2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)最新文献

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Tracking of small animals in laboratory An application of CUDA technology for the optimization of computer vision algorithms 实验室小动物跟踪的一个应用CUDA技术进行计算机视觉算法的优化
D. Duque
{"title":"Tracking of small animals in laboratory An application of CUDA technology for the optimization of computer vision algorithms","authors":"D. Duque","doi":"10.1109/SeGAH.2018.8401380","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401380","url":null,"abstract":"This article describes a system that aims to track small animals in the context of laboratory tests in all lighting conditions. The proposed system consists of a 3D sensor and a GPU accelerated computing unit, equipped with CUDA (Compute Unified Device Architecture) technology. The data acquired by the 3D sensor, i.e. the camera, is processed by an algorithm that uses parallelization techniques to detect small animals in real time. To assess the benefits of such parallelism, it was compared with a non-parallel algorithm. Although the research is still at an early stage, the preliminary results demonstrate that the proposed method has potential to be applied in a laboratory environment.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"98 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":"131656020","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
HIC: An interactive and ubiquitous home controller system for the smart home HIC:用于智能家居的交互式、泛在的家居控制器系统
S. Pizzagalli, Daniele Spoladore, S. Arlati, M. Sacco, Luca Greci
{"title":"HIC: An interactive and ubiquitous home controller system for the smart home","authors":"S. Pizzagalli, Daniele Spoladore, S. Arlati, M. Sacco, Luca Greci","doi":"10.1109/SeGAH.2018.8401374","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401374","url":null,"abstract":"This paper presents the Home Interactive Interface (HIC), a ubiquitous projected GUI providing the dwellers of a Smart Home with an instrument for controlling appliances, comfort metrics and systems. This paper describes the architecture of the HIC and its underlying system, focusing on its appearance, modules and functions. The services provided by HIC are contextualized in two different use cases taking place inside a domestic environment. The first use case illustrates HIC's services and functionalities dedicated to support the dwellers during meal preparations; the use case describes how HIC is able to provide step-by-step tailored instructions and to monitor the whole process. In the second use case, HIC's features for easy comfort metrics management are depicted. The main advantages deriving from the adoption of this home controller system are summarized in the last section, together with the future directions of this work and the usability tests considered to validate the home controller.","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":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133977992","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: 11
Usability testing games for prosthetic training 假肢训练的可用性测试游戏
Peter A. Smith, Matt Dombrowski, Ryan Buyssens, Paul A. Barclay
{"title":"Usability testing games for prosthetic training","authors":"Peter A. Smith, Matt Dombrowski, Ryan Buyssens, Paul A. Barclay","doi":"10.1109/SeGAH.2018.8401376","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401376","url":null,"abstract":"Prosthetic Arms can cost in the tens of thousands of dollars each. Insurance companies will often only pay for 1 lifetime arm and often will not provide them for children. So, more often than not children go without them. Fortunately, as 3D printing has come into the fold a new generation of 3D printed, and creatively expressive, low cost prosthetics have become available for kids. At the same time the arms can have a steep learning curve. In an effort to teach users how their prosthetics function and strengthen muscles prior to receiving a prosthetic arm a video game training system is being developed. The video game system combines custom hardware and custom video games to provide various ways for a prosthetics user to engage. This paper is the result of usability testing these five games.","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":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129783107","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: 9
A VR ecosystem for telemedicine and non-intrusive cognitive and affective assessment 用于远程医疗和非侵入性认知和情感评估的虚拟现实生态系统
Sonja Schmer-Galunder, Jeremy Gottlieb, Jack Ladwig, J. Hamell, Peter K. Keller, Peggy Wu
{"title":"A VR ecosystem for telemedicine and non-intrusive cognitive and affective assessment","authors":"Sonja Schmer-Galunder, Jeremy Gottlieb, Jack Ladwig, J. Hamell, Peter K. Keller, Peggy Wu","doi":"10.1109/SeGAH.2018.8401347","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401347","url":null,"abstract":"Long duration exploration missions present unique challenges to the behavioral health of astronauts. Factors like isolation, social monotony, extreme living conditions, chronic stress, and interpersonal differences within the team can affect both crew wellbeing and performance. Therefore, we have developed a VR environments and VR games to study team dynamics, cooperation and cohesion among crew members. We have tested this game during 12- and 8-month long space flight simulation studies at the Hawaii Space Exploration Analog and Simulation (HI-SEAS) facilities in Waimea, HI, where subjects underwent adjustments in physiology and lifestyle that are analogous to some of the challenges in a confined environment (HI-SEAS.org). The goal of this work supports NASA's goals to “identify and validate measures to monitor behavioral health and performance during autonomous, long duration and/or long distance exploration missions”. Our results indicate that virtual reality can be used as an effective platform and sensor to test the effects of social isolation and monotony on team dynamics during long-duration missions. VR could also be effective for delivering other types of assessments and therapies.","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":"116214582","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: 5
