{"title":"Flow adaptation in serious games for health","authors":"Tomás Alves, S. Gama, Francisco S. Melo","doi":"10.1109/SeGAH.2018.8401382","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401382","url":null,"abstract":"This work studies the relevance of flow in gameplay adaptability and how it may offer a better gaming experience, since it provides a better enjoyment of an activity. We developed a first-person shooter video game that adapts its in-game difficulty and environmental settings based on a representation of the mental state of the user to keep a balance between the skills of the player and the challenge of the game. The mental state of the player is measured with their physiological signals, namely the heart rate and the beta band of the brainwaves, and we distinguish the mental state of the player with an accuracy of 87%. We also conducted an evaluation using self-perceived flow and in-game scores as metrics to compare the mental state-based adaptability with a performance-based version. Results show that the latter provided a better gaming experience, suggesting that further research is needed to fully understand the relation of flow and gameplay on FPS games.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"13 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":"131107299","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. Tyrväinen, M. Silvennoinen, Karoliina Talvitie-Lamberg, Anniina Ala-Kitula, Reija Kuoremäki
{"title":"Identifying opportunities for AI applications in healthcare — Renewing the national healthcare and social services","authors":"P. Tyrväinen, M. Silvennoinen, Karoliina Talvitie-Lamberg, Anniina Ala-Kitula, Reija Kuoremäki","doi":"10.1109/SEGAH.2018.8401381","DOIUrl":"https://doi.org/10.1109/SEGAH.2018.8401381","url":null,"abstract":"A vast variety of artificial intelligence techniques have been deployed to specific healthcare problems during the last thirty years with varying levels of success while there is a shortage of systematic matching of AI capabilities with the breadth of application opportunities. In this paper, we describe the process of identifying opportunities for deploying artificial intelligence to healthcare and social services on regional and national levels in Finland. The project involved a large number of stakeholders from a variety of backgrounds ranging from governmental agencies to entrepreneurs. The process described includes idea generation of an application or solution and its elaboration in workshops using a design thinking method. The resulting idea pool was filtered down to 34 best use case descriptions, which went through an architectural design process identifying AI capabilities needed in the components of these designs reported in this paper. The potential ones of the use cases were selected for prototype development. The subsequent steps in the process include feasibility prototypes and evaluation of the economic and business value of the solutions and applications.","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":"134206804","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":"Assessing the validity of in-game stepping performance data from a kinect-based fall prevention exergame","authors":"J. Garcia","doi":"10.1109/SeGAH.2018.8401317","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401317","url":null,"abstract":"One of the main limitations of commercial games is the inability to determine improvements in the mental and physical health of the players. Although high game scores might provide an indication of higher cognitive and physical abilities, these are not sufficient to reliably determine the improvement in health outcomes. The work presented in this paper hence focuses on determining whether the collection of clinical measures during gameplay could potentially be used as a reliable indicator of improvement. For this study, the author uses the StepKinnection game for fall prevention, a Kinect-based game which builds on a hybrid version of the Choice Stepping Reaction Time (CSRT) task, a validated test that has been shown to prospectively predict older fallers. A group of 10 independent-living older adults was recruited and asked played with the game for a 12 weeks period of time. Assessments were conducted at baseline and every four weeks. Stepping performance data collected through gameplay was compared to the validated CSRT test. Statistical analysis proved that the stepping performance data collected by the game correlated and agreed with the validated measures of the CSRT test, suggesting that this could be used as a reliable indicator for health improvements.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"23 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":"126509396","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":"Identifying bottlenecks in work processes: Elderly care","authors":"Hanna-Leena Huttunen, R. Halonen, Denzil Ferreira","doi":"10.1109/SeGAH.2018.8401385","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401385","url":null,"abstract":"This paper investigates the challenges of elderly care from the perspective of caregivers. More concretely, we identify caregivers' workflows and pinpoint the main bottlenecks in a sheltered accommodation. As the general population is aging fast, the role of information and communication technology (ICT) has grown in importance for elderly care. This development has brought versatile ICT-related supportive systems to caregivers and laymen working with aging people. Our study first analyzed how professionals in elderly care perceived their workflow challenges. A new ICT system was developed and implemented to support their work. The results of our study inform the design of upcoming ICT systems for a sheltered accommodation that are in high demand today.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134381277","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}
H. S. Rossi, S. Santos, R. Prates, Renato A. C. Ferreira
{"title":"Imaginator: A virtual reality based game for the treatment of sensory processing disorders","authors":"H. S. Rossi, S. Santos, R. Prates, Renato A. C. Ferreira","doi":"10.1109/SeGAH.2018.8401355","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401355","url":null,"abstract":"The treatment for Sensory Processing Disorders (SPD) commonly involves providing patients with controlled sensory stimuli. In this paper, we propose the use of Virtual Reality (VR) Games to assist with this treatment. Our goal is to investigate if the use of such games can be useful in the treatment of SPD through its inherent stimulation of different sensory systems. We introduce Imaginator, our highly configurable VR Roller Coaster Game, and, in order to analyze its potential, it was made available to five occupational therapists for a period of the minimum of 15 days. Therapists were instructed to use the game if and when they thought it could be useful in treating their patients. After the trial period, we interviewed the therapists regarding their experience with the use of the game. Therapists reported that in general Imaginator had a positive effect in their treatments and was able to stimulate five senses (visual, vestibular, proprioceptive, auditory and tactile). They also reported signs of relaxation, increased concentration and changes in behavior in patients who used it. It is noteworthy that the system caused some adverse reactions during use but there was no accidents reported.