叙事和传感器驱动的认知行为训练游戏平台

Kyungeun Park, Taesuk Kihl, Seung-Jae Park, Min-Jae Kim, Juno Chang
{"title":"叙事和传感器驱动的认知行为训练游戏平台","authors":"Kyungeun Park, Taesuk Kihl, Seung-Jae Park, Min-Jae Kim, Juno Chang","doi":"10.1109/SERA.2016.7516137","DOIUrl":null,"url":null,"abstract":"This research introduces the narratives and sensor driven behavior treatment framework in the form of a serious game. For this, well-known fairy tale, the Fisherman and the Genie from the Book of the Thousand Nights and a Night, also known as the Arabian Nights, is refined to be used as the narrative storytelling source of the game platform. In addition, the platform is interfaced with brain-computer interface (BCI) and motion sensing assistive devices. This game platform is built on top of the Unity3D engine to provide children with Attention-Deficit/Hyperactivity Disorder (ADHD) with a serious game which helps them improve their behavior with dynamically adaptive intervention scheme. Moreover, their brainwaves and motions are captured and identified by the game platform in real-time. The monitored sensing data is stored in the Elasticsearch cloud search engine for real-time and post-performance evaluation of players' behavior and the effectiveness of this behavior treatment mechanism. The main idea of the behavior treatment is to make the narrative contents drive a player and help a cyber character, the fisherman. The real-world player accomplishes the given narrative quests, resulting in helping the fisherman reach his goal. The degree of the player's attention level and his/her fidelity to the given quests directly influence the flow of the game, by enforcing the fisherman to proceed to go fishing or be prohibited from continuing his job. This adaptive intervention affects the entire paths of the game and significantly delays the clearing time of game sessions. As a result, this platform is expected to help children with ADHD improve their level of attention, control their hyperactive behavior, and develop their social skills as they learn how to behave according to the presented narrative game contents. In addition, this behavior treatment approach is evaluated by analyzing the attention and meditation levels, the number of recognized motions, and the completion ratio of the given narrative quests in combination with the recognized sensing data and the associated narrative contents.","PeriodicalId":412361,"journal":{"name":"2016 IEEE 14th International Conference on Software Engineering Research, Management and Applications (SERA)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-06-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"14","resultStr":"{\"title\":\"Narratives and sensor driven cognitive behavior training game platform\",\"authors\":\"Kyungeun Park, Taesuk Kihl, Seung-Jae Park, Min-Jae Kim, Juno Chang\",\"doi\":\"10.1109/SERA.2016.7516137\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This research introduces the narratives and sensor driven behavior treatment framework in the form of a serious game. For this, well-known fairy tale, the Fisherman and the Genie from the Book of the Thousand Nights and a Night, also known as the Arabian Nights, is refined to be used as the narrative storytelling source of the game platform. In addition, the platform is interfaced with brain-computer interface (BCI) and motion sensing assistive devices. This game platform is built on top of the Unity3D engine to provide children with Attention-Deficit/Hyperactivity Disorder (ADHD) with a serious game which helps them improve their behavior with dynamically adaptive intervention scheme. Moreover, their brainwaves and motions are captured and identified by the game platform in real-time. The monitored sensing data is stored in the Elasticsearch cloud search engine for real-time and post-performance evaluation of players' behavior and the effectiveness of this behavior treatment mechanism. The main idea of the behavior treatment is to make the narrative contents drive a player and help a cyber character, the fisherman. The real-world player accomplishes the given narrative quests, resulting in helping the fisherman reach his goal. The degree of the player's attention level and his/her fidelity to the given quests directly influence the flow of the game, by enforcing the fisherman to proceed to go fishing or be prohibited from continuing his job. This adaptive intervention affects the entire paths of the game and significantly delays the clearing time of game sessions. As a result, this platform is expected to help children with ADHD improve their level of attention, control their hyperactive behavior, and develop their social skills as they learn how to behave according to the presented narrative game contents. In addition, this behavior treatment approach is evaluated by analyzing the attention and meditation levels, the number of recognized motions, and the completion ratio of the given narrative quests in combination with the recognized sensing data and the associated narrative contents.\",\"PeriodicalId\":412361,\"journal\":{\"name\":\"2016 IEEE 14th International Conference on Software Engineering Research, Management and Applications (SERA)\",\"volume\":\"5 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-06-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"14\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 IEEE 14th International Conference on Software Engineering Research, Management and Applications (SERA)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SERA.2016.7516137\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE 14th International Conference on Software Engineering Research, Management and Applications (SERA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SERA.2016.7516137","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 14

