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

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A usability evaluation of a mobile exergame for ankle joint exercises 一个踝关节运动的移动运动游戏的可用性评估
Danielle Steffen, M. Muhm, Corinna A. Christmann, G. Bleser
{"title":"A usability evaluation of a mobile exergame for ankle joint exercises","authors":"Danielle Steffen, M. Muhm, Corinna A. Christmann, G. Bleser","doi":"10.1109/SeGAH.2018.8401356","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401356","url":null,"abstract":"Despite the benefits of exercise programs in reha-bilitation, patients' adherence is known to be low. Especially, repetitive and monotonous exercises compromise adherence to the rehabilitation program. Exergames have been suggested as one way to support regular training which includes such mundane exercises. Within this contribution we present a mobile exergame for ankle joint exercises, focusing on dorsi-extension and plantar-flexion, that can be used in different contexts. Our system consists of two wireless inertial measurement units (IMU) and a mobile device. A between-subject user study was carried out with age-group as independent variable and its levels young adults (18-29 years old) and older adults (50-67 years old). 20 young and 21 older participants evaluated the usability. Additionally, we used the constructs perceived ease of use, perceived usefulness, and perceived enjoyment of the technology acceptance model (TAM) to predict the intention towards using our system. We present further results of the conducted user study and provide an outlook for future research directions.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"42 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":"122107625","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
Rewards that make you play: The Distinct effect of monetary rewards, virtual points and social rewards on play persistence in substance dependent and non-dependent adolescents 促使你玩游戏的奖励:金钱奖励、虚拟积分和社交奖励对物质依赖和非物质依赖青少年游戏持久性的不同影响
M. V. Dooren, V. Visch, R. Spijkerman
{"title":"Rewards that make you play: The Distinct effect of monetary rewards, virtual points and social rewards on play persistence in substance dependent and non-dependent adolescents","authors":"M. V. Dooren, V. Visch, R. Spijkerman","doi":"10.1109/SeGAH.2018.8401312","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401312","url":null,"abstract":"Designers of persuasive games typically apply various types of rewards to increase the player's play persistence and to motivate the player for real world goals such as a behavioral change. In this paper, we tested if different major types of game-rewards resulted in different play persistence behavior. Additionally, we investigated if rewards were suitable to apply in persuasive games within a therapeutic context for substance dependent patients, since people with substance-related disorders have a decreased neurological reward system. In a within-subject experiment, among 20 substance dependent and 25 non-dependent participants, we examined whether play persistence and reward evaluation were affected by three separate types of rewards (monetary rewards, virtual points, and social rewards) and by player type (substance dependent versus non-dependent adolescents). As to type of reward, results showed that participants played longer and evaluated the game more positively when playing for money. As to player type, in contrast to our expectations, both substance dependent and non-dependent participants were equally motivated by rewards. Moreover, the former group was even more motivated by monetary rewards in play persistence than the latter group.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"2 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":"128114980","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
Gesture-controlled interactive musical game to practice hand therapy exercises and learn rhythm and melodic structures 手势控制的互动音乐游戏,练习手治疗练习和学习节奏和旋律结构
Joyce Horn Fonteles, Yvens R. Serpa, Rafael G. Barbosa, M. A. Rodrigues, Maria Socorro Pequeno Leite Alves
{"title":"Gesture-controlled interactive musical game to practice hand therapy exercises and learn rhythm and melodic structures","authors":"Joyce Horn Fonteles, Yvens R. Serpa, Rafael G. Barbosa, M. A. Rodrigues, Maria Socorro Pequeno Leite Alves","doi":"10.1109/SeGAH.2018.8401367","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401367","url":null,"abstract":"This work presents an interactive musical game for health using MIDI files and the Leap Motion controller to detect gesture input from the users' hands and fingers. The musical notes of each song determine when specific hand gestures should be performed, creating physical activities that stimulate the hand motor development, as well as the learning of basic principles of rhythm and melodic structure of songs. According to the performed gestures and the musical notes played, a virtual puppet comes to life and moves in realtime, serving as an additional vehicle for stimulating the motor skill activities of users. Usability testing was conducted and the results show that participants (children and adults) successfully completed the hand therapy tasks and found the game entertaining. In addition, it was identified that the adults (with a preexisting repetitive strain injury condition) felt some physical discomfort during the exercises and had a higher count of gestures performed incorrectly. Furthermore, the difference of gesture execution according to the chosen level of difficulty stimulated participants to perceive which notes were the most important in the songs' sections.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"12 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":"130846906","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: 8
Gamification strategies in weight control applications, where “losing (weight) is winning” 体重控制应用中的游戏化策略,“减肥就是胜利”
I. Saboia, A. M. Almeida, Cláudia Pernencar, A. Veloso
{"title":"Gamification strategies in weight control applications, where “losing (weight) is winning”","authors":"I. Saboia, A. M. Almeida, Cláudia Pernencar, A. Veloso","doi":"10.1109/SeGAH.2018.8401375","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401375","url":null,"abstract":"The World Health Organisation considers obesity to be a highly worrying epidemic, resulting from inadequate life and dietary choices. There are several mobile applications that calculate food intake and calories. Other research has shown that these systems use gamification strategies to motivate people's weight control. This work presents an analysis of three applications, in order to understand if the gamification is used superficially and sporadically, or if it is part of continuous strategies of engagement. Therefore, the game elements and design techniques are highlighted and discussed. The main findings reflect applications are based on some game elements, but they have not grounded these systems on the consumer journey. An analysis of weight control applications was conducted allowing the identification of its main features: control meal management, calories intake counter, predictions and plan for weight loss or gain. Game mechanics were also found, pointing to the use of gamification strategies, but in a superficial dimension, as this study shows.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"4 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":"131053400","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
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