B. Perez-Gutierrez, A. Uribe-Quevedo, Lizeth Vega-Medina, J. S. Salgado, Norman Jaimes, Osmar Perez
{"title":"Immersive and Non-Immersive VR Percutaneous Coronary Intervention Simulation for Acute Myocardial Infarction","authors":"B. Perez-Gutierrez, A. Uribe-Quevedo, Lizeth Vega-Medina, J. S. Salgado, Norman Jaimes, Osmar Perez","doi":"10.1109/SeGAH49190.2020.9201902","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201902","url":null,"abstract":"Percutaneous Coronary Intervention (PCI) is a standard procedure whereby a hemodynamicist professional eliminates narrowing or blockage of the coronary arteries. The procedure is taught and trained as part of the interventionist cardiology curriculum. The cognitive and motor skills required to complete this procedure are key during the patient's treatment, and are only achieved through extensive training. Currently, there is great concern among physicians regarding the dependency on high-end equipment requiring large investments that can limit the number of practices students can get. This paper presents the development of two virtual reality (VR) simulation prototypes for PCI training for treating Acute Myocardial Infarction. Our approach employs a virtual reality headset and a smartphone to compare their effects on the training experience. The visual immersion and non immersion effects are compared by gathering usability perceptions finding that the simulator has potential as a learning tool for medical education using VR technology.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"65 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":"113969946","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}
Salete Teixeira, R. V. Boas, Francisco Oliveira, Cristiana Araújo, P. Henriques
{"title":"OntoJogo: An Ontology for Game Classification","authors":"Salete Teixeira, R. V. Boas, Francisco Oliveira, Cristiana Araújo, P. Henriques","doi":"10.1109/SeGAH49190.2020.9201876","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201876","url":null,"abstract":"Games are no longer just an entertainment activity. Various games are being adopted in different fields, such as psychology, education, and healthcare. Their usage requires professionals to be capable of categorizing games to take the most advantage out of them. Therefore, we argue that a uniform classification for games can facilitate and improve the work on numerous investigations that focus on the usage of games. Along with research work on the matter, in this paper, we present an ontology, OntoJogo, for the classification of games according to different perspectives or categorization axes. In the paper, OntoJogo is described in detail (classes and relations are explained), and examples of use are shown.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"25 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":"115073553","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}
Dmitriy Babichenko, P. Healy, Marcela M. Gomez, S. Kane-Gill, E. Littleton, Peter Brusilovsky, Paul Cohen, Ravi Patel
{"title":"The Use of Agent-Based Models As Non-Player Characters in Serious Games","authors":"Dmitriy Babichenko, P. Healy, Marcela M. Gomez, S. Kane-Gill, E. Littleton, Peter Brusilovsky, Paul Cohen, Ravi Patel","doi":"10.1109/SeGAH49190.2020.9201889","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201889","url":null,"abstract":"One of the shortcomings of many modern serious games and medical simulations lies in their inability to model even some modicum of unpredictability of real life situations. Interactions with a standardized patient may teach healthcare professional students how to diagnose a clinical condition, better manage a patient, or help them improve their bedside manners, but such simulated interactions will not prepare the learners to deal with unpredictability of clinical situations, interruption, and task switching. Distractions occur from colleagues, clinical decision support alerts, pagers, smartphones, or audible alarms. All these interruptions can potentially alter the course of patient care and the outcome of a patient's treatment. A simulated virtual patient (VP) may teach critical thinking skills, but once a student has successfully diagnosed a VP, the simulation stops providing educational value. In this paper we propose a generalizable method for integrating agent-based models into serious games and simulations. In the proposed paradigm, a human player (learner) takes on the role of a single agent in the model (e.g, a healthcare professional), while the output of the model controls the environment, the rules of agent interactions, and all the other agents that the human player interacts with (non-player characters). Moreover, we will present two use cases demonstrating that the use of agent-based models as behavior controllers for non-player characters introduces a degree of unpredictability in a virtual patient simulation and in a serious game designed to teach middle and high-school students about the spread of infectious diseases.