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"47 12","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131775283","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":"Foodie Moodie: A crowdsourcing platform for interrelating food with mood","authors":"MennatAllah Nader ElSayed, Slim Abdennadher, Fatema Mohsen Gabr","doi":"10.1109/SeGAH.2018.8401386","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401386","url":null,"abstract":"The present paper provides researchers with data to enhance understanding the interrelation between food and mood in their search for a relevant scientific evidence. Foodie Moodie is a serious mobile game that gathers data from players reflecting the types of food they eat when they have a certain mood. Moreover, the game provides guidelines for future and interested players offering them food lists commensurate with certain moods. This project was introduced not only to bridge the gap in data count but also help players to keep track of what they eat and understand how it affects their brain, consequently affecting their mood.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"87 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134488600","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}
René Baranyi, R. Willinger, Nadja Lederer, F. Walcher, T. Grechenig
{"title":"DiaBeaThis — A gamified self-tracking portal to support people suffering from diabetes mellitus to control their blood glucose level","authors":"René Baranyi, R. Willinger, Nadja Lederer, F. Walcher, T. Grechenig","doi":"10.1109/SeGAH.2018.8401352","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401352","url":null,"abstract":"Diabetes mellitus is affecting a wide range of people around the world. There is no cure, therefore people need to live with that disease for a long time. Suffering from diabetes mellitus means that the insulin regulation inside the body is not working correctly and must therefore be monitored very carefully ending up with documenting the blood glucose level and the complete nutrition intake. This is still very often a paper based and not really motivating or diversified process with the help of so called diabetes diaries. Today's society also delivers mobile solutions even with gamification elements, but the combination of monitoring blood glucose level and a complete independent/not directly related game was not yet the State of The Art focus. As a result, the authors of this publication present a game, where people get benefits from entering their blood glucose measurements and nutrition intake in an included digital diabetes diary. By including 21 people suffering from type 1 or 2 diabetes it was shown, that such a solution poses a motivating aspect in their daily lives and differs from current software solutions. Throughout different iterations, 29 functional requirements were identified and described. Within a five week test phase, the participants played 178 game sessions and entered 1102 diary entries.","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":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127161477","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}
K. Tarkkanen, W. Ravyse, N. Katajapuu, Teppo Saarenpää, Mika Luimula
{"title":"Applying personas in designing exergames for knee arthrosis","authors":"K. Tarkkanen, W. Ravyse, N. Katajapuu, Teppo Saarenpää, Mika Luimula","doi":"10.1109/SeGAH.2018.8401379","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401379","url":null,"abstract":"Personas are user archetypes created during the software development to highlight the essential differences of users within a target group. Personas are a less familiar design method in a game development context where they have mainly been used for in-game character creation and post-play player profiling. However, personas can guide detailed design decisions and define specific features when developing serious games for health. This paper shows a practical example of utilizing personas in the development of rehabilitation games for people with knee osteoarthritis — a common disease among elderly and people in their late working age that causes disability and pain.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"117 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131039678","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":"Evaluation of interprofessional learning among medical and pharmacy students using a virtual patient simulation","authors":"N. Martini, C. Webster","doi":"10.1109/SeGAH.2018.8401319","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401319","url":null,"abstract":"This paper presents the use of a virtual patient simulation to encourage interprofessional engagement in undergraduate medical and pharmacy students. Twenty students from each discipline were selected to participate in the study, and invited to complete the simulation on their own or in cross-disciplinary pairs. The Readiness for Interprofessional Learning Scale, which considers attitudes towards teamwork and collaboration, professional identity, and roles and responsibilities, was used to assess the students' attitudes towards interprofessional engagement pre- and post-simulation. These results are presented and discussed.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125777351","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. Saraiva, A. T. Nogueira, N. Ferreira, António Valente
{"title":"Application of virtual reality for the treatment of Strabismus and Amblyopia","authors":"A. Saraiva, A. T. Nogueira, N. Ferreira, António Valente","doi":"10.1109/SeGAH.2018.8401357","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401357","url":null,"abstract":"This work presents a technique that uses the immersion of patients in an interactive 3D virtual environment in the orthoptic treatment of strabismus. The most important part of this work is the act of forcing the eyes to cooperate, increasing the level of adaptation of the nervous system to the binocular vision, allowing the diverted eye to be rehabilitated. Returning to the patient better visual comfort and quality of life. The virtual environment, because it is attractive, has the function of entertainment, possessing as its property the ability to propose challenges directed towards specific objectives. In addition to offering real-time biological feedback to the healthcare professional who is making use of this product. Another point is that this interface has ideal approaches to be used in orthoptic treatment. And all of it was developed with free software and made by a low-cost virtual reality glasses, Google Cardboard, which uses a smartphone as a display for its display.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129546459","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}