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VR and Gaming to help Dementia Patients 

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VR and Gaming to help Dementia Patients 

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Gaming technologies have exponentially grown, especially in the last few years. With the technology we have now I believe the immersive gaming technology such as haptic feedback and other sensory stimulating technologies can be used to create spaces for patients with dementia. These spaces could be potentially "like games". Spaces that are specifically designed for each patient to immerse themselves in their own memories and help improve their social connection and communication with friends and families.
The gaming like environment that is facilitated by VR could give patients a sense of purpose and drive while they are using their brains to complete tasks that will help them preserve their memories of their loved ones.

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An initiative that was taken in Europe was that to create spaces which are adapted to dementia patients personal memories. This is in the hopes to facilitate awareness through activating senses, like sight, touch, hearing, balance and smell. Sense-Garden triggers past memories to remind dementia patients of important social connections, facts and experiences, which improves their ability to communicate with their family and professional caretakers. The visits in the Sense-Garden room take place together with a caregiver, a professional or family member.

These are physical spaces and there are currently only four garden-sense spaces. In Norway, Belgium, Portugal, and Romania. With the help of VR technology initiatives such as these could be translated into the virtual world allowing access to this kind of therapy to patients all over the world.

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September is the World's Alzheimer's month, which is why we have paid special attention to those AAL projects contributing to the well-being of dementia patients. As we explored in our previous article (click here), dementia, including Alzheimer's disease, is on the rise, and European countries need to address this challenge in the light of the demographic changes taking place in the region.
Therefore, we would like to introduce you to Sense-Garden, a project which addresses an often-forgotten aspect of dementia, namely dementia's impact on the emotional and personal well-being. Sense-Garden does that by providing a place and technology for lessening the emotional stress and even possibly decrease dementia's impact on the memory and balance issues, which is often a side effect of this condition.

Photo:Caroline on Unsplash
The link between memory and well-being
Memory is crucial to our sense of being in control. Not only do we rely on memory, to shape and maintain our personality, but also to carry out the simplest tasks of everyday life. Dementia directly attacks our ways of being because it gradually makes retrieving our memories harder and harder. Therefore, it is important for people with any kinds of dementia to be able to stimulate the senses to make patients remember their past experiences, which creates induces positive emotions to connect with the social world.

It is also important to understand, how memory is linked to verbal communication, and the damage it can create to the social connections with those around you. Once the memories start to become blurry and fade, it has the potential to change one's personality and behaviour, and the loss of control over one's life can increase anxiety and agitation. ¹ By using Sense-Garden, individuals with dementia have an option to train these skills and regain a sense of calm.
How does Sense-Garden work?
As the name suggests, Sense-Garden creates garden-like spaces, which are adapted to dementia patient's personal memories. In this way, they facilitate creating awareness through activating senses, like sight, touch, hearing, balance and smell. Sense-Garden triggers past memories to remind dementia patients of important social connections, facts and experiences, which improves their ability to communicate with their family and professional caretakers. The visits in the Sense-Garden room take place together with a caregiver, a professional or family member.

As of now, four Sense-Gardens have been built in Norway, Belgium, Portugal and Romania. As Artur Serrano, the coordinator and primary investigator, informed the AAL Programme, a ll Sense-Gardens follow the same therapeutical strategy, as conceptualised in the project and described in the published study protocol, and they include the same software system developed from scratch within the project, following a user-centred design approach. However, each Sense-Garden has a specific architectural solution, with the aim of proving different possibilities.

Photo: Sense-Garden construction in Odda, Norway

The person's favourite music fills the room; photos of familiar places, family and friends are shown. The project will use these immersive spaces, and simulating images of mountains, music of singing birds, and forest aromas. Sense-Garden provides six different experiences to dementia patients, which trigger different aspects of memory, namely, memory lane, reality wall, scent to memories, sounds surround me, keep my balance and life road. All of them provide different scenarios, which can adapt to the needs of the dementia patient. Read more about these scenarios on the web page of Sense-Garden HERE.

Photo: A senior using Sense-Garden
Can dementia be slowed down?
Sense-Garden aims to explore whether the progression of the disease can be mitigated by stimulating senses in such a way that will allow patients to possibly gain access to lost areas of memory. This project also has the potential to improve the work of caretakers, because by getting to know what stimulus helps the patients, and what are their most precious memories and important connections, they get to know the patients better and get the opportunity to establish a more personal approach in their care.

