{"title":"Designing digital games for people with cerebral palsy - a qualitative approach on fostering self-efficacy and therapy compliance","authors":"Andre Hellwig, Katrin Buschmann, A. Burmann","doi":"10.1109/SeGAH49190.2020.9201773","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201773","url":null,"abstract":"Cerebral palsy (CP) is the most common disability in childhood affecting movement, posture and muscle tone. Increasing self-efficacy can aid to foster therapy compliance in CP patients and improve their quality of daily life. Semistructured interviews (N=19) with therapists, children and adults with CP were conducted in order to gather information on how to increase self-efficacy and therapy compliance during physical exercises, and how game design of a digital therapy application can support this. Results have been evaluated in a focus group (N=6) and additional interviews (N=2). In conclusion, six categories were identified, that influence therapy compliance and self-efficacy in both digital and real world environment. Considering these when designing a digital game for CP patients may enhance the success of therapy and quality of a patient's life.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120816865","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
T. Porcino, É. O. Rodrigues, A. Silva, E. Clua, D. Trevisan
{"title":"Using the gameplay and user data to predict and identify causes of cybersickness manifestation in virtual reality games","authors":"T. Porcino, É. O. Rodrigues, A. Silva, E. Clua, D. Trevisan","doi":"10.1109/SeGAH49190.2020.9201649","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201649","url":null,"abstract":"Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is accessible to everyone. While VR provides immersive experiences, it still does not offer an entirely perfect situation, mainly due to cybersickness (CS) issues. In this work, we propose a novel approach for predicting upcoming CS symptoms. Our solution is able to suggest whether the user of VR is entering into an illness situation. We adopted random forest classifiers and validated our solution using 16 different machine-learning techniques, which presented the best results. For training purposes, we built our own dataset through a CS profile questionnaire that we also propose in the present work. The questionnaire is focused on registering and identifying the user's susceptibility to CS, considering their historical conditions and also their response to the immersive environment developed by us. In this method, 86 individuals are selected and the developed questionnaire was put to them on different days, and the answers are compiled as dataset. Our proposal also identifying attributes responsible (causes and individual's parameters) for the observed stressful and uncomfortable situations.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"196 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125924096","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Deep Reinforcement Learning in Immersive Virtual Reality Exergame for Agent Movement Guidance","authors":"Aviv Elor, S. Kurniawan","doi":"10.1109/SeGAH49190.2020.9201901","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201901","url":null,"abstract":"Immersive Virtual Reality applied to exercise games has a unique potential to both guide and motivate users in performing physical exercise. Advances in modern machine learning open up new opportunities for more significant intelligence in such games. To this end, we investigate the following research question: What if we could train a virtual robot arm to guide us through physical exercises, compete with us, and test out various double-jointed movements? This paper presents a new game mechanic driven by artificial intelligence to visually assist users in their movements through the Unity Game Engine, Unity MI-Agents, and the HTC Vive Head-Mounted Display. We discuss how deep reinforcement learning through Proximal Policy Optimization and Generative Adversarial Imitation Learning can be applied to complete physical exercises from the same immersive virtual reality game. We examine our mechanics with four users through protecting a virtual butterfly with an agent that visually helps users as a cooperative “ghost arm” and an independent competitor. Our results suggest that deep learning agents are effective at learning game exercises and may provide unique insights for users.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122826954","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Riccardo Cantoni, J. Essenziale, M. Pezzera, R. Mainetti, N. A. Borghese
{"title":"Procedural constrained story generation based on Propp's and Fabula models","authors":"Riccardo Cantoni, J. Essenziale, M. Pezzera, R. Mainetti, N. A. Borghese","doi":"10.1109/SeGAH49190.2020.9201843","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201843","url":null,"abstract":"Using narrative to increase engagement in serious games where the user is required to repeatedly interact with the same game for a long period of time, as in rehabilitative exer-games, could help in reducing the boredom inherent to the task. However, producing enough narrative content to cover long rehabilitation periods could require much effort from the authorial point of view. Having a tool that, given a wide enough knowledge base, can virtually produce an infinite set of stories, could greatly help in addressing this issue. For this reason, we explored the field of automatic story generation, designed and developed a multi-layered tool capable of automating the creation process of stories. The tool allows the user to define constraints at setup-time to ensure that a given set of events will appear in the generated story plot. These events may be mapped to specific serious games, making the resulting stories suitable, for instance, for integration in exer-games based rehabilitation platforms.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121873470","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Dynamic difficulty adjustment in exer-games for rehabilitation: a mixed approach","authors":"M. Pezzera, N. Borghese","doi":"10.1109/SeGAH49190.2020.9201871","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201871","url":null,"abstract":"In recent years, the use of exer-games in the rehabilitation field has significantly increased. Exercises and exer-games must be carefully customized and adapted to the patient's abilities to provide an adequate level of difficulty to maximize the effectiveness of rehabilitation and to keep the patient's engagement high. The patient's abilities may change over time and an adjustment of the difficulty is required. We present here a mixed approach for Dynamic Difficulty Adjustment based on three modules which take into consideration different key factors: the patient's physical abilities estimated from the data gathered from exercises carried out recently, his/her current capability in the current exer-game and his/her emotional state. The system has been integrated inside an at-home rehabilitation platform and preliminary results are encouraging in terms of usability and capability to set a proper level of difficulty.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114777102","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Paola Pesántez-Cabrera, M. Acosta, V. Jimbo, Pablo Sinchi, Priscila Cedillo
