2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)最新文献

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Comparative Evaluation of AR-based, VR-based, and Traditional Basic Life Support Training 基于ar、vr和传统基础生命维持训练的比较评价
2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH) Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978596
Enes Yigitbas, S. Krois, Timo Renzelmann, Gregor Engels
{"title":"Comparative Evaluation of AR-based, VR-based, and Traditional Basic Life Support Training","authors":"Enes Yigitbas, S. Krois, Timo Renzelmann, Gregor Engels","doi":"10.1109/SEGAH54908.2022.9978596","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978596","url":null,"abstract":"Basic life support (BLS) is crucial in the emergency response system as sudden cardiac arrest is still a major cause of death worldwide. In the majority of cases, cardiac arrest is witnessed out-of-hospital where execution of BLS including resuscitation through by-standers becomes indispensable. However, survival rates of cardiac arrest victims could significantly increase if people were more familiar with the BLS process. In this context, technology-enhanced BLS training approaches utilizing Augmented (AR) and Virtual Reality (VR) have been proposed in recent works. However, most of these approaches are not compliant with the medical BLS guidelines or focus only on specific steps of BLS training such as resuscitation. Furthermore, most of the existing training approaches do not focus on automated assessment to enhance training effectiveness through fine-grained real-time feedback. To overcome these issues, we present a novel AR- and VR-based training environment which supports a comprehensive BLS training compliant with the medical guidelines. Our training environment combines AR-NR-based BLS training with an interactive haptic manikin that supports automated assessment, real-time feedback, and debriefing in an integrated environment. We have conducted a usability evaluation where we analyze the training effectiveness and cognitive workload of BLS training based on our AR and VR environment against traditional BLS training. Results of the evaluation indicate that AR and VR technology have the potential to increase engagement in BLS training and reduce the cognitive workload compared to traditional training.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133147338","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
Exploring user profiles for healthy gamification 探索用户配置文件以实现健康的游戏化
2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH) Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978578
Laura van der Neut, R. V. Delden, T. Spil
{"title":"Exploring user profiles for healthy gamification","authors":"Laura van der Neut, R. V. Delden, T. Spil","doi":"10.1109/SEGAH54908.2022.9978578","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978578","url":null,"abstract":"Gamification in healthcare is still not widespread. One way to facilitate application of gamification is to understand the user via user profiles. This study introduces an easier way to categorize the user profiles in three groups instead of six (Hexad). Most of the survey's to categorize user groups are done with adolescents or students. This study takes a much more realistic sample of 274 Dutch households. The results show that designing within gamified mechanics based on a user profiles main motivation is an effective strategy for personalization. Based on these findings we propose a new user profiles model with three user profiles for healthcare that are mainly autonomy driven (Blue), competence driven (Red) and purpose driven (Green). Furthermore, the results indicate a more generic path towards including essential elements to create a basic understanding, get users involved, and provide them with content fitting their motivations. Further study is needed to show if the model can be used in various environments. The first test at an energy provider shows positive results.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"210 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132891081","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
Lifestyle Assessment of Large Scale Population using Repose - A Heart Rate Variability based Lifestyle Assessment Platform 使用rest -基于心率变异性的生活方式评估平台对大规模人群进行生活方式评估
2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH) Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978302
Swaathi Venkat, Dhinesh Ramasamy, S. Vijayarangan, Deepak Vagish, Teja Prakash Kakarla, S. Preejith, M. Sivaprakasam
{"title":"Lifestyle Assessment of Large Scale Population using Repose - A Heart Rate Variability based Lifestyle Assessment Platform","authors":"Swaathi Venkat, Dhinesh Ramasamy, S. Vijayarangan, Deepak Vagish, Teja Prakash Kakarla, S. Preejith, M. Sivaprakasam","doi":"10.1109/SEGAH54908.2022.9978302","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978302","url":null,"abstract":"In today's fast-paced and pandemic-hit world, there is an obstinate need for a lifestyle assessment for every individual to understand and assess their overall well-being. It is harder to define mental health than physical health because most of the psychological diagnoses depend on an individual's perception based on their personal experiences. There are numerous questionnaire-based lifestyle assessment surveys available but they are subjective in nature and are highly prone to perception bias. The need of the hour is physiology-based methods that are objective and hence reliable. Repose is Asia's first Heart Rate Variability (HRV) based lifestyle assessment platform using the Electrocardiogram (ECG) signal. The platform consists of a chest-based wearable device, mobile application and web application and is capable of recording data continuously for 24 hours and provide reports for the same. The key pillars of lifestyle namely, stress, recovery, sleep and physical activity are quantified and valuable insights are provided to the user. This paper explains the utility and usability of Repose platform and the statistical observations of the results obtained using the Repose platform for a large scale population. The statistical results for 24-hour lifestyle assessments for 492 subjects for the duration spent in stress recovery regions and sleep quality and insights on physical activity are presented in this paper.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114225643","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