Photo:Sense-Garden in Odda, Norway
Latest news on the project
Currently Sense-Garden installations are operational in all four test sites, and they have received a total of 50 visits by 9 individuals. Artur Serrano has also reported that the results have been great, with people opening up during their sessions, telling personal stories and reminiscing together with their caregivers even after the end of sessions, when returning home.
"Want to follow the work of Sense Garden? A family member told us that in many years it was the first time that she had real contact with her mother: since my mother was admitted in the care home, it was the first time I really saw my mother in her eyes when she looked at me."
See their webpage HERE

Follow them on social media:

[1] https://www.beingpatient.com/personality-changes-dementia/

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PROJECT OF THE MONTH: September 2019 - AAL Programme

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September is the World's Alzheimer's month, which is why we have paid special attention to those AAL projects contributing to the well-being of dementia patients. As we explored in our previous article (click here), dementia, including Alzheimer's disease, is on the rise, and European countries need to address this challenge in the light of the demographic [...]

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https://youtu.be/2EO7Dh3fM7Y     Combining Virtual Reality (VR) and Augmented Reality (AR) can aid people with dementia by offering calming experiences, memory aids, and cognitive stimulation. For example, memory games can be used to try to slow the spread of the disease. Research has been done on using memory games to assess a person's current cognitive ability. Making use of a combination of smart technologies, including sensor devices and wearable technologies, researchers have focused on providing prompts and reminders according to the context as determined by sensors.

Some apps have also been developed to support care partners developed Story-Call, a multimedia app for mobile devices that provides support for care partners of people with dementia.

AR apps aid people who have dementia with routine tasks that a care partner might normally do. Existing apps for this purpose are either aimed at accomplishing one particular task or lack flexibility. These are two ideas that assist a person with dementia with completing a specific task and one idea for completing tasks in general.

The cARe [app is intended to assist people who have dementia with tasks around the house, such as cooking. The app was specifically designed to allow care partners to customize the cooking instructions in the form of text and images without any programming knowledge. The user can customize the location where the instructions appear in the world. However, the customization process was not as refined as a care partner may require. The customization process involved using a GUI that exported an XML file with instructions and images, which then had to be copied to the HoloLens. The cARe app has arrows that direct the person to where they should be looking. Drawing constant attention to where the user should be looking or having content follow them is valuable, because people with dementia tend to forget what they were doing and look away. According to the creators of the cARe app, a problem resulted from the presentation of the step-by-step instructions that have to be followed, which required manual input to move to the next or previous step. As found in this study, sometimes the users became confused if they skipped a step or went back to a previous step. It may be that following these steps is too mentally demanding for someone who has dementia. Thus, it may be preferable to have audio or video instructions recorded by their care partners to guide them in using the app.

Another developed AR app called the Therapy Lens, which displays holograms to guide people with Alzheimer's through the process of making tea. The researchers observed no statistically noticeable difference between making tea with normal instructions and making tea with HoloLens’ AR instructions. Nonetheless, some people struggled with using the device, depending on the current severity of the disease. People who have had the disease longer and were in worse condition, made approximately the same number of errors with or without using the HoloLens app. Therefore, it is preferable if the person with dementia does not have to interact with the device. Additionally, the researchers found that most people could use the voice commands to go to the next step, but some people found the process confusing and wanted more information. The big clear text and soothing voice were highly appreciated by the participants because of their vision or hearing problems. However, the researchers also mentioned that allowing more personalization options for the individual might reduce information overload from hologram visuals, text, and audio. Clear text, soothing voice, and detailed personalization are desirable for any apps for people with dementia.

The KLCLL app, is intended for patients and their care partners. The location and orientation of the patient will be tracked, and when the patient looks at an object or image, a reminder will be displayed along with GPS location information. If an object is in view of the camera, the app could display a customized textual and audio reminder. If a question is asked, the app could also respond with a textual and audio answer. It is unclear whether the audio responses were pre-recorded or were generated using an automated text-to-speech process. The KLCLL app showed the value of customized reminders and relative positioning of displayed content for people with dementia.

References:

Alzheimer's Association 2020. Alzheimer's Disease Facts and Figures. Alzheimer's Association, Chicago.

Alzheimer's Association 2020. Dementia vs. Alzheimer's Disease: What is the Difference?Alzheimer's Association. https://www.alz.org/alzheimers-dementia/difference-between-dementia-and-alzheimer-s.

