{"title":"[Title page]","authors":"","doi":"10.1109/segah49190.2020.9201776","DOIUrl":"https://doi.org/10.1109/segah49190.2020.9201776","url":null,"abstract":"","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":"115331520","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}
Matthew Demoe, A. Uribe-Quevedo, André de Lima Salgado, Hidenori Mimura, K. Kanev, P. Hung
{"title":"Exploring Data Glove and Robotics Hand Exergaming: Lessons Learned","authors":"Matthew Demoe, A. Uribe-Quevedo, André de Lima Salgado, Hidenori Mimura, K. Kanev, P. Hung","doi":"10.1109/SeGAH49190.2020.9201747","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201747","url":null,"abstract":"In this preliminary study, we explore the use of a high-end data glove as a consumer-level hand exergame human interface device. Disorders affecting the musculoskeletal apparatus account for approximately 43 % of all workplace related injuries, leading to increasing claim costs and work absenteeism. Treatment includes unsupervised stretching and exercising with low adherence due to its monotonous and repetitive nature. Exergames, that is the use of games to elicit physical activity, provide engaging experiences that can help motive patients or workers into performing the exercises. Previous works using consumer-level technology have focused on image-based and open electronics 3D printed gloves that have shown the potential of exergames and motion capture as a tool to add immersion. In this paper, we present exergame that employs the Yamaha Data Glove (YDG) integrated to a computer- and robot-based exergame. The data glove allows controlling a virtual arcade crane in addition to interactive sessions with a social robot called ASUS Zenbo Junior. The preliminary quantitative and qualitative data suggest that motion capture data requires further processing and customization to tailor the experience to each user to improve usability and cognitive load affected by suitable tracking hand gestures. The exergame also requires additional cues to ease the experience and maintain users within a state flow.","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":"114807995","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}
P. Sajjadi, M. Bagher, Zheng Cui, J. Myrick, J. Swim, T. White, A. Klippel
{"title":"Design of a Serious Game to Inform the Public About the Critical Zone","authors":"P. Sajjadi, M. Bagher, Zheng Cui, J. Myrick, J. Swim, T. White, A. Klippel","doi":"10.1109/SeGAH49190.2020.9201697","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201697","url":null,"abstract":"The Critical Zone (CZ), the near surface more portion of the terrestrial Earth is a complex concept that plays a pivotal role in the food-energy-water nexus. Due to its complexity, the concept of the CZ and its components are not well understood by society. Challenges range from imagining the invisible (the soil, rock, and water beneath us) to understanding complex relations between the involved components. To create awareness on a societal level, we have initiated a transdisciplinary project driven by immersive and gaming technologies that allow for an extension of what physical reality offers society about the concept of the CZ. We have developed a serious iVR game that enables learners to have a concrete experience about the CZ, and how natural and human processes affect it.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"26 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":"123085157","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":"[Copyright notice]","authors":"","doi":"10.1109/segah49190.2020.9201673","DOIUrl":"https://doi.org/10.1109/segah49190.2020.9201673","url":null,"abstract":"","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"105 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":"128153219","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":"Cognitive load in Games for Health - A discussion","authors":"R. S. Iyer, Rita Orji","doi":"10.1109/SeGAH49190.2020.9201767","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201767","url":null,"abstract":"Cognitive load refers to the mental effort required or invested to achieve the objectives of a task. Cognitive load plays vital role in various everyday tasks including security, management, video games, driving and learning. Since its inception in the 1980s, cognitive load has been used as a key parameter for measuring task performance using various tools and techniques. One of the most significant areas that cognitive load affects is the performance of game players. Depending on the performance and cognitive load of gamers, certain games can be regarded as either exciting or boring. This paper aims to discuss games for health and the need to measure cognitive load in these games. Finally, we suggest methods to measure cognitive load in games for using some existing games for health as examples.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"47 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":"127212148","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}
Sebastian Misztal, Guillermo Carbonell, Lysann Zander, Jonas Schild
{"title":"Simulating Illness: Experiencing Visual Migraine Impairments in Virtual Reality","authors":"Sebastian Misztal, Guillermo Carbonell, Lysann Zander, Jonas Schild","doi":"10.1109/SeGAH49190.2020.9201756","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201756","url":null,"abstract":"Combining virtual reality (VR) and serious games has shown high potential to raise understanding for patients and how symptoms might impact their well-being. To investigate migraine symptoms, we developed a visual migraine simulation in a virtual environment (VE) using a VR head-mounted display (HMD). For the migraine visualization we developed a migraine aura combined with an overexposure effect. We conducted a user study (N = 32) in a within-subject design with two conditions: (1) taking the perspective of a migraine patient and only imagining to suffer from migraine, (2) experiencing migraine by additionally being exposed to a migraine visualization. Participants answered questionnaires measuring their empathic reaction towards migraine patients and their experienced presence. Results yield that participants showed a significantly and notably higher empathic reaction and a slightly stronger sense of presence when visually experiencing migraine symptoms, compared to only imagining to suffer from migraine.","PeriodicalId":114954,"journal":{"name":"2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"22 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":"129623426","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":"Nourish Your Tree! Developing a Persuasive Exergame for Promoting Physical Activity Among Adults","authors":"O. Oyebode, Devansh Maurya, Rita Orji","doi":"10.1109/SeGAH49190.2020.9201637","DOIUrl":"https://doi.org/10.1109/SeGAH49190.2020.9201637","url":null,"abstract":"In this paper, we present the design and development of a persuasive game for promoting physical activity and discouraging sedentariness. The game is based on the tree metaphor which links a player's physical activity level (operationalized using step count) to the health of a tree. Thus, as the player becomes physically active (such as walking or running), the tree's health improves. The tree withers if player's physical activity level reduces. The game employs various persuasive strategies based on the Persuasive Systems Design (PSD) framework to boost players' motivation and provide an enjoyable experience. We believe that our game will yield improved physical activity levels among adults by encouraging them to regularly engage in light-intensity activity (e.g., slow-walking), moderate-intensity activity (e.g., brisk-walking), and vigorous-intensity activity (e.g., running). By being physically active, players protect themselves from chronic health conditions and improve their emotional and mental well-being.","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":"121568996","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}