2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)最新文献

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Designing a Serious Game for Myoelectric Prosthesis Control 设计一款用于肌电假肢控制的严肃游戏
2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH) Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201812
D. Bessa, N. Rodrigues, E. Oliveira, J. Kolbenschlag, C. Prahm
{"title":"Designing a Serious Game for Myoelectric Prosthesis Control","authors":"D. Bessa, N. Rodrigues, E. Oliveira, J. Kolbenschlag, C. Prahm","doi":"10.1109/SeGAH49190.2020.9201812","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201812","url":null,"abstract":"As an amputee, learning how to control a myoelectric prosthesis is a difficult task. One of the main issues with conventional, highly repetitive, rehabilitation methods is the lack of engagement and motivation of the patients that often leads to high rejection rates of the prosthetic device. This work proposes and implements a novel serious game design, improving previous work, as music-based app. The prototype was evaluated by seven able-bodied participants with regard system usability and engagement. Results suggest positive outcomes in motivation, but room for improvement in system usability","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"94 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":"126242390","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}
引用次数: 5
ClothFace: A Batteryless Glove-Integrated User Interface Solution based on Passive UHF RFID Technology ClothFace:基于无源超高频RFID技术的无电池手套集成用户界面解决方案
2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH) Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201793
A. Mehmood, Han He, Xiaochen Chen, Aleksi Vianto, Ville Vianto, J. Virkki
{"title":"ClothFace: A Batteryless Glove-Integrated User Interface Solution based on Passive UHF RFID Technology","authors":"A. Mehmood, Han He, Xiaochen Chen, Aleksi Vianto, Ville Vianto, J. Virkki","doi":"10.1109/SeGAH49190.2020.9201793","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201793","url":null,"abstract":"Due to their unique advantages, wearable user interface solutions have gained a lot of research and commercial interest. This paper introduces ClothFace technology by presenting a batteryless glove-integrated user interface. The solution is based on passive ultrahigh frequency (UHF) radio frequency identification (RFID) technology. The first prototype of this solution was fabricated from copper tape to a normal cotton-based glove. The user interface on the glove consists of three antenna parts on three different fingers of the glove, each of which has an RFID microchip with a unique ID. Further, an additional antenna part is attached to the thumb of the glove. The antennas are initially separated from each other, and none of the microchips is readable for the RFID reader. When thumb antenna touches any of the three finger antennas, the touch creates an electrical connection, and the corresponding microchip can be detected by the RFID reader. In this study, the developed glove-integrated user interface was evaluated in an office environment by three test subjects, who all received 100 orders from a specific testing software. The average success rate in this first test was 98 %. These initial results are very encouraging, especially when considering that the glove-integrated user interface, being light, flexible, and cost-effective, promises versatile interesting applications in several fields.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"24 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":"124167476","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}
引用次数: 3
A Framework for Using Cognitive Assessment Games for People Living with Dementia 使用认知评估游戏为痴呆症患者的框架
2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH) Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201813
B. Zhang, M. Chignell
{"title":"A Framework for Using Cognitive Assessment Games for People Living with Dementia","authors":"B. Zhang, M. Chignell","doi":"10.1109/SeGAH49190.2020.9201813","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201813","url":null,"abstract":"With the rapidly aging population and the rising number of people living with dementia (PLWD), there is an increasing demand for programming and activities that can promote the health and well-being of PLWD. Mitigating staffing and budgetary constraints, affordable technology can offer valuable support to this effort. Serious games for dementia have become an active research area, including cognitive assessment games, but the games developed thus far have typically been subjected to relatively limited validation. In this paper, we discuss some potential use cases for using cognitive assessment games to improve dementia care. Then we provide a framework for designing and validating cognitive assessment games for PLWD.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"54 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":"121668564","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}
引用次数: 1
Automatic Assessment of Arm Motor Function and Postural Stability in Virtual Scenarios: Towards a Virtual Version of the Fugl-Meyer Test 虚拟场景中手臂运动功能和姿势稳定性的自动评估:迈向Fugl-Meyer测试的虚拟版本
2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH) Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201758
E. Oña, Alberto Jardón Huete, C. Balaguer
