to become fully charged. 

Report Generation

At the end of the game, CCSS facilitators can click a button on the home page to generate a game performance report. The report leverages on metrics such as the precision of hand movements during Skyline Odyssey, and overall accuracy, average reaction time, and cognitive accuracy across general knowledge, math, logic, and short-term memory questions in Memory Maze. This feature is useful for caregivers and family members as it provides a comprehensive picture of the elderly individual’s strengths and potential areas for cognitive or physical improvement. These metrics can also be used to track both immediate performance, as well as any physical or cognitive changes and improvements that happen over time. 

A sample report generated at the end of the game session


Elderly Interaction with Jalan Jalan

User Testimonials

"I enjoyed playing Skyline Odyssey. It is very fun, I want to learn and become good at it so I can play it together with my grandsons!"
Mdm S.
Elderly Client
"I liked the design of the controller, the hand grip is good and the buttons are just right for the elderly clients. The wrist straps and colourful thumb buttons are a great introduction to the design. The cognitive game is interesting too."
Mr S.
CCSS Facilitator
"I liked the racing concept of Skyline Odyssey, it is new and refreshing and I'm very sure that the elderly will enjoy themselevs a lot. I'm looking forward to both the controller docking station and the report generation function as well."
Ms E.
CCSS Facilitator
"Huge kudos to the team. They have spent a lot of time and efforts refining on the controllers and game interfaces to make it elderly-friendly, especially for those with mild levels of dementia. From the distance between the controller thumb buttons to the waiting time to answer the cognitive questions, the team has thought through every step. Well done!"
Ms L.
CCSS Industry Mentor

Our Mission

Jalan Jalan aims to enhance digital inclusivity and quality of life physically and cognitively, by acting as a bridge between past and present for elderly with mild dementia, and to illuminate their lives by creating joy, connection, and a sense of accomplishment.

About CCSS

Care Community Services Society (CCSS) is called to serve the community and to influence and equip individuals and families for empowered living through all generations.  

CCSS provides community children and youths with opportunities to discover their innate potential through mentoring programmes, vulnerable seniors with meaningful engagement in Active Ageing Centres, ex-offenders with resources to support their journey of re-integration, cognitive care for older individuals with or are at risk of dementia, and assistance to other persons-in-need.   

CCSS serves more than 1,000 beneficiaries and is a registered charity affiliated with the National Council of Social Service (NCSS) and an Institution of a Public Character (IPC).  

CCSS has been appointed operator of SG Cares Volunteer Centre at Geylang since November 2020 and SG Cares Volunteer Centre at Serangoon since July 2023.

Acknowledgements

This Capstone Project is a testament to the hard work, dedication, and collaboration of many individuals whose contributions have been invaluable.

Firstly, we would like to express our heartfelt thanks to Care Community Services Society (CCSS) Singapore for their unwavering support and for providing us with an opportunity to collaborate with them for a Capstone project and contribute meaningfully to the lives of seniors with dementia.

Secondly, we would like to extend our deepest gratitude to our CCSS industry mentors, Ms. Han Huey Charn, Ms. Lucy Isuwaran and Mr Kelvin Tan, for their insightful feedback. Their advice and suggestions have been instrumental in shaping our project into a tool that can benefit the elderly.

Thirdly, we would like to give a huge thank you to our faculty advisor, Professor Zhao Na, whose guidance, patience, and encouragement enabled us to keep pushing on even when our allocated tasks became tough. Her mentorship was crucial in transforming our theoretical knowledge into a practical solution that can make a change in society.

Fourthly, we would like to thank the Fablab staff, Mr Richard Goh and Ms Law Wanzhen from the 3D Printing department, for their technical guidance and support, which enabled us to make the hardware aspect of our project possible.

Lastly, we would also like to thank our Centre of Writing & Rhetoric mentor, Dr Bernard Tan, for his mentorship throughout the two terms. His guidance on communication and design has enabled us to communicate our project and findings succinctly and understandably.

This project was a journey filled with learning, growth, and fulfilment, and we are so glad to make it work. We are honoured to have worked alongside each of you and hope that Jalan Jalan will make a lasting impact on the senior community that it aims to serve.

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+65 6499 4076

8 Somapah Road Singapore 487372

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