B. Aruanno, F. Garzotto, and M.C. Rodriguez. 2017. HoloLens-based Mixed Reality Experiences for Subjects with Alzheimer's Disease. In 12th Biannual Conference on Italian SIGCHI Chapter (Cagilari). Association for Computing Machinery, New York, 15:1–9.

C. Boletsis and S. McCallum. 2016. Augmented Reality Cubes for Cognitive Gaming: Preliminary Usability and Game Experience Testing. International Journal of Serious Games 3, 1 (2016), 3–18.

B Davis, M Nies, M Shehab, D Shenk, and P Alfonzo. 2014. Developing a pilot e-mobile app for dementia caregiver support: Lessons learned. Online Journal of Nursing Informatics (OJNI) 18, 1 (2014).

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Virtual reality can spot navigation problems in early Alzheimer’s disease

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Virtual reality can spot navigation problems in early Alzheimer’s disease

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The study, published in Brain, highlights the potential of new technologies to help diagnose and monitor conditions such as Alzheimer’s disease, which affects more than 525,000 people in the UK.

“Recent studies have shown that Alzheimer’s disease begins to develop long before any symptoms become noticeable, but it’s very difficult to detect such changes,” said co-first author Andrea Castegnaro, PhD student in UCL Institute of Cognitive Neuroscience and UCL Electronic & Electrical Engineering.

“Virtual reality tests could be a valuable way to identify Alzheimer’s early on, and provides a powerful tool for investigating cognition,” said Professor Neil Burgess, Director of the UCL Institute of Cognitive Neuroscience.

In 2014, Professor John O’Keefe (UCL Cell & Developmental Biology, Director of the Sainsbury Wellcome Centre) was jointly awarded the Nobel Prize in Physiology or Medicine for ‘discoveries of cells that constitute a positioning system in the brain’. Essentially, this means that the brain contains a mental ‘satnav’ of where we are, where we have been, and how to find our way around.

A key component of this internal satnav is a region of the brain known as the entorhinal cortex. This is one of the first regions to be damaged in Alzheimer’s disease, which may explain why ‘getting lost’ is one of the first symptoms of the disease. However, the pen-and-paper cognitive tests used in clinic to diagnose the condition are unable to test for navigation difficulties.

A team of researchers at UCL and Cambridge have now developed and trialled a VR navigation test in patients at risk of developing dementia.

In the test, a patient dons a VR headset and undertakes a test of navigation while walking within a simulated environment. Successful completion of the task requires intact functioning of the entorhinal cortex, so the team hypothesised that patients with early Alzheimer’s disease would be disproportionately affected on the test.

The team recruited 45 patients with mild cognitive impairment (MCI) from the Cambridge University Hospitals NHS Trust Mild Cognitive Impairment and Memory Clinics. Patients with MCI typically exhibit memory impairment, but while MCI can indicate early Alzheimer’s, it can also be caused by other conditions such as anxiety and even normal aging. As such, establishing the cause of MCI is crucial for determining whether affected individuals are at risk of developing dementia in the future.

The researchers took samples of cerebrospinal fluid (CSF) to look for biomarkers of underlying Alzheimer’s disease in their MCI patients, with 12 testing positive. The researchers also recruited 41 age-matched healthy controls for comparison.

All of the patients with MCI performed worse on the navigation task than the healthy controls. However, the study yielded two crucial additional observations. First, MCI patients with positive CSF markers – indicating the presence of Alzheimer’s disease, thus placing them at risk of developing dementia – performed worse than those with negative CSF markers at low risk of future dementia.

Secondly, the VR navigation task was better at differentiating between these low and high risk MCI patients than a battery of currently-used tests considered to be gold standard for the diagnosis of early Alzheimer’s.

“These results suggest a VR test of navigation may be better at identifying early Alzheimer’s disease than tests we use at present in clinic and in research studies,” said the study’s lead author Dr Dennis Chan (University of Cambridge), who previously completely a PhD in Professor O’Keefe’s lab.

VR could also help clinical trials of future drugs aimed at slowing down, or even halting, progression of Alzheimer’s disease. Lack of comparability of memory tests between animal models and human participants represents a major problem for current clinical trials.

“The brain cells underpinning navigation are similar in rodents and humans, so testing navigation may allow us to overcome this roadblock in Alzheimer’s drug trials and help translate basic science discoveries into clinical use,” said Dr Chan.

The VR research was funded by the Medical Research Council and the Cambridge NIHR Biomedical Research Centre. The app-based research is funded by the Wellcome, the European Research Council and the Alan Turing Institute.

