Evaluating the Lifelog: a Serious Game for Reminiscence

Authors

  • William Burns School of Engineering, Ulster University, United Kingdom
  • Paul McCullagh Computer Science Research Institute, Ulster University, United Kingdom
  • Chris Nugent Computer Science Research Institute, Ulster University, United Kingdom
  • Huiru Zheng Computer Science Research Institute, Ulster University, United Kingdom

DOI:

https://doi.org/10.56198/w41cxb46

Keywords:

Reminiscence, Serious Game, Galvanic Skin Response, Personalisation, Pervasive Computing

Abstract

Body worn cameras record lifelogs as a sequence of images and one therapeutic use is to promote reminiscence in older people. We investigate if the emotional response of the viewer can be used to identify images of interest and whether this can become a serious game for shared interaction with a family member or carer. To evaluate whether this is technically feasible we report on a small evaluation of five healthy participants (Male=3, Female=2) aged between 24-46 years of age. Participants reviewed lifelog images six months after the initial data collection. Galvanic skin response readings were recorded and matched to the image stimuli. By monitoring such responses it is possible to organise the lifelog into events, potentially highlighting activities of daily living and social interaction for subsequent reminiscence. Initial results indicate emotional responses can be quantified and detected but no clear classification of emotional trends emerged. We suggest improvements in methodology to make the approach viable and discuss the need for data reduction. As wearable technology improves, the approach can add to the quantified-self paradigm, allowing wider application to learning and training.

Published

22-09-2025

How to Cite

Evaluating the Lifelog: a Serious Game for Reminiscence. (2025). Immersive Learning Research - Academic, 1(2), 305-316. https://doi.org/10.56198/w41cxb46

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