Alberto Borghese, R. Mainetti, Michele Pirovano, P. Lanzi
{"title":"An intelligent game engine for the at-home rehabilitation of stroke patients","authors":"Alberto Borghese, R. Mainetti, Michele Pirovano, P. Lanzi","doi":"10.1109/SeGAH.2013.6665318","DOIUrl":"https://doi.org/10.1109/SeGAH.2013.6665318","url":null,"abstract":"The recent availability of advanced video game interfaces (such as the Microsoft Kinect, the Nintendo WiiMote and Balance Board) is creating interesting opportunities to provide low-cost rehabilitation at-home for patients. In this context, video games are rising as promising tools to guide patients through their recovery experience and to increase their motivation throughout the rehabilitation path. However, to be applied to clinical scenarios, video games must be designed to adhere to the clinical requirements and to meet doctors/patients expectations. They also need to be integrated within multi-level platforms that can allow different levels of monitoring, e.g., at a personal level by the therapist, at the hospital level by the doctors, and at the regional level by the government agencies. In this paper, we overview an intelligent game engine for the at-home rehabilitation of stroke patients The engine provides several games that implement actual rehabilitation exercises and have been developed in strict collaboration with therapists. It is integrated in a patient station that provides several types of monitoring and feedback using virtual and/or human therapists.","PeriodicalId":170908,"journal":{"name":"2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH)","volume":"174 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122053364","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. Cavaco, M. Mengucci, J. Henriques, N. Correia, Francisco Medeiros
{"title":"From pixels to pitches: Unveiling the world of color for the blind","authors":"S. Cavaco, M. Mengucci, J. Henriques, N. Correia, Francisco Medeiros","doi":"10.1109/SeGAH.2013.6665305","DOIUrl":"https://doi.org/10.1109/SeGAH.2013.6665305","url":null,"abstract":"We propose a tool, SonarX, which converts color information from still images or video frames into sound. The tool converts the hue, saturation and value parameters into sound parameters that influence the perception of pitch, timbre and loudness. The goal of SonarX is to help visually impaired individuals to perceive characteristics of the environment that are usually not easily acquired without vision. The tool has been experimented by visually impaired individuals, who confirmed that it can be used to give them information about the range of colors present in the images, presence or absence of light sources as well the location and shape of the objects.","PeriodicalId":170908,"journal":{"name":"2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121110601","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. Lentelink, A. Spil, T. Broens, H. Hermens, V. Jones
{"title":"Healthy weight game!: Lose weight together","authors":"S. Lentelink, A. Spil, T. Broens, H. Hermens, V. Jones","doi":"10.1109/SeGAH.2013.6665311","DOIUrl":"https://doi.org/10.1109/SeGAH.2013.6665311","url":null,"abstract":"Overweight and obesity pose a serious and increasing problem worldwide. Current treatment methods can result in weight loss in the short term but often fail in the longer term. Increasing motivation and thereby improving adherence can be a key factor in achieving the needed behavioral change. One approach is to address affective state (i.e. to promote positive emotions) by making people aware of their condition in a playful manner, possibly with peer interaction. Serious gaming is envisioned as one way to achieve this. Based on a study of the scientific evidence, the serious game `Healthy Weight Game!' was designed. The design incorporates most of the features shown to be beneficial in the scientific literature. An evaluation of the design involving a survey of 53 subjects produced positive results. The game was well understood and seen as a good method to help people lose weight and induce positive behavioral change. It was seen as a good addition to own initiatives for being physically active and as a useful addition to dieting and physical therapy. The design of the game (appearance and content) was positively received. Some gender differences were found in reactions to features such as visualization of goal achievements (e.g. avatar getting thinner as exercise goals are reached) and the kind of informative feedback which was appreciated. Overall the game design was rated 7.57/10 over all respondents. We conclude that this design demonstrates potential for improving physical and, indirectly, mental health of people facing overweight and obesity by increasing adherence and promoting sustainable behavioral change. Next steps are to implement the game and conduct a larger scale evaluation.","PeriodicalId":170908,"journal":{"name":"2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH)","volume":"150 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133918476","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":"Application for physiotherapy and tracking of patients with neurological diseases - Preliminary studies","authors":"T. Martins, V. Carvalho, F. Soares","doi":"10.1109/SeGAH.2013.6665317","DOIUrl":"https://doi.org/10.1109/SeGAH.2013.6665317","url":null,"abstract":"As a significant number of individuals has severe motor disabilities, due to neurological diseases, it is important to provide appropriate rehabilitation programs to improve their quality of life. Several studies suggest that serious games have a tremendous potential as rehabilitation tools. Thus, the objective of this work is to develop an application, to run as a serious game in the near future, to monitor the major physiotherapy movements of people with neurological diseases. This application will be based on Image Processing techniques, to verify whether the patient is correctly performing the physiotherapy exercises.","PeriodicalId":170908,"journal":{"name":"2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134348903","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":"Designing patient education and counseling practices","authors":"M. Silvennoinen, Antti Pirhonen, J. Maksimainen","doi":"10.1109/SEGAH.2013.6665298","DOIUrl":"https://doi.org/10.1109/SEGAH.2013.6665298","url":null,"abstract":"Patient education and counselling are essential constituents of interaction between a patient and a healthcare organisation. This study explores patient education and counselling practices, focusing on the opportunities of modern technology in the development of interaction with patients. With the help of a qualitative study we illustrate nurses' conceptions about the topic and discuss future opportunities. Our approach is distinctively patient centred; all discussion about the use of technology is from the point-of-view of patient's well-being and empowerment.","PeriodicalId":170908,"journal":{"name":"2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115766377","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}