The study also involved researchers in UCL Psychology & Language Sciences and the UCL Institute of Communications and Connected Systems

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Virtual reality (VR) can identify early Alzheimer's disease more accurately than 'gold standard' cognitive tests currently in use, suggests new research from UCL and the University of Cambridge.

The study, published in Brain, highlights the potential of new technologies to help diagnose and monitor conditions such as Alzheimer's disease, which affects more than 525,000 people in the UK.

"Recent studies have shown that Alzheimer's disease begins to develop long before any symptoms become noticeable, but it's very difficult to detect such changes," said co-first author Andrea Castegnaro, PhD student in UCL Institute of Cognitive Neuroscience and UCL Electronic & Electrical Engineering

Links

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Media contact

Chris Lane

tel: +44 20 7679 9222

E: chris.lane [at] ucl.ac.uk

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Virtual reality can spot navigation problems in early Alzheimer's disease

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Virtual reality (VR) can identify early Alzheimer's disease more accurately than 'gold standard' cognitive tests currently in use, suggests new research from UCL and the University of Cambridge. The study, published in Brain, highlights the potential of new technologies to help diagnose and monitor conditions such as Alzheimer's disease, which affects more than 525,000 people in the UK.

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Why Virtual Reality Could Help Treat Alzheimer's and Chronic Pain

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Why Virtual Reality Could Help Treat Alzheimer's and Chronic Pain

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https://youtu.be/xAhuVEQRJs8

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Why Virtual Reality Could Help Treat Alzheimer's and Chronic Pain

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How Virtual Reality Is Brightening up Dementia Patients’ Lives

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How Virtual Reality Is Brightening up Dementia Patients’ Lives

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I wasn’t aware of how much impact dementia had on people, it is frightening and makes you wonder how we can help to make it easier. I found it very insightful seeing how VR is making a difference and helping with dementia. - Antheney

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How Virtual Reality Is Brightening up Dementia Patients’ Lives

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This footage shows three dementia patients using a virtual reality headset which helps calm them and significantly improve their mood.

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I found this seminar highly informative. I’ve not lived with a person with dementia, but I have interacted briefly with people with this condition. I feet empathy towards our dementia whānau (family) after seeing what they have deal with daily through the VR technology. This type of education is beneficial for those like me who don’t understand dementia and how it effects people with it.

Through my research about VR and dementia, I found that there was a game created to help researchers find out more about dementia working towards a potential cure. Although it is still in the research and development stage, working towards the greater good always proves to be advantageous, especially for those members who live with whānau with dementia.

In conclusion having a better understanding of dementia enables us to work as a community to better care for out whānau with dementia.

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Anyone who has suffered from dementia, or knows someone who has, knows that is a cruel, tough syndrome to battle. 5.5 million people in the United States alone suffer from dementia, which is marked by chronic degeneration of cognitive functions such as memory, decision-making skills, behavior towards others, and language abilities. Researchers have been struggling to find a cure or treatment for decades, and with the number of Alzheimer's-related deaths nearly doubling from 2000 to 2014, the need for a treatment is greater now than ever.

One group of researchers hope that a highly addictive virtual reality game in which users sail through sunny, tropical waters and navigate through turbulent, stormy seas will provide the data needed to step forward in the search for treatment.

Developed by Alzheimer's Research UK in partnership with Deutsche Telekom, the University College London (UCL), and the University of East Anglia (UEA), Sea Hero Quest VR is being used to collect widespread data about human spatial navigation that will be used in the future to help detect dementia in earlier stages by cross-examining navigation data from healthy players and players with dementia to determine the subtle, early onset navigational troubles in people with dementia that are currently unknown.

While the concept sounds almost too good to be to be true, UEA researcher Michael Hornberger, Ph.D., has been toying with the idea since 2014, when he attended a gamification of science conference that made him think seriously about using gaming for data collection.

" I realized that navigation is intuitively a part of many online games and could be therefore used to measure navigation behavior on a population level," Hornberger said. "This would create then a navigation benchmark which could be used for the diagnosis of our patients."

Since its inception, Sea Hero Quest has reached a massive audience. The original mobile app was downloaded over three million times, and the VR version, which launched just last week, already has over 40,000 downloads. The mobile version gave researchers an unprecedented amount of navigational data in record-breaking time; two minutes of active game play equaled out to five hours of lab-based research. In other words, it would take researchers 9,000 years using traditional laboratory methods to gather the amount of data gathered so far with Sea Hero Quest. However, the VR version was developed to improve upon the mobile app by creating a more intuitive and immersive navigation experience.

