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The integration of augmented reality, Internet of Things architecture, and adaptive fuzzy decision-making provides a robust framework for supporting elderly individuals diagnosed with mild cognitive impairment. By utilizing serious games as a primary interface, this assistive system facilitates both the assessment of cognitive health and the provision of real-time guidance for daily tasks. The core objective is to create a non-intrusive, home-based environment that enhances user autonomy while maintaining a high standard of safety and monitoring.
Empirical testing involving 37 participants confirms the technical feasibility and clinical validity of this approach. Data analysis reveals a strong correlation between performance metrics derived from the augmented reality games and established clinical benchmarks, such as the Montreal Cognitive Assessment. Furthermore, the system successfully distinguishes between control groups and those with cognitive impairments, as evidenced by significant disparities in response times and accuracy. The implementation of a semi-automated support mode further optimizes system efficiency, effectively minimizing data loss and improving the reliability of the assistive interventions.
These findings suggest that digital serious games serve as a viable, user-friendly alternative to traditional paper-based cognitive evaluations. By bridging the gap between clinical monitoring and daily living assistance, the system offers a scalable solution for long-term cognitive health management. The combination of adaptive decision-making and immersive technology creates a responsive platform capable of evolving alongside the specific needs of the user, ultimately fostering greater independence for aging populations within their own homes.
Serious Games Society · 2026