{"title":"FAND: A shareable gesture based foot interface device","authors":"Rohit Gupta, G. Dalvi","doi":"10.1109/SeGAH.2018.8401321","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401321","url":null,"abstract":"A large number of input interactions with computers use hands. This has increased the physiological load on hands. Most hand related orthopedic disorders are often associated with their excessive with computers. A large part of the extended work performed with computers involves repetitive interactions. Reducing hand load by involving the foot seems to be a promising possibility. Such an approach would distribute the total interaction load and improve work efficiency. In this paper, we present our work in this direction and discuss the design and evaluation of a non-personal, wearable, gesture-based foot interface device.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"48 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133170334","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}
João Gomes Fonseca, P. Morais, Sandro Queirós, F. Veloso, A. Pinho, J. Fonseca, J. Correia-Pinto, J. Vilaça
{"title":"Personalized dynamic phantom of the right and left ventricles based on patient-specific anatomy for echocardiography studies — Preliminary results","authors":"João Gomes Fonseca, P. Morais, Sandro Queirós, F. Veloso, A. Pinho, J. Fonseca, J. Correia-Pinto, J. Vilaça","doi":"10.1109/segah.2018.8401362","DOIUrl":"https://doi.org/10.1109/segah.2018.8401362","url":null,"abstract":"Dynamic phantoms of the heart are becoming a reality, with their use spread across both medical and research fields. Their purpose is to mimic the cardiac anatomy, as well as its motion. This work aims to create a dynamic, ultrasound-compatible, realistic and flexible phantom of the left and right ventricles, with application in the diagnosis, planning, treatment and training in the cardiovascular field for studies using echocardiography. Here, we focus on its design and production with polyvinyl alcohol cryogel (PVA-C), to be assembled with a pump and an electromechanical (E/M) system in a water tank. Based on a patient-specific anatomical model and produced using a 3D printing technique and molding, the PVA-C phantom mimics the ventricles' natural anatomy and material properties, while the pump and E/M systems mimic the natural movements and pressures. The PVA-C phantom was assessed by imaging and measuring it using a four-dimensional ultrasound machine. The PVA-C phantom demonstrated to be a versatile option to produce patient-specific biventricular models, preserving their shape after manufacturing and presenting good echogenic properties. Both chambers were clearly seen in the ultrasound images, together with the interventricular septum and the myocardial wall. Automated left ventricle measures revealed a decrease of its volume with regard to the designed model (98 ml to 74 ml). Overall, the preliminary results are satisfactory and encourage its use for the abovementioned purposes.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123950825","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. Zielke, Djakhangir Zakhidov, Gary M. Hardee, Jithin Pradeep, Leonard Evans, Zahra Lodhi, Kevin Zimmer, Eric Ward
{"title":"Exploring medical cyberlearning for work at the human/technology frontier with the mixed-reality emotive virtual human system platform","authors":"M. Zielke, Djakhangir Zakhidov, Gary M. Hardee, Jithin Pradeep, Leonard Evans, Zahra Lodhi, Kevin Zimmer, Eric Ward","doi":"10.1109/SeGAH.2018.8401366","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401366","url":null,"abstract":"This paper describes the Mixed-Reality Emotive Virtual Human System Platform — a machine for cyberlearning at the human/technology frontier. Our initial use case is for medical school students practicing patient interviewing in preparation for Objective Structured Clinical Exams (OSCEs). The work is deliberately focused on a futures environment where students can seamlessly enter a virtual learning experience and return to the face-to-face. For the context of our work, we define mixed reality as the ability to traverse real and synthetic learning experiences utilizing a variety of technologies such as augmented reality and virtual reality in a dynamic, emergent environment. Much of the work is based on the Emotive Virtual-Reality Patient research sponsored by the Southwestern Medical Foundation and exploration of the US Ignite ultra-high speed network, sponsored by the National Science Foundation. We use the US Ignite network to facilitate the development of virtual humans and the overall platform. We also explore evolving learning theory that supports the development of this knowledge system which blends real and synthetic roles of professors, mentors, and standardized patients in an emergent artificial intelligence and machine learning driven environment. Future applications of the model are also discussed.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126264744","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}
Kimberly D. Hieftje, Tyra M. Pendergrass, E. Montanaro, T. Kyriakides, O. Florsheim, L. Fiellin