J. Carmo, Ricardo Gonçalves, Rui Batalau, A. Palmeira
{"title":"Active Video Games and Physical Activity in overweight children and adolescents","authors":"J. Carmo, Ricardo Gonçalves, Rui Batalau, A. Palmeira","doi":"10.1109/SeGAH.2013.6665323","DOIUrl":"https://doi.org/10.1109/SeGAH.2013.6665323","url":null,"abstract":"Introduction: A new generation of videogames, also called Active Video Games (AVG), may contribute to increase youth Physical Activity (PA) levels. This systematic review aims to provide a synthesis of the current knowledge regarding physical activity promotion in overweight children and adolescents through AVG play. Methods: We conducted a search strategy in PubMed on 25th January 2012, using the following key-words based on PICO (Population, Intervention, Control and Outcome) model: Child*, Adolescen*, Teenager, Youth, Obes*, Overweight, Active Video Games, Exergam*, Video gam*, Exertainment, New generation computer game, Physical Activity, Fitness, Exercise, Motor activit*, Energy expenditure. The search was limited to English-language papers in peer-reviewed journals, published between 1st January 2008 and 31st December 2011. Results: We found 124 articles in which eight were extracted, based on inclusion and exclusion criteria (two experimental trials and six observational studies). Conclusion: AVG use increases PA from light to moderate intensity. Nevertheless, most of these studies where developed in laboratorial context. In overweight children and adolescent the use of home-based AVG may be an opportunity to increase PA, developing motor skills and overcoming physical inactivity barriers.","PeriodicalId":170908,"journal":{"name":"2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123675348","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":"Computer game engines for accessibility assessment: The IST Alameda campus case-study","authors":"R. Nascimento, A. Gil, T. Heitor, A. Tomé, H. Rua","doi":"10.1109/SeGAH.2013.6665322","DOIUrl":"https://doi.org/10.1109/SeGAH.2013.6665322","url":null,"abstract":"This poster aims to contribute to Serious Games implementation, focusing on the design of a tool to evaluate built environment accessibility, developed within the framework of the IN_LEARNING research project. The proposed tool was tested in a university precinct in Lisbon - IST Alameda campus - where the principle of diversity is demanded by a variety of users with different accessibility requirements (e.g. temporary and/or permanent disability, visual impairment, advancing years, pregnancy). It offers guidance for future interventions intended to upgrade the inclusivity of the built environment and to help improve the aesthetic and functional quality of buildings and outdoor spaces.","PeriodicalId":170908,"journal":{"name":"2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH)","volume":"204 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122008829","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}
Pierangelo Dell'Acqua, L. Klompstra, T. Jaarsma, Ali Samini
{"title":"An assistive tool for monitoring physical activities in older adults","authors":"Pierangelo Dell'Acqua, L. Klompstra, T. Jaarsma, Ali Samini","doi":"10.1109/SEGAH.2013.6665315","DOIUrl":"https://doi.org/10.1109/SEGAH.2013.6665315","url":null,"abstract":"Active living in older adults reduces disabilities and increases quality of life. Adherence to physical activity is low in older adults, therefore new possibilities to motivate to exercise must be explored. One of this new possibilities is to use exergaming. In this paper, we present an assistive tool for monitoring daily, physical activities in older adults with access to exergaming in their home environments. The proposed system employs the Kinect device and allows one to analyse the body movements. From a pilot study, we proved that the system can detect movements through exergaming. In the future we plan to implement the developed monitoring tool as well as exergaming in nursing homes.","PeriodicalId":170908,"journal":{"name":"2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH)","volume":"161 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114659967","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}
L. Lapão, J. Gregório, Tiago Lopes Ferreira, A. Cavaco, C. Lovis, G. Russo, M. Silva
{"title":"eHealth services for enhanced pharmaceutical care provision: From counseling to patient education","authors":"L. Lapão, J. Gregório, Tiago Lopes Ferreira, A. Cavaco, C. Lovis, G. Russo, M. Silva","doi":"10.1109/SEGAH.2013.6665308","DOIUrl":"https://doi.org/10.1109/SEGAH.2013.6665308","url":null,"abstract":"ePharmaCare project aims at assessing the potential of ehealth services in the provision of cognitive pharmaceutical services by interacting actively with patients. There is the awareness that patient education will be vital. Collection of data on pharmaceutical services and diagnosis of the use of IT in pharmacy settings was made with the application of a survey. A set of pharmacies was selected to study the pattern of services' provision supported by observational studies to evaluate the economic and clinical value of services to patients. The results will allow a better understanding of pharmaceutical services' delivery and a new perspective for pharmaceutical services integration with the health system. Due to the shortage of physicians, the development of a new internet based pharmaceutical service with educational components could be an important contribution to an effective chronic diseases' management and to change the role of patients. Furthermore there is the necessity of rethinking the community pharmacy business model to effectively integrate within future health systems.","PeriodicalId":170908,"journal":{"name":"2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH)","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116697407","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":"A comparative transformation model for process changes using Serious Games","authors":"Martin R. Wolf, Ute Wiese","doi":"10.1109/SeGAH.2013.6665307","DOIUrl":"https://doi.org/10.1109/SeGAH.2013.6665307","url":null,"abstract":"This article presents a transformation model that comparatively describes two possible ways of process changes - one in a conventional way, the other one using Serious Games. At first, both ways are decomposed into separate transformation steps. Then, by comparing both ways the question can be answered, which transformation is economically more effective. The comparative transformation model is a helpful tool to identify whether Serious Games can be utilized efficiently in a certain situation or whether specific influencing factors need to be changed beforehand.","PeriodicalId":170908,"journal":{"name":"2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126822556","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}