Volume 5, Issue 3, December 2018, Pages 153 - 156
Cognitive Content Generation for Healthy Ageing
Authors
Yuki Hayashi1, *, Akinori Abeand2, †
1Graduate School of Science and Engineering, Chiba University, Inage-ku, Chiba-shi, Chiba 261-0004, Japan
2Faculty of Letters, Chiba University, Inage-ku, Chiba-shi, Chiba 261-0004, Japan
†
Present address: DWANGO Artificial Intelligence Laboratory, Tokyo, Japan
*Corresponding author. Email: yu751@outlook.jp
Corresponding Author
Yuki Hayashi
Received 17 May 2018, Accepted 1 November 2018, Available Online 1 December 2018.
- DOI
- 10.2991/jrnal.2018.5.3.2How to use a DOI?
- Keywords
- Prevention of dementia; shopping activities; Shopping Game; content generation
- Abstract
From the viewpoint of preventing dementia, balanced meal, moderate exercise, intellectual activities and social interaction are important. We considered shopping activities were proper to encourage those factors because the activities were intellectual in human daily activities. In this paper, we are going to construct Shopping Game and discuss how to evaluate the activities in the game from the viewpoint of preventing dementia. In addition, we will discuss content generation in Shopping Game.
- Copyright
- © 2018 The Authors. Published by Atlantis Press SARL.
- Open Access
- This is an open access article under the CC BY-NC license (http://creativecommons.org/licences/by-nc/4.0/).
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TY - JOUR AU - Yuki Hayashi AU - Akinori Abeand PY - 2018 DA - 2018/12/01 TI - Cognitive Content Generation for Healthy Ageing JO - Journal of Robotics, Networking and Artificial Life SP - 153 EP - 156 VL - 5 IS - 3 SN - 2352-6386 UR - https://doi.org/10.2991/jrnal.2018.5.3.2 DO - 10.2991/jrnal.2018.5.3.2 ID - Hayashi2018 ER -