{"title":"“But do they like it?” Participant satisfaction and gameplay experience of a public health videogame intervention in adolescents","authors":"Kimberly D. Hieftje, Tyra M. Pendergrass, E. Montanaro, T. Kyriakides, O. Florsheim, L. Fiellin","doi":"10.1109/SeGAH.2018.8401349","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401349","url":null,"abstract":"Participant satisfaction and experience can impact the effectiveness of a given intervention. The purpose of this mixed methods study was to explore adolescents' satisfaction and gameplay experience with a videogame intervention aimed at reducing HIV-related risk. Satisfaction and gameplay experience data were collected from adolescents who played the PlayForward: Elm City Stories videogame as part of a randomized controlled trial. Quantitative and qualitative data were collected using in-person interviews following six weeks of gameplay. Gender differences were evaluated. Three hundred and thirty-three participants were enrolled in the study and six-week data were available for 267 participants, of whom 133 (50%) played PlayForward (50% girls; 11–14 years; mean age 12.9). They generally reported high levels of satisfaction with their gameplay experience. Exploratory analysis of gender differences revealed girls were more likely to report that they would play the game again or would tell their friends to play the game, while boys felt more connected to their characters in the game. A videogame intervention that is both effective and well liked is essential to best affect health outcomes.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"5 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114022223","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}
Elina Annanperä, Jani Yli-Kantola, Tanja Sauvola, S. Heinonen, E. Siira
{"title":"Testing methods for mobile game development a case study on user feedback in different development phases","authors":"Elina Annanperä, Jani Yli-Kantola, Tanja Sauvola, S. Heinonen, E. Siira","doi":"10.1109/SeGAH.2018.8401372","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401372","url":null,"abstract":"Mobile games are relatively new industry, and their relevance on the game markets are rising. At the same time, it is very competitive market, as new games are coming out by hundreds every day. The challenges for the new game development come from the creative process and the human factors on how to make the game appealing. In this research, we study the use of test groups as part of new mobile game and concept development process in the early phases. They were used to complement the testing automation at the development phases when use of analytics was not yet possible. Six separate feedback collection sessions were arranged using different methods. The paper presents the main learnings of each used method, the perceived usefulness of the methods for the entire development process. We also contribute to the growing knowledge for mobile game development, focusing on methods for the testing with test user approaches. We conclude that testing with user groups can help clarify the mobile game design to create a more appealing game, but choosing the right groups and right moments in the game development phase can be difficult, as can be the interpretation of the feedback for decision making.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124546588","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":"NudgeEntrance: Domestic intervention to change hand washing behaviour","authors":"Malay Dhamelia, G. Dalvi","doi":"10.1109/SeGAH.2018.8401322","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401322","url":null,"abstract":"Hands are primary vectors of many communicable diseases because they come in contact with a variety of surfaces and fluids. Acute diarrhoeal diseases and respiratory diseases can be prevented by washing hands at appropriate times. This habit is essential for households of urban low-income groups since their surroundings are a hotbed for pathogens. The effect of hand washing is also acknowledged by experts and the world health organisation (WHO). We propose a design based intervention employing behaviour change principles suitable for such households. The goal of the intervention was to nudge people to wash hands at appropriate times via self reflection. Our intervention induces self reflection through reminders and channel factors. We measured hand washing frequency to evaluate the change in behavior, and further investigated this habit through interviews. Results of our study indicate that channel factors bring significant change in hand washing behaviour than reminders.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"105 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131929180","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":"Gamifying an Exergame Co-DesignWorkshop — Playful involvement of experts in the design process o balance training exergames","authors":"L. Matjeka, Dag Svanæs","doi":"10.1109/SeGAH.2018.8401343","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401343","url":null,"abstract":"Exergames combine physical exercises and games. Thorough knowledge about the physical exercises is crucial in designing efficient exergames. Expert involvement in the design process, in this case with physiotherapists, is an efficient way to gather and retain domain specific knowledge for the design team. However, experts rarely have experience exploring design alternatives in a playful way, which is important when participating on the co-design of serious games like exergames. We explored the question: How can we involve experts to share and professionally explore their domain specific knowledge in a play-centric game design process? We present two co-design exergame workshops with physiotherapists. Based on lessons learned from the first workshop, we explored in the second workshop framing the entire workshop process as a game. We found that gamifying the workshop process into a design game provided a way to change the experts' effective-oriented mindset into a playful mindset. This article demonstrates some lessons learned from this process of creating and using such a method and proposes some directions for future research and applications.