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"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":"130853038","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":"Pre-diagnostic of visual acuity through a serious game","authors":"J. Vilaça, D. Duque","doi":"10.1109/SeGAH49190.2020.9201725","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201725","url":null,"abstract":"Serious games have been used successfully in the most diversified areas of Health Care. Taking advantage of the engagement and abstraction of reality provided by video games, the aim of this research was to develop a serious game capable of performing a visual acuity pre-diagnostic test in children aged between 3 and 7 years. Taking advantage of the potential of 3D sensors, both from the point of view of the ability to make accurate measurements, as well as using such information to create dynamic 3D content that reacts to the player's movement, a prototype that incorporates the LEA test specifications in a video game was built. The developed system was subjected to tests in a hospital environment, and encouraging results were obtained that pointed out the suitability of this type of game as a tool to aid in the diagnosis of visual acuity problems in very young children. Although there are conclusive results, it is assumed that the prototype should be complemented by future work and additional tests, by studying other regressive models and a larger number of participants.","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":"117261489","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}
Christoph Aigner, M. Eder, René Baranyi, T. Grechenig
{"title":"recoverApp - A mobile health solution to support people in stationary rehabilitation","authors":"Christoph Aigner, M. Eder, René Baranyi, T. Grechenig","doi":"10.1109/SeGAH49190.2020.9201839","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201839","url":null,"abstract":"Prolonged stays in hospitals or rehabilitation facilities can have negative psychological and physical effects on patients. Possible symptoms patients are suffering from are depression, reduced cognitive performance, feelings of loneliness, anger and aggressive behavior. Aforementioned issues can affect the general healing process of medical conditions the patient was hospitalized for in the first place. The authors are therefore proposing a concept for a mHealth solution entitled “recover-App”, especially designed for supporting people in stationary rehabilitation. Its core features are intended to support patients overcome certain psychological problems that occur during prolonged periods of recovery by using concepts and interventions of cognitive behavioral therapy (CBT). “recoverApp” was designed based on a comprehensive state-of-the-art analysis and incorporated feedback from therapists to further refine it's main features. These include functions to track the patients mood, tasks, challenges and skills. It also provides the patient with a diary and an instant messaging feature to directly contact the treating therapist. The patient receives skill points by completing challenges and tasks or by simply entering diary entries. This gamification approach is used to enhance the engagement and acceptance of the mobile application.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"9 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":"132445699","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}
Margarida F. Pereira, C. Prahm, J. Kolbenschlag, E. Oliveira, N. Rodrigues
{"title":"A Virtual Reality Serious Game for Hand Rehabilitation Therapy","authors":"Margarida F. Pereira, C. Prahm, J. Kolbenschlag, E. Oliveira, N. Rodrigues","doi":"10.1109/SeGAH49190.2020.9201789","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201789","url":null,"abstract":"The human hand is the body part most frequently injured in occupational accidents, accounting for one out of five emergency cases and often requiring surgery with subsequently long periods of rehabilitation. This paper proposes a Virtual Reality game to improve conventional physiotherapy in hand rehabilitation, focusing on resolving recurring limitations reported in most technological solutions to the problem, namely the limited diversity support of movements and exercises, complicated calibrations and exclusion of patients with open wounds or other disfigurements of the hand. The system was assessed by seven able-bodied participants using a semistructured interview targeting three evaluation categories: hardware usability, software usability and suggestions for improvement. A System Usability Score (SUS) of 84.3 and participants' disposition to play the game confirm the potential of both the conceptual and technological approaches taken for the improvement of hand rehabilitation therapy.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"5 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":"131273178","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":"MIRARTS: A mixed reality application to support postural rehabilitation","authors":"M. Pezzera, Eleonora Chitti, N. Borghese","doi":"10.1109/SeGAH49190.2020.9201694","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201694","url":null,"abstract":"The computational power of new technologies has increased in recent years, and new devices for Augmented Reality (AR) and Mixed Reality (MR), such as Microsoft Hololens, have been proposed. We describe here how through MR we enable the therapist to see in real-time a quantitative evaluation of a rehabilitation exercise, in terms of adequate metrics reported both as text and as graphs, while he/she is looking at it. This would allow to combine the qualitative experience of the therapist with quantitative data to enable the therapist to make the most adequate decisions in terms of modification of the rehabilitation scheduling and of the parameters. Moreover, it also allows to verify in real-time the effect of the modifications of the parameters and further tune them. Preliminary results have highlighted some limitations in prolonged use, but have indeed supported the power of this approach inside the rehabilitation field.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"6 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":"116516061","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}
