Breast cancer diagnosis through serious gaming: Clinical reasoning, AI-driven character morphing, and emotional engagement

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-08-08 DOI:10.1016/j.entcom.2024.100863
Rafael Garcia Barbosa, Maria Andréia Formico Rodrigues
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Abstract

This work introduces “Cancer: Now What?”, an innovative serious game designed for healthcare training with unlimited, comprehensive clinical scenarios. Focused on the diagnosis of breast cancer and other benign findings, the game is engineered to enhance the diagnostic skills of healthcare professionals by immersing them in a variety of diagnostic challenges related to clinical reasoning practice. It features AI-driven morphing to dynamically portray characters’ emotional responses, deepening player engagement and emotional connection. Despite some punctual challenges with visual artifacts in the morphing animations, the integration of real-life clinical reasoning with computational techniques highlights the game’s potential to advance clinical reasoning practice. This collaboration between game architects and medical experts highlights the substantial contributions of serious games to medical education, elevating them beyond mere entertainment to become essential educational tools.

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通过严肃游戏诊断乳腺癌:临床推理、人工智能驱动的角色变形和情感参与
本作品介绍了 "癌症:癌症:现在怎么办?"是一款创新的严肃游戏,专为医疗保健培训设计,具有无限、全面的临床场景。该游戏以乳腺癌和其他良性病变的诊断为重点,让医护人员沉浸在与临床推理实践相关的各种诊断挑战中,从而提高他们的诊断技能。游戏采用人工智能驱动的变形技术,动态描绘角色的情绪反应,加深玩家的参与感和情感联系。尽管在变形动画中出现了一些视觉假象,但将现实生活中的临床推理与计算技术结合起来,突出了该游戏在推动临床推理实践方面的潜力。游戏设计师与医学专家之间的合作凸显了严肃游戏对医学教育的巨大贡献,使其超越了单纯的娱乐,成为必不可少的教育工具。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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