Exploring possibilities to partially transform simulation exercises into interactive games on OpenWHO.org digitizing live role-playing game exercises online for epidemics and health emergency work 探索在OpenWHO.org上将部分模拟练习转化为互动游戏的可能性,为流行病和卫生应急工作数字化在线实时角色扮演游戏练习
Christiane Hagedorn, H. Utunen, Jan Renz, C. Meinel
{"title":"Exploring possibilities to partially transform simulation exercises into interactive games on OpenWHO.org digitizing live role-playing game exercises online for epidemics and health emergency work","authors":"Christiane Hagedorn, H. Utunen, Jan Renz, C. Meinel","doi":"10.1109/SeGAH.2018.8401345","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401345","url":null,"abstract":"Training responders for outbreaks and health emergencies is one of the key functions of the Health Emergencies Programme of the World Health Organization (WHO). Staff trainings include, in some instances, intensive live role-play simulation exercises, in which responders are trained for disease outbreaks with a large training faculty and mentoring. This staff involvement cannot be fully replaced, as it is criticalfor performance assessment. However, if some live elements can be even partially replaced by online-supported formats, it can provide for more content-aligned, structured and replicable exercises while also creating cost efficiencies and reaching larger audiences. HPI together with the Transfer of Knowledge Team of the WHO Health Emergencies Programme is therefore exploring how to digitize parts of such training exercises. The goal of this paper is to identify and suggest how parts of one sample intensive staff training exercise could be replaced by online exercises. One staff training simulation exercise was observed and is used as an example for this purpose. For digitizing parts of the intense simulation training, the existing learning platform OpenWHO — which already provides frontline responder online training — could be further developed. OpenWHO is operated by the Hasso Plattner Institute (HPI).","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":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126065105","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: 2
Activation game for older adults — Development and initial user experiences 老年人激活游戏-开发和初始用户体验
S. Merilampi, A. Koivisto, J. Virkki
{"title":"Activation game for older adults — Development and initial user experiences","authors":"S. Merilampi, A. Koivisto, J. Virkki","doi":"10.1109/SeGAH.2018.8401351","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401351","url":null,"abstract":"The purpose of this study is to introduce a new type of activation game and evaluate the attitudes and user experiences of Chinese elderly people. The game controlling is done with a specific 3D-printed handle and is based on an acceleration sensor. The developed activation game, which requires both cognitive and motor skills was tested with test groups in three Chinese eldercare homes. The game was played by the residents and user feedback was collected by researchers' observations and players' comments in the gaming event. The most significant finding was the positive user experience of the elderly and the experience of the game being both cognitively stimulating and supportive for player activation. The game controller handle was found to be convenient for elderly people as it supports active use of hands, which was seen important by the players. Based on the observations, the developed game also seemed to provide great potential for social interaction. However, also some challenges were noticed, related to the game controller handle and game implementation. These positive finding as well as the discovered challenges are reported in this study. As a conclusion, the results are a strong encouragement for continuing activation game development for older adults.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"5 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":"115193835","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: 6
CoASD: A tabletop game to support the collaborative work of users with autism spectrum disorder CoASD:一个桌面游戏,支持自闭症谱系障碍用户的协作工作
G. Silva-Calpa, A. Raposo, Maryse Suplino
{"title":"CoASD: A tabletop game to support the collaborative work of users with autism spectrum disorder","authors":"G. Silva-Calpa, A. Raposo, Maryse Suplino","doi":"10.1109/SeGAH.2018.8401358","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401358","url":null,"abstract":"This paper presents the design and evaluation of CoASD (Collaborative Game for people with Autism Spectrum Disorder). CoASD is a game designed to offer support for collaborative work for users with Autism Spectrum Disorder (ASD). Individuals with ASD have impairments in social communication and behavioral areas, presenting difficulty to perceive, interact, communicate and share with others. CoASD Game has been projected with specific characteristics to support the performance of the required collaborative tasks, as well as to encourage the collaborative work of ASD users with higher difficulties in the affected areas. The game has been assessed upon a group of seven boys with high degrees of impairment. The results have shown that CoASD Game favorably contributes to draw the attention of users to perceive and perform the tasks, motivating them to act and collaborate with their partners.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"27 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":"115610982","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: 12
