Employing affection in elderly healthcare serious games interventions

Charis Styliadis, E. Konstantinidis, Antonis Billis, P. Bamidis
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引用次数: 13

Abstract

Serious games for elderly healthcare provide a promising and novel way to promote the well-being of senior citizens. The gaming environment, originally designed for a younger target population, benefits from the increasing power of personal computers, mobiles devices (phones, tablets) and SmartTVs, as well as the recent emergence of motion capture technology developed for videogame consoles via worn physical sensors and controller free sensors. Measuring self-efficacy by elderly individuals on such gaming environments has characterized them in terms of their effectiveness to motivate an audience reluctant to undertake more conventional forms of activities. However, the relationship between the features making the game challenging and the senior user's behaviour in becoming motivated so as to interact with the system independently and effectively is still elusive. For instance, failure in understanding the game's instructions or adapting to the speed and complexity may be thought of as barriers that affect the seniors' satisfactory interaction within the gaming environment. A step towards this direction would require using emotions in the midst of the gaming environment so as to allow for the embodiment of real-time mental (cognitive and emotional), and physical data. The main goal is to focus on assessing the features that encourage the elderly individuals to interact with the gaming environment on a daily basis. We propose to further enhance the gaming environment through the use of personal biosensors (i.e. wireless EEG) and cameras (i.e. fisheye camera) so as to collect the user's mental and physical changes over time and fuse them in a decision support system. This information will eventually provide feedback on the gaming experience so as to modify it according to the user's affective state.
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情感在老年保健严肃游戏干预中的应用
严肃的老年保健游戏为促进老年人的福祉提供了一种有前途的和新颖的方式。游戏环境最初是为更年轻的目标人群设计的,受益于个人电脑、移动设备(手机、平板电脑)和智能电视日益强大的功能,以及最近为视频游戏机开发的动作捕捉技术(通过穿戴物理传感器和无控制器传感器)。通过测量老年人在这种游戏环境中的自我效能,我们可以发现他们能够有效地激励那些不愿参与更传统形式活动的用户。然而,使游戏具有挑战性的功能与促使高级用户独立有效地与系统互动的行为之间的关系仍然难以捉摸。例如,不能理解游戏指令或不能适应游戏的速度和复杂性可能会被认为是影响老年人在游戏环境中令人满意的互动的障碍。朝这个方向迈进的一步就是在游戏环境中使用情感,以便体现实时的心理(认知和情感)和物理数据。主要目标是评估鼓励老年人每天与游戏环境互动的功能。我们建议通过使用个人生物传感器(即无线脑电图)和摄像头(即鱼眼摄像头)进一步改善游戏环境,以收集用户随时间的心理和身体变化,并将其融合到决策支持系统中。这些信息最终将提供游戏体验的反馈,以便根据用户的情感状态对其进行修改。
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