摘要

本研究以严肃游戏的形式引入叙事和传感器驱动的行为处理框架。为此,我们提炼了《一千零一夜》(又称《天方夜谭》)中著名的童话故事《渔夫与精灵》作为游戏平台的叙事故事来源。此外,该平台还与脑机接口(BCI)和运动传感辅助装置相连接。这个游戏平台是建立在Unity3D引擎之上的,为患有注意力缺陷/多动障碍(ADHD)的儿童提供一个严肃的游戏,通过动态适应的干预方案帮助他们改善行为。此外,他们的脑电波和动作被游戏平台实时捕捉和识别。监测到的传感数据存储在Elasticsearch云搜索引擎中,用于实时和赛后评估玩家的行为以及这种行为处理机制的有效性。行为处理的主要理念是让叙事内容驱动玩家并帮助网络角色,即渔夫。现实世界的玩家完成给定的叙述任务,从而帮助渔夫达到他的目标。玩家的注意力水平和他/她对给定任务的忠诚程度直接影响着游戏的流程,即通过强制渔民继续捕鱼或被禁止继续他的工作。这种自适应干预会影响整个游戏路径,并显著延迟游戏回合的清理时间。因此,这个平台有望帮助ADHD儿童提高他们的注意力水平,控制他们的多动行为,并根据呈现的叙事游戏内容学习如何行为,发展他们的社交技能。此外,结合识别的感知数据和相关的叙事内容,通过分析注意力和冥想水平、识别的动作数量和给定叙事任务的完成率来评估这种行为治疗方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Narratives and sensor driven cognitive behavior training game platform
This research introduces the narratives and sensor driven behavior treatment framework in the form of a serious game. For this, well-known fairy tale, the Fisherman and the Genie from the Book of the Thousand Nights and a Night, also known as the Arabian Nights, is refined to be used as the narrative storytelling source of the game platform. In addition, the platform is interfaced with brain-computer interface (BCI) and motion sensing assistive devices. This game platform is built on top of the Unity3D engine to provide children with Attention-Deficit/Hyperactivity Disorder (ADHD) with a serious game which helps them improve their behavior with dynamically adaptive intervention scheme. Moreover, their brainwaves and motions are captured and identified by the game platform in real-time. The monitored sensing data is stored in the Elasticsearch cloud search engine for real-time and post-performance evaluation of players' behavior and the effectiveness of this behavior treatment mechanism. The main idea of the behavior treatment is to make the narrative contents drive a player and help a cyber character, the fisherman. The real-world player accomplishes the given narrative quests, resulting in helping the fisherman reach his goal. The degree of the player's attention level and his/her fidelity to the given quests directly influence the flow of the game, by enforcing the fisherman to proceed to go fishing or be prohibited from continuing his job. This adaptive intervention affects the entire paths of the game and significantly delays the clearing time of game sessions. As a result, this platform is expected to help children with ADHD improve their level of attention, control their hyperactive behavior, and develop their social skills as they learn how to behave according to the presented narrative game contents. In addition, this behavior treatment approach is evaluated by analyzing the attention and meditation levels, the number of recognized motions, and the completion ratio of the given narrative quests in combination with the recognized sensing data and the associated narrative contents.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信