Y. R. Serpa, Matheus Batista Nogueira, Pedro Paulo Macêdo Neto, M. A. Rodrigues
{"title":"Evaluating Pose Estimation as a Solution to the Fall Detection Problem","authors":"Y. R. Serpa, Matheus Batista Nogueira, Pedro Paulo Macêdo Neto, M. A. Rodrigues","doi":"10.1109/SeGAH49190.2020.9201701","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201701","url":null,"abstract":"In this age of evolving technological capabilities, assisted living has proven useful to ease the frailty that comes with aging. Within this context, the detection and prevention of accidents are paramount to ensure a longer life expectancy for the elderly. Over the years, many approaches for fall detection have been proposed, such as ambient sensors, wearable devices, and automated camera monitoring. A recent approach is to use pose estimation software to identify humans and pinpoint the location of their most important joints. This pose information can be later used as features for an effective fall detection system. This scenario begs the question: Can pose estimation methods be as effective as the sensor or other camera-based ones? To answer this question, we analyzed three pose estimation frameworks, totalizing eleven models, paired with a simple neural network classifier. In our experiments, we have obtained competitive results among the state-of-the-art on the UR Fall Detection dataset, a multi-modal fall detection benchmark, comprised of RGB, depth, and acceleration data. More specifically, our best model achieved a sensitivity rate of 94.5% and a specificity rate of 99.9%, in line with the best camera and sensor-based solutions.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"37 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":"122347249","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":"Physical Activity Recommendation for Exergame Player Modeling using Machine Learning Approach","authors":"Zhao Zhao, A. Arya, Rita Orji, Gerry Chan","doi":"10.1109/SeGAH49190.2020.9201820","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201820","url":null,"abstract":"Exergames are effective tools to motivate and promote daily physical activities. However, previous studies indicated that many people who start any type of exercise drop out of the program before establishing new habits. Research has shown that personalization is key to effective game-based interventions. Player modeling and recommender systems are used for personalizing contents and services in many applications. In exergames, we believe it is important to continuously recommend personalized and appropriate types of physical activity and contents in order to improve the effectiveness of the game. In this paper, we proposed and validated the design of a personalized physical activity recommender system for exergames based on a study of participant's preferred activities. The proposed approach resulted in more accurate recommendations when comparing to an existing model in predicting users' preference toward physical activity types.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"14 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":"128068911","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}
Michael Chan, A. Uribe-Quevedo, B. Kapralos, Norman Jaimes, M. Jenkin, K. Kanev
{"title":"A Preliminary Usability Comparison of Augmented and Virtual Reality User Interactions for Direct Ophthalmoscopy","authors":"Michael Chan, A. Uribe-Quevedo, B. Kapralos, Norman Jaimes, M. Jenkin, K. Kanev","doi":"10.1109/SeGAH49190.2020.9201804","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201804","url":null,"abstract":"Direct ophthalmoscopy, or fundoscopy, is a routine examination whereby a health professional examines the eye fundus using an ophthalmoscope. Despite advances in eye examination tools, there is a growing concern regarding a decline of fundoscopy skills. Immersive technologies, virtual and augmented reality in particular, are capable of providing interactive, engaging, and safe training scenarios, showing promise as com-p~ementary training tools. However, current virtual fundoscopy training solutions typically fail to provide an effective training experience. In this paper, we present the results of a preliminary study conducted to examine three approaches to simulating the direct ophthalmascope as part of training. The approach uses different virtual and augmented reality user inputs. Preliminary results suggest that the operation of a physical controller that maps finger movement to direct ophthamloscopy operation allows for more usable interactions and lower cognitive load than hand-tracking gestures, which are limited to pinching.","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":"115720013","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":"HapiChain: A Blockchain-based Framework for Patient-Centric Telemedicine","authors":"Hossain Kordestani, Kamel Barkaoui, Wagdy Zahran","doi":"10.1109/SeGAH49190.2020.9201726","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201726","url":null,"abstract":"Given the exploding number of the elderly and patients with chronic diseases and the uneven distribution of clinicians, it is economically impossible to continue traditional medicine. Hence, the healthcare sector has been gradually gravitating towards telemedicine, which applies intelligent systems for more comprehensive medical services with minimum costs. The criticality of data and process involved in telemedicine raise various concerns in terms of reliability and security. To this end, in this paper, we propose HapiChain, a blockchain-based framework for patient-centric