"[VR] allows us to detect even more subtle navigation changes before people develop dementia," said Hornberger. "For example, if they just have a quick look around when they are not sure any more about their bearings."

The research team has already begun analyzing the data for insights, and clinical trials, led by Hornberger, in which dementia patients themselves play the game, are already underway. Though the Sea Quest VR project is still in the early stages of its two-year design plan, Hornberger suspects that VR will play multiple roles in dementia spotting, research, and eventually, treatment, over the next ten to twenty years.

"I think VR can be easily used for diagnostics and rehabilitation in the future," Hornberger said. "It is so intuitive that it will allow testing potential patients much better in an ecological way to detect their real-life problems. Similarly, it will allow testing how potential treatments work in patients. Finally, once we have drugs to at least stop the disease, it will be great for rehabilitation purposes so that patients can re-learn ecological tasks such as navigation."

While researchers like Hornberger are using VR to collect data that will provide critical clues towards treating dementia in the future, others are using VR right now to generate awareness around the reality of living with dementia -and provide relief and happy experiences for those living with the condition.

Alzheimer's Research UK, the same charity involved with the creation of Sea Hero Quest, teamed up with Google, VISYON, and UCL, to create " A Walk Through Dementia ," a VR film that shows some of the lesser-known realities, experiences, and feelings that people living with dementia face on a daily basis.

" We wanted the app to challenge the view that dementia is just about memory loss," said Dr. Laura Phipps, Alzheimer's UK Head of Communications and Engagement. "So across all three scenarios you experience a range of symptoms including visual symptoms, misperceptions, getting lost, misrecognizing people, and visuospatial and memory problems."

The team went to great lengths to make the VR experience as realistic as possible; before production or story development began, anecdotes written by people with dementia were collected and analyzed from online forums and books. A focus group of dementia patients provided input, aiding the team in their mission to create the most realistic experience possible.However, it was quickly realized that there is no "one size fits all" approach to how people experience dementia, and the team tried to portray that in the VR film.

"It's not always possible to know exactly how someone with dementia is experiencing the world and each person may experience symptoms differently," Phipps said. "For some symptoms, such as the sense of panic experienced when realizing you're lost, we've used the effects to create a 'feeling' rather than model exactly what someone might see."

With free consulting from Google, narration provided by Dame Harriet Walker (who lost both parents to dementia), promotion from news reader Jon Snow, and help from VISYON in creating the immersive experience, "A Walk Through Dementia" was a truly collaborative effort.

"It was driven largely by goodwill and a desire from all parties to deliver something completely different and game-changing in this space," Phipps said.

" The Wayback ," a VR film designed to reignite happy memories for people with dementia, was created in a similar collaborative effort. Created by Grey London executives Dan Cole and Andy Barnett as a passion project, "The Wayback" was born after Cole was impressed by the high quality visuals of the VR experience

" That got us thinking about whether we could use VR to help recall memories that are fading, and whether that would be of any value to those living with Dementia and their loved ones," said Cole, whose father was diagnosed with Alzheimer's. " From personal experience, we all felt that one of the toughest things about Alzheimer's is how hard conversations are to come by as the disease takes hold. You find yourself clutching for old videos and music from the past to ignite a spark in the person. So the aim was to create something that would help spark conversations between people and their loved ones."

For now, only the pilot episode has been shot in a planned series of freely accessible VR films designed to transport dementia patients back to popular, iconic moments from different eras. The pilot, which transports people straight into the lively streets on Coronation day, was made possible by a successful Kickstarter campaign that raised €35,000 in a month, and with the pro bono work of artists, editors, sound engineers, producers, and extras who were passionate about the project's mission.

Cole noted that The Wayback simply wouldn't have been possible without " the incredible goodwill of everyone to make this happen ." The team just wrapped production on the pilot episode and hopes to release it within the next few weeks.

From widespread spatial navigation collection data to transporting dementia patients to vivid memories from their past, VR is taking on a significant role in the ongoing fight against dementia. You can join the fight, too, by contributing data to researchers by playing , and by supporting projects created with the purpose of educating, creating awareness, and providing joy to those battling dementia.
Image Credit: Sea Hero Quest VR & THE WAYBACK

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How VR Can Help Solve Dementia - VRScout

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Share TweetHow VR is helping us spot, research, treat, and raise awareness for dementia. Anyone who has suffered from dementia, or knows someone who has, knows that is a cruel, tough syndrome to battle. 5.5 million people in the United States alone suffer from dementia, which is marked by chronic degeneration of cognitive functions such [...]