{"title":"Automatic Assessment of Arm Motor Function and Postural Stability in Virtual Scenarios: Towards a Virtual Version of the Fugl-Meyer Test","authors":"E. Oña, Alberto Jardón Huete, C. Balaguer","doi":"10.1109/SeGAH49190.2020.9201758","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201758","url":null,"abstract":"Objective assessment of motor function is essential in neurological rehabilitation to determine the effectiveness of treatments, being one of the most commonly used clinical tests the Fugl-Meyer Assessment (FMA). This multi-item and performance-based test evaluate different functional aspects including balance and motor functioning. This paper presents a virtual version of the FMA that combine the classical FMA mechanics with a play-centric approach to accomplish a more autonomous test for assessing motor function, making it easier to administer. Our system aims to provide automatically the FMA score for six items focused on the upper extremity (UE) and one item of the balance section. For that purpose, a depth camera was used to track the user's movements and reproduce them in a virtual environment. Interactions within the virtual scenario are designed in order to quantify the performance level using two approaches: virtualization and gamification. The first approach was implemented for evaluating the UE functioning while the second approach was used in the postural stability assessment. Thus, not only the traditional FMA score is given, but a further descriptive indicator can be obtained, providing additional information about the patient's performance. The proposed system aims to be a high-resolution, autonomous, and objective tool for motor function assessment in neurorehabilitation.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"7 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":"131825193","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}
引用次数: 3
BrainTracker: mHealth app for Remote Assessment of Pediatric Epilepsy and Comorbidities 脑追踪器:移动健康应用程序远程评估儿童癫痫和合并症
2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH) Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201850
K. Gary, M. Cole, Dipak Purbey, M. Lin, M. Berl, Chintan Jarawala, Sheetal Sohoni
{"title":"BrainTracker: mHealth app for Remote Assessment of Pediatric Epilepsy and Comorbidities","authors":"K. Gary, M. Cole, Dipak Purbey, M. Lin, M. Berl, Chintan Jarawala, Sheetal Sohoni","doi":"10.1109/SeGAH49190.2020.9201850","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201850","url":null,"abstract":"Children with chronic pediatric disorders are at increased risk for cognitive and psychosocial problems, but screening and monitoring for them is challenged by access to care and availability of sensitive psychosocial measures. We have developed a mobile health application (mHealth app) with tasks and surveys that target areas of functioning that are commonly at risk in children across medical disorders including attention, processing speed, socialization, anxiety, and depression. The design and implementation of this mHealth solution addresses several technical challenges in providing a usable platform for patients, parents and care providers. The end product is a point-of-care instrument that can quickly, easily, and reliably identify children that require additional assessment and/or intervention for the cognitive and psychosocial symptoms that they are at risk for, and rigorously quantify the diagnostic efficiency of mobile technology compared to standard clinical evaluation.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"23 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":"130532948","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}
引用次数: 0
Gamified platform to aid physiotherapeutic treatment of epicondylitis 游戏化平台辅助上髁炎的物理治疗
2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH) Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201629
F. M. A. de Araújo, N. Ferreira, António Valente, S. Soares, Gabriel D. de M. Trindade, Halyson I.C. Pimentel, Lucas C. Bruno, M. J. Neto, Marcos V. C. B. Nunes, Sara S. Macedo
{"title":"Gamified platform to aid physiotherapeutic treatment of epicondylitis","authors":"F. M. A. de Araújo, N. Ferreira, António Valente, S. Soares, Gabriel D. de M. Trindade, Halyson I.C. Pimentel, Lucas C. Bruno, M. J. Neto, Marcos V. C. B. Nunes, Sara S. Macedo","doi":"10.1109/SeGAH49190.2020.9201629","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201629","url":null,"abstract":"The physiotherapeutic process is widely discussed and of fundamental importance for the recovery of patients who suffer from any injury or adverse muscle condition. For best results, it is of primary importance that the patient maintains a pace of treatment and remains engaged in the activities required by the Physiotherapist. In this context, an approach that improves such engagement with concern for usability and acceptance by patients is explored in this article. A gamified platform was created, capable of capturing the time of exposure to the movement of squeezing a handgrip and expressing the patient's results in a swordsman-themed versus game, through the reading of neuromuscular signals captured by a MYO armband.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"43 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":"127804470","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}
引用次数: 1
A Cyber-Human based Integrated Assessment approach for Orthopedic Surgical Training 基于网络-人的骨科外科培训综合评估方法
2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH) Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201817
Avinash Gupta, J. Cecil, M. Pirela-Cruz
{"title":"A Cyber-Human based Integrated Assessment approach for Orthopedic Surgical Training","authors":"Avinash Gupta, J. Cecil, M. Pirela-Cruz","doi":"10.1109/SeGAH49190.2020.9201817","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201817","url":null,"abstract":"In this paper, an innovative cyber-human based assessment approach developed for a VR based orthopedic surgical training simulator is presented. The approach is based on three perspectives: knowledge assessment, skills assessment and an assessment of mental composure. Such an approach provides a foundation for a robust and balanced assessment of the Virtual Reality (VR)/ Augmented Reality (AR) simulation environment on improving the knowledge and skills of the users involved in the simulation based training. A discussion of the three assessment methods is provided followed by the assessment studies conducted at a medical hospital. The major outcomes of the assessment activities are discussed in the paper which underline the usefulness of such an integrated assessment approach.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"101 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":"124628368","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}