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"91 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114565088","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":"Measuring the impact of reinforcement learning on an electrooculography-only computer game","authors":"João Perdiz, L. Garrote, G. Pires, U. Nunes","doi":"10.1109/SeGAH.2018.8401359","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401359","url":null,"abstract":"In this paper we present an approach for detecting ocular movements, based on Electrooculographic (EOG) signals, that can have applications requiring the detection of ocular events such as saccades and blinks. We use it to implement an interactive go-kart game in which the user's goal is to avoid obstacles. Since horizontal saccades are the most representative of ocular movements, we use them as the main input for driving the kart. Eye blinking is a semi-autonomic and essential function that occurs naturally, so we decided to take advantage of it by using it as a secondary input to control the speed of the kart. This interface allows us to test the influence of machine learning techniques on game operation by inexperienced users and to evaluate whether it has a subjective positive impact. Two different versions of the game were implemented, one with a Reinforcement Learning Algorithm (RLA) that moderates users' commands based on outcomes of past commands, trying to prevent collisions, and a version with direct control (without RLA). Five participants tested the two versions of the game, so that we could compare the player's performance and engagement. We obtained promising results that show an improvement in score when RL is applied. We also found that players do not experience significant changes in gameplay feeling when RL is introduced.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133623957","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":"Tennis serve correction using a performance improvement platform","authors":"R. Dhinesh, S. Preejith, M. Sivaprakasam","doi":"10.1109/SeGAH.2018.8401370","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401370","url":null,"abstract":"Technology based solutions for analyzing various metrics related to the game of tennis are becoming popular in market. But there is lack of a complete solution to track the effectiveness of training methods adopted for improvement. A platform to assess the effectiveness of these training routines is discussed in this paper. The platform consists of wireless measurement sensors which work in conjunction with software analysis modules. The sensors can measure kinetic parameters in real-time and are attached to the racket and to the player's body. The software module enables visualization of sensor data and evaluates performance. The platform has been made versatile and customizable to enable easy integration with any training procedure involved in performance improvement. In this paper, the proposed platform is utilized to monitor the effectiveness of drills involved in improvement of tennis serves. Methods adopted with inputs from trainers to compute numerical performance indices for tracking progress are discussed. Monitoring these indices computed over several training sessions helps in tracking the player's progress.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125124079","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}
Moritz Ruehrlinger, Fabiola Gattringer, Barbara Stiglbauer, Jürgen Hagler, M. Lankes, Clemens Holzmann
{"title":"It is not rocket science. It is collaborative play for old and young!","authors":"Moritz Ruehrlinger, Fabiola Gattringer, Barbara Stiglbauer, Jürgen Hagler, M. Lankes, Clemens Holzmann","doi":"10.1109/SeGAH.2018.8401318","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401318","url":null,"abstract":"Our submission describes the design, development and evaluation of an intergenerational game prototype called Cosmonauts. The aim of the prototype is to identify design factors for intergenerational games that are easy to learn, feature a simple and intuitive control scheme, and offer a certain amount of depth that keeps players enjoying themselves. In detail, our work investigates how different game features (collaborative creation of game content vs. predefined game content) and interaction techniques (tangible objects vs. touchscreen interaction) effect the game experience of old and young (investigated factors: relatedness, autonomy, competence, and enjoyment). Results show that implementing a collaborative creation of game content improves overall game enjoyment, and using tangible objects benefits social relatedness in a collaborative game setting.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129593530","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}