An Intelligent Coaching Prototype for Elderly Care
Abstract
:1. Introduction
2. Proposed Model
2.1. Coaching Application
- —corresponds to the number of goals achieved in the coaching plan currently established for the user.
- —corresponds to the total number of goals defined in the coaching plan currently established for the user.
- Sad—(0–1).
- Angry—(1–2).
- OK—(2–3).
- Happy—(3–4).
- Excited—(4–5).
2.2. API Gateway
- User Progress Microservice—This microservice was developed to manage the data related to user progress and actions within the coaching application. This includes all the information on current game experience/level/points; content unlocked; in-game purchases; cognitive play session results (games played, points and experience acquired, etc.); and virtual assistant configurations/emotional state.
- Coaching Microservice—This microservice was developed in a previous study [27], in which a generic mechanism was established to configure and evaluate coaching plans with health-related goals. These goals follow a certain health topic (for example, physical activity or smoking habits) and measure an input variable proided by the user as lower than/higher than/equal to a certain value or range. Another important aspect of these goals is the fact they can be dynamically updated with increasing/decreasing difficulty, depending on the performance of the user and whether he/she completed (or not) similar goals that were established for a certain coaching plan (following the example of smoking habits, a daily goal of smoking fewer than a certain number of cigarettes per day could be updated for the following days depending on whether the person achieved this goal or not) Additionally, this microservice provides information on user performance for each associated coaching plan (number of goals already achieved, number of goals failed, upcoming goals, goals’ difficulty, etc.).
- Agent Microservice—This microservice was developed in a previous study [29] and comprised a Multi-Agent System developed in Jade [31] with the definition of two main agents that communicate with each other: A Personal Agent that returns the interaction (message queue), to be sent directly to the user, and evaluates the feedback provided by the user in terms whether the user achieved a health goal after performing a certain interaction with him/her; A Coaching Agent that applies a Reinforcement Learning strategy (using a Q-Learning algorithm) to understand which interactions should next be sent to the user at specific moments of the day based on the information exchanged with the Personal Agent and the interactions with the user. This Reinforcement Learing strategy allows the system to learn from the older person as he/she provides more feedback and understands which messages are most influential to motivate the person to achieve their health goals. Then, future interactions can be adapted according to this information.
3. Results and Discussion
4. Conclusions and Future Work
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
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Martinho, D.; Crista, V.; Carneiro, J.; Corchado, J.M.; Marreiros, G. An Intelligent Coaching Prototype for Elderly Care. Electronics 2022, 11, 460. https://doi.org/10.3390/electronics11030460
Martinho D, Crista V, Carneiro J, Corchado JM, Marreiros G. An Intelligent Coaching Prototype for Elderly Care. Electronics. 2022; 11(3):460. https://doi.org/10.3390/electronics11030460
Chicago/Turabian StyleMartinho, Diogo, Vítor Crista, João Carneiro, Juan Manuel Corchado, and Goreti Marreiros. 2022. "An Intelligent Coaching Prototype for Elderly Care" Electronics 11, no. 3: 460. https://doi.org/10.3390/electronics11030460
APA StyleMartinho, D., Crista, V., Carneiro, J., Corchado, J. M., & Marreiros, G. (2022). An Intelligent Coaching Prototype for Elderly Care. Electronics, 11(3), 460. https://doi.org/10.3390/electronics11030460