V. Delvigne, L. Ris, T. Dutoit, H. Wannous, Jean-Philippe Vandeborre
{"title":"VERA: Virtual Environments Recording Attention","authors":"V. Delvigne, L. Ris, T. Dutoit, H. Wannous, Jean-Philippe Vandeborre","doi":"10.1109/SeGAH49190.2020.9201699","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201699","url":null,"abstract":"Children with Attention Deficit Hyperactivity Disorder (ADHD), present different symptoms binding for everyday life, e.g. difficulty to be focused, impulsiveness, difficulty to regulate motor functions, etc. The most commonly prescribed treatment is the medication that can present side effects. Another solution is behavioural treatment that does not seem to present better results than medication for a higher cost. A novel method with growing interest is the use of neurofeedback (NF) to teach the patient to self-regulate symptoms by herself, through the visualisation of the brain activity in an understandable form. Moreover, virtual reality (VR) is a supportive environment for NF in the context of ADHD. However, before proceeding the NF, it is important to determine the features of the physiological signals corresponding to the symptoms' appearance. We present here a novel framework based on the joint measurement of electroencephalogram (EEG) and sight direction by equipment that can be embedded in VR headset, the goals being to estimate attentional state. In parallel to the signal acquisition, attentional tasks are performed to label the physiological signals. Features have been extracted from the signals and machine learning (ML) models have been applied to retrieve the attentional state. Encouraging results have been provided from the pilot study with the ability to make the right classification in multiple scenarios. Moreover, a dataset with the labelled physiological signals is under development. It will help to have a better understanding of the mechanism behind ADHD symptoms.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"42 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":"126214960","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":"Towards Mobile Applications for Co-Monitoring Children's Health Condition","authors":"Ghazayil Al Khalifah, Felwah Alqahtani, Rita Orji","doi":"10.1109/SeGAH49190.2020.9201893","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201893","url":null,"abstract":"In this paper, we present the user-centered design process used in the design of a mobile application prototype for co-monitoring children's health while they are in school. Based on the initial results from a user study, involving 81 participants (50 parents and 31 teachers), we designed the app prototype. It allows both parents and teachers to co-monitor and manages a child's health condition. The app establishes a consistent communication between parents and teachers. It also allows for tracking children's' activities and school performance. In addition, the prototype admin access allows the school administration to perform their duty, such as student registration and setting up classes.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"119 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":"131597527","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. Torres, Christopher Carmichael, William Wang, Matthew Paraskevakos, A. Uribe-Quevedo, Paul Giles, Jamie Lee Yawney
{"title":"A 360 Video Editor Framework for Interactive Training","authors":"A. Torres, Christopher Carmichael, William Wang, Matthew Paraskevakos, A. Uribe-Quevedo, Paul Giles, Jamie Lee Yawney","doi":"10.1109/SeGAH49190.2020.9201707","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201707","url":null,"abstract":"The adoption of consumer-level mobile devices and head-mounted displays (HMDs) has caused an increased consumption of 360° video content. This trend has led to accessible and immersive content creation for training and education in health and safety amongst other areas. Although 360° videos can provide realistic content, they often lack interactivity. We hypothesize that integrating interactive elements into 360° videos will affect its perceived immersion, engagement, and usability. In this paper, we present a framework for adding interactions to 360° videos composed of an editor and a video player. The Editor allows adding interactive content in the form of panels containing information, quizzes, pictures, and 3D models. A three-stage study was conducted with participants from the Ontario Tech University (n=45) to evaluate our VR framework's usability and engagement compared to a non-interactive 360° video by applying the SUS (System Usability Scale) and the GEQ (Game Experience Questionnaire) surveys. Results indicate that the interactions add tension, higher negative affect, and lower positive affect than non-interactive videos that led to higher perceived usability with the non-interactive version. We believe that this is caused by the need to locate and interact with elements while the video is playing.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"10 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":"127611537","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}