引用次数: 10
MoM An Effort to Comprising CBT in Digital Gaming 在数字游戏中融入CBT的努力
2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH) Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201621
Rifat Ara Tasnim, Farjana Z. Eishita
{"title":"MoM An Effort to Comprising CBT in Digital Gaming","authors":"Rifat Ara Tasnim, Farjana Z. Eishita","doi":"10.1109/SeGAH49190.2020.9201621","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201621","url":null,"abstract":"Mental disorder has its widespread presence and increasing around the globe at an alarming rate. In spite of the existence of effective psychotherapeutic strategies, a significant percentage of individuals do not get access to mental healthcare facilities. A handful amount of research has been conducted to facilitate the existing therapies more accessible via digitization. In this paper, we have proposed a digitized game that is able to magnify the impact of one of the strategies of Cognitive Behavioral Therapy (CBT). This can provide an opportunity for self assessment of individuals' emotional state and enhance impulsive dominance on positive thinking. We have developed a serious game Militant of the Maze (MoM), accessible via handheld devices (e.g. cell phone, tablet) that comprises strategies of CBT that emphasizes the consequence of ‘alternation’ to prevail over challenges of everyday life. We hypothesized that perseverance of the ability of ‘alternation’ can notably improve treating the patients dealing with Obsessive Compulsive Disorder (OCD). The experimental outcome demonstrated that the existence of ‘alternation’ in gameplay can significantly improve players' positive affect and decreases the negative affect, which can impact improving the efficacy of psychotherapeutic treatment by influencing players' mindset of opting for an alternative solution while confronting circumstances in everyday life.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"62 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":"123989541","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}
引用次数: 1
Towards Player Health Analytics in Overwatch 《守望先锋》的玩家生命值分析
2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH) Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201733
Jonah Glass, C. McGregor
{"title":"Towards Player Health Analytics in Overwatch","authors":"Jonah Glass, C. McGregor","doi":"10.1109/SeGAH49190.2020.9201733","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201733","url":null,"abstract":"Overwatch is a competitive, team-based first-person shooter game, with a professional eSports league supporting competitive play. Player mental health has been an issue in eSports, and in Overwatch multiple players have quit playing professionally and cited mental health concerns. Player physiology during gameplay presents an opportunity to understand stressors during gameplay that may affect individual performance and health. This paper presents the collection of physiological data from Overwatch players and overlays it with data from the video game. This method, demonstrated in a pilot study could be used to learn more about how in game events affect player mental health, and lead to the development of resilience building approaches for eSports athletes.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"61 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":"124134813","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}
引用次数: 2
ClothFace: Battery-Free User Interface Solution Embedded into Clothing and Everyday Surroundings ClothFace:嵌入服装和日常环境的无电池用户界面解决方案
2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH) Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201771
A. Mehmood, Han He, Xiaochen Chen, Aleksi Vianto, O. Buruk, J. Virkki
{"title":"ClothFace: Battery-Free User Interface Solution Embedded into Clothing and Everyday Surroundings","authors":"A. Mehmood, Han He, Xiaochen Chen, Aleksi Vianto, O. Buruk, J. Virkki","doi":"10.1109/SeGAH49190.2020.9201771","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201771","url":null,"abstract":"This paper introduces ClothFace, a passive ultrahigh frequency (UHF) radio frequency identification (RFID) -based user interface solution, which can be embedded into clothing and into our everyday surroundings. The user interface platform consists of RFID tags, each of which has a unique ID. All the tags are initially readable to an external RFID reader. A specific tag can be switched off by covering it with a hand, which change can then be used as a digital input to any connected device. Because of the used passive UHF RFID technology, there is no need for embedded energy sources, but the interface platform gets all the needed energy from the external RFID reader. In this study, two test setups were created to an office environment: For the Body Test, the interface was integrated into a cotton shirt and into an item. For the Table Test, the interface was integrated into a wooden table. A gamelike testing software was created for both setups and two male test subjects tested the platform. The achieved results were very promising: success rates of 99–100 % and 94–98 % were reached in the Body Test and in the Table Test, respectively. Based on these promising preliminary results, we can envision the employment of ClothFace for developing multi-modal interfaces that can provide on-body gestural controls in body-based serious game applications.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"44 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120923968","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}
引用次数: 5
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