Federated Learning Framework for Mobile Sensing Apps in Mental Health 心理健康移动传感应用的联邦学习框架
2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH) Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978600
Banuchitra Suruliraj, Rita Orji
{"title":"Federated Learning Framework for Mobile Sensing Apps in Mental Health","authors":"Banuchitra Suruliraj, Rita Orji","doi":"10.1109/SEGAH54908.2022.9978600","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978600","url":null,"abstract":"Mental health issues are negatively impacting people, the economy and life expectancy. Several mobile applications are developed to aid mental health treatment and mobile sensing applications help remotely monitor patients with mental illness, understand key factors like sleep and exercise, and deliver effective treatment methods. Though new smartphones are increasingly efficient, the majority of mental health applications transfer data to centralized servers for processing. In this paper, we propose a Federated Learning framework for Mental Health Monitoring Systems (MHMS) to preserve user data privacy, reduce network usage and improve performance. To detect depression using the Federated Learning framework we defined a mobile application architecture, and developed two versions of applications that collect three types of sensing information such as location, accelerometer and calls. We defined epochs and developed an anomaly detection algorithm that helps to label local data to train models. We conducted a preliminary study for 6 weeks using two app versions. The results from the study indicate the app implementing the Federated Learning framework is capable of continuously tracking data utilizing less power, storage space and internet data. It also preserved users' privacy. In future, we are planning to implement Federated Learning to run large-scale studies with improved server-side federated averaging methods.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122508843","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
Handy Juice Bar: a Hand Rehabilitation Game using Immersive VR and Finger Tracking 手持果汁吧:一款使用沉浸式VR和手指追踪的手部康复游戏
2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH) Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978599
Bianca Zhang, A. P. Bó, A. McKittrick, G. Tornatore, S. Laracy, Lexi Townsend, Mathilde R. Desselle
{"title":"Handy Juice Bar: a Hand Rehabilitation Game using Immersive VR and Finger Tracking","authors":"Bianca Zhang, A. P. Bó, A. McKittrick, G. Tornatore, S. Laracy, Lexi Townsend, Mathilde R. Desselle","doi":"10.1109/SEGAH54908.2022.9978599","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978599","url":null,"abstract":"Virtual reality is a part of normal daily activities for many people. Over time this modality has been adopted into healthcare to complement interventions and treatments. Benefits of immersive Virtual Reality Rehabilitation (VRR) may include increased motivation and an improved transfer of skills to real-world daily tasks which fits with core principles of occupational therapy practice. The introduction of VR headsets featuring controller-free finger tracking has allowed for the development of VRR games that do not need VR controllers. This is beneficial as patients with upper limb trauma may have difficulties with or may be unable to use VR controllers. In this paper, we present the development of a VRR game called “Handy Juice Bar”. We outline the process of design and development of this VRR, as well as a preliminary study to evaluate the performance in the game of upper limb rehabilitation patients. Twenty participants were recruited at occupational therapy services of one acute and one subacute hospital.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122052369","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 guideline proposal for minimizing cybersickness in VR-based serious games and applications 减少基于vr的严肃游戏和应用中的晕动症的指导建议
2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH) Pub Date : 2022-07-13 DOI: 10.1109/SEGAH54908.2022.9978552
T. Porcino, Derek F. Reilly, E. Clua, D. Trevisan
{"title":"A guideline proposal for minimizing cybersickness in VR-based serious games and applications","authors":"T. Porcino, Derek F. Reilly, E. Clua, D. Trevisan","doi":"10.1109/SEGAH54908.2022.9978552","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978552","url":null,"abstract":"Head-mounted displays (HMDs) are popular immersive tools in general, not limited to entertainment but also for education, military, and serious games for health. While these displays have strong popularity, they still have user experience issues, triggering possible symptoms of discomfort to users. This condition is known as cybersickness (CS) and is one of the most popular research topics tied to virtual reality (VR) issues. We first present the main strategies focused on minimizing cybersickness problems in virtual reality. Following this, we propose a guideline framework based on CS causes such as locomotion, acceleration, the field of view, depth of field, degree of freedom, exposition use time, latency-lag, static rest frame, and camera rotation. Additionally, serious games applications and broader categories of games can also adopt it. Additionally, we categorized the imminent challenges for CS minimization into four different items. Conclusively, this work contributes as a consulting reference to enable VR developers and designers to optimize their VR users' experience and VR serious games.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114995542","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
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