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This is an interesting video about VR and they way it can potentially can help in the prevention of dementia. Kelly Stuart

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Scientists Study Whether Virtual Reality Can Prevent Cognitive Decline and Dementia

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This is a really useful video showing therapy and tailoring positive experiences to bring back good memories of the past. I see this as a valuable experience to give to dementia sufferers and one of the patients calls it 'beautiful'. Kelly Stuart

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An NHS pilot is seeing if virtual reality could improve the lives of people with dementia, by taking them back in time to relive formative experiences.

The Marston Court care home in Oxford, run by The Orders of St John Care Trust, has been trialling the technology.
Produced, filmed and edited by Dougal Shaw.

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'It was marvellous, I was raring to go everywhere'

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An NHS pilot is seeing if virtual reality could improve the lives of people with dementia, by taking them back in time to relive formative experiences. The Marston Court care home in Oxford, run by The Orders of St John Care Trust, has been trialling the technology.

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This topic is a both an engaging and vital topic that I am really close to, as my grandmother had dementia and lived in a nursing home with others suffering from dementia. I see Virtual Reality (VR) as such a valuable tool in healthcare, and wish it was available in the past to help others that were suffering from dementia.  The use of VR is increasing, as the cost is decreasing, and technology is quickly advancing in VR. Also, VR is now seen as a tool that is effective in leading to much improvement in dementia sufferers’ lives. It is clear from the videos and readings on this topic VR have many benefits for patients.

With a huge number of 70,000 New Zealanders with dementia (and growing), and also 4 out 5 of people being aware of someone they know being affected by dementia, it is a obviously an important healthcare issue to focus on for New Zealand (Alzheimers New Zealand, 2022).

The tools that are used in VR can rehabilitate and help sufferers and their caregivers in a safe and comfortable environment. VR also gives caregivers and families the opportunity to be’ confronted’ with what a dementia patient is going through, which is useful for empathy and understanding from the families that are supporting their family members going through dementia.

There are various useful other tools and technologies that can help sufferers in addition to VR. These include the below technologies:

Technology for social reasons– phones/use of video calling lets dementia sufferers communicate and stay connected with their loved ones from the comfort of their home or their rest home. This makes them feel supported and less lonely.

•            Gaming technologies – gaming technologies can be very realistic and help the patient with connection and see the world, without leaving their house

·       Communication devices – such as Talking Mat, let people with dementia have an app and select a feeling picture/ emotion to communicate how they feel (Bushak, 2019)

Artificial intelligence – Dr. Roman Bauer from University of Surrey research says that types of dementia can be found quicker using AI (Henderson, 2022). The study shows the value that artificial intelligence has by the analysis of EEG data in diagnosing dementia that can be life changing. By analysing patients' brain activity firstly with their eyes open then closed, the useful machine learning algorithms can detect different forms of dementia with a accuracy(Henderson, 2022).

GPS and location trackers – the patient can have a GPS/ tracker so that if they get lost they can easily get found.

Robots that do home care – vacuums that can clean the house by pressing a button, alerts of medications

Sensors track the patient’s health and send automatic alerts to healthcare (Bushak, 2019)

Patients getting a diagnosis of dementia should not mean their independence is gone or the choice to live in their own homes is gone (Alzheimer's Society, 2022). Therefore, technology tools and innovations are extremely valuable, that can help patients with dementia have their independence, and be supported and as comfortable as possible in their homes and lives.

References

Alzheimers Society. (2022). 5-tech-innovations-for-people-living-home-dementia. Retrieved from Alzheimers Society: https://www.alzheimers.org.uk/blog/5-tech-innovations-for-people-living-home-dementia

Bushak, L. (2019). Dementia Virtual Reality. Retrieved from Being Patient: https://www.beingpatient.com/dementia-virtual-reality/

Henderson, E. (2022). Artificial-intelligence-could-help-fast-track-dementia-diagnosi. Retrieved from News Medical News: https://www.news-medical.net/news/20220921/Artificial-intelligence-could-help-fast-track-dementia-diagnosis.aspx

Sauerr, A. (2019). Alzheimers. Retrieved from 7 Technologies for Alzheimers: https://www.alzheimers.net/9-22-14-technology-for-dementia#:~:text=10%20Technological%20Innovations%20for%20Caregivers%20and%20Those%20Living,...%208%208.%20Medication%20management.%20...%20More%20items