Position based catheterization and angiography simulation 基于位置的插管和血管造影模拟
Z. Zuo, Wei Qian, Xiangyun Liao, P. Heng
{"title":"Position based catheterization and angiography simulation","authors":"Z. Zuo, Wei Qian, Xiangyun Liao, P. Heng","doi":"10.1109/SeGAH.2018.8401369","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401369","url":null,"abstract":"Effective and safe performance of cardiovascular interventions requires excellent catheter / guidewire manipulation skills. These skills are currently mainly gained through an apprenticeship on real patients, which may not be safe or cost-effective. Computer simulation offers an alternative for core skills training. However, replicating the physical behaviour of real instruments navigated through blood vessels is a challenging task. In this work, we adopt the position based method to fast and robust model the dynamic behavior of catheter / guidewire and contrast medium propagation in vascular interventional radiology. Specifically, we simulate the elastic rods according to the cosserat theory and the contrast medium propagation is controlled by an advection-diffusion equation. Besides, we employ bounding volume hierarchy (BVH) to achieve fast and accurate collision detection between vessels and rods and compute the response with the Coulomb's law. Experimental results demonstrate the visual plausibility, robustness and efficiency of our method in interactive catheterization simulation.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"25 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":"121533923","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: 3
Segmentation of kidney and renal collecting system on 3D computed tomography images 三维计算机断层图像上肾脏和肾采集系统的分割
Bruno Oliveira, Helena R. Torres, Sandro Queirós, P. Morais, J. Fonseca, J. D’hooge, N. Rodrigues, J. Vilaça
{"title":"Segmentation of kidney and renal collecting system on 3D computed tomography images","authors":"Bruno Oliveira, Helena R. Torres, Sandro Queirós, P. Morais, J. Fonseca, J. D’hooge, N. Rodrigues, J. Vilaça","doi":"10.1109/SeGAH.2018.8401384","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401384","url":null,"abstract":"Surgical training for minimal invasive kidney interventions (MIKI) has huge importance within the urology field. Within this topic, simulate MIKI in a patient-specific virtual environment can be used for pre-operative planning using the real patient's anatomy, possibly resulting in a reduction of intra-operative medical complications. However, the validated VR simulators perform the training in a group of standard models and do not allow patient-specific training. For a patient-specific training, the standard simulator would need to be adapted using personalized models, which can be extracted from pre-operative images using segmentation strategies. To date, several methods have already been proposed to accurately segment the kidney in computed tomography (CT) images. However, most of these works focused on kidney segmentation only, neglecting the extraction of its internal compartments. In this work, we propose to adapt a coupled formulation of the B-Spline Explicit Active Surfaces (BEAS) framework to simultaneously segment the kidney and the renal collecting system (CS) from CT images. Moreover, from the difference of both kidney and CS segmentations, one is able to extract the renal parenchyma also. The segmentation process is guided by a new energy functional that combines both gradient and region-based energies. The method was evaluated in 10 kidneys from 5 CT datasets, with different image properties. Overall, the results demonstrate the accuracy of the proposed strategy, with a Dice overlap of 92.5%, 86.9% and 63.5%, and a point-to-surface error around 1.6 mm, 1.9 mm and 4 mm for the kidney, renal parenchyma and CS, respectively.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"11 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":"126856792","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: 4
Technological interventions to increase mobility of older adults with dementia 提高老年痴呆患者行动能力的技术干预措施
Naemi Luckner, Fares Kayali, Peter Purgathofer, Katharina Werner, Matei Capatu Victoria
{"title":"Technological interventions to increase mobility of older adults with dementia","authors":"Naemi Luckner, Fares Kayali, Peter Purgathofer, Katharina Werner, Matei Capatu Victoria","doi":"10.1109/SeGAH.2018.8401368","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401368","url":null,"abstract":"Since lack of movement constitutes a risk factor for dementia, increasing mobility of older adults is important. We present three technological prototypes, which gear towards increasing mobility, while considering issues such as privacy, autonomy, daily routines, accessibility and shared responsibility, raised in a series of workshops. An expert review of the prototypes especially highlights the importance of considering privacy and autonomy and the need for a holistic perspective when designing technology for older adults with dementia as well as their relatives and other caregivers.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"52 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":"132768233","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
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