{"title":"Towards an evaluation method of how accessible serious games are to older adults","authors":"Paola Pesántez-Cabrera, M. Acosta, V. Jimbo, Pablo Sinchi, Priscila Cedillo","doi":"10.1109/SeGAH49190.2020.9201655","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201655","url":null,"abstract":"The loss of cognitive and motor functions in humans increases with age, and the aging population is expected to continue growing significantly in the following years. In this context, serious games have become a tool that supports health professionals in mitigating age-related cognitive problems. Additionally, the accessibility provided by those tools is a determinant factor when users need to adapt themselves to a particular technology. Therefore, this paper presents an accessibility model and an evaluation method useful for assessing how accessible serious games are to older adults, based on the Games Accessibility Guidelines (GAG) proposed by the International Game Developers Association and the ISO/IEC 25040. In order to validate and ensure the feasibility of this study, each activity of the proposed method has been applied to a real game that was created for improving certain cognitive functions (i.e., A Clockwork Brain suite of serious games).","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"25 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120824339","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Boundaries: A Serious Game on Relationships for Individuals with Developmental Disabilities","authors":"Samantha Conde, Aviv Elor, S. Kurniawan","doi":"10.1109/SeGAH49190.2020.9201810","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201810","url":null,"abstract":"Studies show that adults with developmental disabilities are often at risk of being targets of abuse. With little supporting resources available for both adults and their caretakers on identifying relationship boundaries, victimization rates are consistently and alarmingly high. This study aims to explore the gamification of behavioral learning to identify personal boundaries and at-risk behaviors with real-time feedback for adults with disabilities. A Unity game, titled “Boundaries”, was developed to provide randomized situational cases in identifying personal relationship boundaries. Ten users with developmental disabilities evaluated the game to provide run-time game responses and qualitative survey feedback. The results suggest that the game was a successful medium for engaging users on the topic of personal boundaries. Significant differences in both gameplay activity were found between users eliciting low, medium, and high-risk behaviors. This paper concludes with discussion and considerations on interactive behavioral serious games for adults with disabilities.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133216278","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. Oliveira, Micael Sousa, M. Vairinhos, Nelson Zagalo
{"title":"Towards a new hybrid game model: designing tangible experiences","authors":"A. Oliveira, Micael Sousa, M. Vairinhos, Nelson Zagalo","doi":"10.1109/SeGAH49190.2020.9201838","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201838","url":null,"abstract":"In this paper we intend to present a theoretical discussion on the definition and specificity of hybrid games and tangible experiences, grounded in the research project “FlavourGame”. The project is developing a serious game for kids aged 10–12 years old to generate discussion and sense-making around nutrition, more specifically everyday choices of nourishment and food. We believe hybrid games are presenting themselves as a new realm of gaming, opening new possibilities, making use of the best of both worlds - physical and virtual. Therefore, we are now working in the creation of a hybrid game model (combining the digital component based on a TUI - tangible user interface with a physical board game). FlavourGame aims to become a game design model for platforms mixing real, fictional and digital worlds merged through physical interactions and rich sensory experiences, unusual in videogames. We intend to present some of the ideas we have been brainstorming and drafting, built on past experiences, in order to design a research path in the direction of the development of a hybrid game model based on embodied conversation and player participation.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"37 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123731243","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
F. Alshammari, Khalid Tearo, Rita Orji, K. Hawkey, Derek F. Reilly
{"title":"MAR: A Study of the Impact of Positive and Negative Reinforcement on Medication Adherence Reminders","authors":"F. Alshammari, Khalid Tearo, Rita Orji, K. Hawkey, Derek F. Reilly","doi":"10.1109/SeGAH49190.2020.9201781","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201781","url":null,"abstract":"This study investigates the effectiveness of three versions of a mobile persuasive application called Medication Adherence Reminder (MAR) in promoting medication adherence level among patients. MAR-1 offers a reminder feature, similar to most mobile applications on the market today, and a medications history, intended to promote self-awareness of medication adherence behavior. MAR-2 adds a points system to reward adherence, while MAR-3 adds a demerit system to punish nonadherence. An experimental comparative approach was employed to evaluate and compare the effectiveness of the three versions of MAR. The sample consisted of 30 participants over 18 years of age and on long-term medication regimens. A four-week field study with 10 participants for each MAR version was conducted. The majority of the participants found the app useful in helping them stick to their prescriptions. Most importantly, both the reward and penalty features were found to promote medication adherence behavior above the MAR-1 baseline level. While participants favored rewards over penalty, no statistically significant difference in medication adherence was found between the two approaches.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131309880","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Priming with mindfulness affects our capacity to self-regulate brain activity?","authors":"Nuno M. C. da Costa, E. Bicho, N. Dias","doi":"10.1109/SeGAH49190.2020.9201841","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201841","url":null,"abstract":"Self-regulation (SR) is a vital adaptation process to environmental and social challenges. Indispensable in our growing hyper-technological and hyper-stimulative society. SR deficits are associated with diverse behavioral problems and mental disorders such as depression, rumination, distraction, anxiety, stress, and attention control. Neurofeedback Training (NFT) is one of the techniques to train brain self-regulation (BSR). In the current protocols, the benefits from NFT greatly differ between subjects, with a high percentage of inefficacy. Therefore, understanding how to prime self-regulation could be the key to unlock predictors and optimize the success of Neurofeedback modulation, and vice-versa. Literature hypothesizes that the “optimal” state of SR learning is reached when irrelevant associations between internal states and external reward are avoided, and when the learner stays engaged, focused and undistracted. Thus, suggesting a close relation to focused attention forms of mindfulness meditation (MM). As such, to promote this “optimal” self-regulation on an NFT protocol, we implemented a human-computer framework to assist the subject to voluntary modulate their brain activity. The assistance was done by priming the subject with mindfulness guided instructions right before the NFT. In conclusion, conducting this intervention was the first step to determine if priming with external neurostimulation would enhance Neurofeedback self-regulation.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128941837","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}