telemedicine. HapiChain exploits blockchain technology to improve security, scalability, and reliability of medical workflows. Although HapiChain is patient-centric, it also helps the clinicians to save time and prevent unnecessary trips without improvising the level of treatment. In HapiChain, we embed two primary telemedicine services, namely telemonitoring and teleconsultation. For the former service, Hapicare, an existing healthcare monitoring system with self-adaptive coaching using probabilistic reasoning, is used. HapiChain then completes this service by adding teleconsultation services exploiting blockchain technology. The HapiChain framework includes three main layers: (i) interface layer, (ii) DApp layer, and (iii) blockchain layer. In the first layer, Hapicare is used to communicates with the users, i.e., patients and doctors. DApp layer includes the required procedures for security and scalability of HapiChain, namely smart contracts and distributed storage. The latter is achieved using the InterPlanetary File System (IPFS). In the blockchain layer, Ethereum blockchain is used as a platform of DApps. We evaluate the HapiChain framework and the proposed teleconsultation services in a use-case.","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":"127567200","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}
S. Cinieri, B. Kapralos, A. Uribe-Quevedo, F. Lamberti
{"title":"Eye Tracking and Speech Driven Human-Avatar Emotion-Based Communication","authors":"S. Cinieri, B. Kapralos, A. Uribe-Quevedo, F. Lamberti","doi":"10.1109/SeGAH49190.2020.9201874","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201874","url":null,"abstract":"Feelings, emotions, and empathy play an important role in many daily activities including verbal and non-verbal communication. Their automatic recognition and interpretation is important in a variety of applications requiring communication skills that are difficult to reproduce in computer-simulated environments, including those involving human-avatar interactions. Our recent work has begun investigating the development of intelligent avatars capable of detecting user (human) emotions to allow for realistic human-avatar interactions within medical-based virtual simulations and serious games. In this paper, we present a system that couples eye tracking and dialogue interpretation to allow for intelligent and realistic human-avatar communication. Although formal testing is required, preliminary results are promising, showing the potential of the system.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"12 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":"132412041","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}
D. B. Palhano, Liliane dos S. Machado, A. A. F. de Almeida
{"title":"Paki Mirabolandia: A Serious Game to Identify Player Personality","authors":"D. B. Palhano, Liliane dos S. Machado, A. A. F. de Almeida","doi":"10.1109/SeGAH49190.2020.9201759","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201759","url":null,"abstract":"Serious Games (SG) use playability to achieve specific goals in a playful way. Players profiles are directly influenced by personality constructs and affects their choices. Thus, it is important to consider player personality for SG design and adaptation. There are no published studies presenting SG as a tool to identify personality with Big Five Factors (BFF) model nor using an Item Response Theory (IRT) - based intelligence system. The aim of this work was to develop a SG to automatically identify player's personalities, using an intelligence system based on IRT and evaluate the convergent and divergent validity of the SG via Classical Theory Test (CTT). The kernel of the SG intelligence system uses IRT to calculate player's latent personality trait. The trait Conscientiousness was approached in the present work. A study was conducted with a 29 subject sample of all genders. The SG was capable to identify their personality trait and the IRT intelligence system proposed is adequate. Also, evidence of convergent and divergent validity was found, reaching the aim of this work. However, more activities will be developed, toward the comprehension of more personality traits. This is a necessary step for advances to SG development providing automatic identification of player's personality based on their actions.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"35 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":"132508632","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}
Paulo Pacheco, F. Santos, João Coimbra, E. Oliveira, N. Rodrigues
{"title":"Designing Effective User Interface Experiences for a Self-Service Kiosk to Reduce Emergency Department Crowding","authors":"Paulo Pacheco, F. Santos, João Coimbra, E. Oliveira, N. Rodrigues","doi":"10.1109/SeGAH49190.2020.9201858","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201858","url":null,"abstract":"Emergency department crowding has been steadily increasing, with a significant part due to non-emergent pathologies. We developed a self-service kiosk to be used by patients while waiting from triage to treatment room allocation, which collects clinical history, usual medication, main complaint and, also collects vital signs. This information is processed and presented in a comprehensive way to the medical staff in order to accelerate diagnostics and treatment selection. This work describes and analyzes the results of the usability evaluation of this kiosk, taking into account the average time per screen, the average time of a complete kiosk session, the application design and the user interaction with devices and the system. The kiosk was tested in several environments with different types of users, allowing the identification of causes of problems and difficulties experienced, as well as solutions to improve the solution.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"8 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":"133082195","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}
M. A. Rodrigues, E. B. S. Lustosa, Rafael G. Barbosa, Juliana Amaral De Figueiredo, Isabel Veras Beleza, Renan L.V. Salviano, Rafaela Elizabeth B. Queiroz, Lúcio Roberto de O. das Neves
{"title":"Game-Based Learning for Health Professionals Working in Cancer Care","authors":"M. A. Rodrigues, E. B. S. Lustosa, Rafael G. Barbosa, Juliana Amaral De Figueiredo, Isabel Veras Beleza, Renan L.V. Salviano, Rafaela Elizabeth B. Queiroz, Lúcio Roberto de O. das Neves","doi":"10.1109/SeGAH49190.2020.9201718","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201718","url":null,"abstract":"Game-Based Learning corresponds to a learning methodology supported by the use of games to represent a realworld problem in a playful way, while stimulating the interest and engagement of the target audience. In the health area, it can be used to assist in the training of students and professionals, simulating and anticipating scenarios that are likely to be experienced in their professional practices, with the difference of not putting the lives of real patients at risk. This work presents a game-based learning application for health professionals working in cancer care. Following medical guidelines, it focuses on maintaining the health of patients with breast cancer, by monitoring the adverse effects arising from treatment therapies and choosing ways to mitigate them using medications, transfusions and food. In addition, following the data-driven paradigm, an editor was also designed and implemented as a tool associated with the game to register input data (i.e., real clinical cases of patients) and feed the game input database independently and unlimitedly, allowing the expansion of execution scenarios and the construction of a rich input database to stimulate player education.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"50 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":"131394169","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":"Emotion Recognition Techniques for Geriatric Users: A Snapshot","authors":"Fiza Mughal, W. Raffe, J. Garcia","doi":"10.1109/SeGAH49190.2020.9201749","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201749","url":null,"abstract":"Several elderly people prefer their independence, however due to cognitive impairment or other age-related ailments they cannot necessarily be left on their own. In order to aid the elderly in living independently, we consider the use of emotion recognition as a relatively autonomous monitoring approach for geriatric people. An analysis and comparison among various emotion recognition studies has shown that close to none of these studies have taken age related cognitive decline into account, which comes with various issues. The aim of this paper is to provide an overview of current emotion recognition techniques and why they may not necessarily be suitable or feasible for geriatric people. This analysis serves as a foundation for a proposed conceptual framework toward an autonomous monitoring system for geriatric people which could minimize the need for explicit user input or interaction while still monitoring the geriatric person(s) well-being.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"130 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":"134366170","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":"Investigating m-health gamification rewards elements for adults 50+","authors":"M. Tizuka, E. Clua, Luciana Salgado","doi":"10.1109/SeGAH49190.2020.9201658","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201658","url":null,"abstract":"Most of the m-health available on the market today aims to promote a healthy lifestyle and to increase the well-being of adults 50+, but few are specifically designed for them. Thus, keeping users engaged for long periods of usage is a constant challenge, especially in cases of diseases that cannot be cured, such as diabetes and cardiac insufficiency, which require long-term care. Some applications adopt gamification as a strategy to keep their users motivated to follow the medical recommendations repeatedly. As a reward, they usually make use of virtual currencies, points, and badges. However, in the case of adults 50+, this engagement can be even more particular, where research points out to a different perception on what motivates them to achieve well-defined and more significant purposes than pure entertainment in games. This paper investigates how to project reward elements on gamified health platforms for this audience, suggesting what can satisfy their intrinsic motivations to engage them for a future continued use of an m-health app. We have found that excess reward elements can be harmful and have the opposite effect of what usually m-health applications are designed for. Besides, the first boost coming from a close friend or family can be determinant to motivate them intrinsically or even to change their routine, more than coming from a health agent. Finally, we conclude through an m-health gamification framework focused on adults 50+.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"238 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":"131863370","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}