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2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)最新文献

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Designing digital games for people with cerebral palsy - a qualitative approach on fostering self-efficacy and therapy compliance 为脑瘫患者设计数字游戏——培养自我效能和治疗依从性的定性方法
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201773
Andre Hellwig, Katrin Buschmann, A. Burmann
Cerebral palsy (CP) is the most common disability in childhood affecting movement, posture and muscle tone. Increasing self-efficacy can aid to foster therapy compliance in CP patients and improve their quality of daily life. Semistructured interviews (N=19) with therapists, children and adults with CP were conducted in order to gather information on how to increase self-efficacy and therapy compliance during physical exercises, and how game design of a digital therapy application can support this. Results have been evaluated in a focus group (N=6) and additional interviews (N=2). In conclusion, six categories were identified, that influence therapy compliance and self-efficacy in both digital and real world environment. Considering these when designing a digital game for CP patients may enhance the success of therapy and quality of a patient's life.
脑瘫(CP)是儿童时期最常见的影响运动、姿势和肌肉张力的残疾。提高自我效能感有助于促进CP患者的治疗依从性,改善其日常生活质量。为了收集关于如何在体育锻炼中提高自我效能和治疗依从性的信息,以及数字治疗应用程序的游戏设计如何支持这一点,我们对治疗师、患有CP的儿童和成人进行了半结构化访谈(N=19)。通过焦点小组(N=6)和额外访谈(N=2)对结果进行了评估。总之,确定了在数字和现实世界环境中影响治疗依从性和自我效能的六个类别。在为CP患者设计数字游戏时考虑到这些因素可能会提高治疗的成功率和患者的生活质量。
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引用次数: 0
Using the gameplay and user data to predict and identify causes of cybersickness manifestation in virtual reality games 利用游戏玩法和用户数据来预测和识别虚拟现实游戏中晕动症表现的原因
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201649
T. Porcino, É. O. Rodrigues, A. Silva, E. Clua, D. Trevisan
Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is accessible to everyone. While VR provides immersive experiences, it still does not offer an entirely perfect situation, mainly due to cybersickness (CS) issues. In this work, we propose a novel approach for predicting upcoming CS symptoms. Our solution is able to suggest whether the user of VR is entering into an illness situation. We adopted random forest classifiers and validated our solution using 16 different machine-learning techniques, which presented the best results. For training purposes, we built our own dataset through a CS profile questionnaire that we also propose in the present work. The questionnaire is focused on registering and identifying the user's susceptibility to CS, considering their historical conditions and also their response to the immersive environment developed by us. In this method, 86 individuals are selected and the developed questionnaire was put to them on different days, and the answers are compiled as dataset. Our proposal also identifying attributes responsible (causes and individual's parameters) for the observed stressful and uncomfortable situations.
虚拟现实(VR)在游戏、教育、娱乐、军事和健康应用中是一个迫在眉睫的趋势,因为每个人都可以使用头戴式显示器。虽然VR提供了身临其境的体验,但它仍然没有提供一个完全完美的场景,主要是由于晕屏(CS)问题。在这项工作中,我们提出了一种预测即将到来的CS症状的新方法。我们的解决方案能够提示VR用户是否处于疾病状态。我们采用了随机森林分类器,并使用16种不同的机器学习技术验证了我们的解决方案,得到了最好的结果。出于培训目的,我们通过CS简介问卷建立了自己的数据集,我们在本工作中也提出了这一建议。调查问卷的重点是记录和识别用户对CS的易感性,考虑他们的历史条件以及他们对我们开发的沉浸式环境的反应。在该方法中,选取86名个人,在不同的日子对他们进行问卷调查,并将答案汇编为数据集。我们的建议还确定了导致观察到的压力和不舒服情况的属性(原因和个人参数)。
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引用次数: 13
Deep Reinforcement Learning in Immersive Virtual Reality Exergame for Agent Movement Guidance 深度强化学习在沉浸式虚拟现实游戏中的应用
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201901
Aviv Elor, S. Kurniawan
Immersive Virtual Reality applied to exercise games has a unique potential to both guide and motivate users in performing physical exercise. Advances in modern machine learning open up new opportunities for more significant intelligence in such games. To this end, we investigate the following research question: What if we could train a virtual robot arm to guide us through physical exercises, compete with us, and test out various double-jointed movements? This paper presents a new game mechanic driven by artificial intelligence to visually assist users in their movements through the Unity Game Engine, Unity MI-Agents, and the HTC Vive Head-Mounted Display. We discuss how deep reinforcement learning through Proximal Policy Optimization and Generative Adversarial Imitation Learning can be applied to complete physical exercises from the same immersive virtual reality game. We examine our mechanics with four users through protecting a virtual butterfly with an agent that visually helps users as a cooperative “ghost arm” and an independent competitor. Our results suggest that deep learning agents are effective at learning game exercises and may provide unique insights for users.
沉浸式虚拟现实应用于运动游戏,在引导和激励用户进行体育锻炼方面具有独特的潜力。现代机器学习的进步为这类游戏中更重要的智能提供了新的机会。为此,我们研究了以下研究问题:如果我们可以训练一个虚拟机械臂来指导我们进行体育锻炼,与我们竞争,并测试各种双关节运动,会怎么样?本文提出了一种由人工智能驱动的新游戏机制,通过Unity游戏引擎、Unity MI-Agents和HTC Vive头戴式显示器在视觉上帮助用户移动。我们讨论了如何通过近端策略优化和生成对抗模仿学习来进行深度强化学习,以完成来自同一沉浸式虚拟现实游戏的物理练习。我们用四个用户来研究我们的机制,通过一个代理来保护一只虚拟蝴蝶,这个代理在视觉上帮助用户作为一个合作的“幽灵手臂”和一个独立的竞争对手。我们的研究结果表明,深度学习代理在学习游戏练习方面是有效的,并且可能为用户提供独特的见解。
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引用次数: 9
Procedural constrained story generation based on Propp's and Fabula models 基于Propp和Fabula模型的程序约束故事生成
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201843
Riccardo Cantoni, J. Essenziale, M. Pezzera, R. Mainetti, N. A. Borghese
Using narrative to increase engagement in serious games where the user is required to repeatedly interact with the same game for a long period of time, as in rehabilitative exer-games, could help in reducing the boredom inherent to the task. However, producing enough narrative content to cover long rehabilitation periods could require much effort from the authorial point of view. Having a tool that, given a wide enough knowledge base, can virtually produce an infinite set of stories, could greatly help in addressing this issue. For this reason, we explored the field of automatic story generation, designed and developed a multi-layered tool capable of automating the creation process of stories. The tool allows the user to define constraints at setup-time to ensure that a given set of events will appear in the generated story plot. These events may be mapped to specific serious games, making the resulting stories suitable, for instance, for integration in exer-games based rehabilitation platforms.
在要求用户长时间反复与同一款游戏互动的严肃游戏(游戏邦注:如恢复性运动游戏)中,使用叙述来增加用户粘性有助于减少任务固有的无聊感。然而,从作者的角度来看,制作足够的叙事内容来覆盖长期的康复期可能需要付出很大的努力。如果有一个工具,在拥有足够广泛的知识库的情况下,实际上可以产生无限的故事集,可以极大地帮助解决这个问题。为此,我们在故事自动生成领域进行了探索,设计并开发了一个能够自动生成故事的多层工具。该工具允许用户在设置时定义约束,以确保给定的事件集将出现在生成的故事情节中。这些事件可能会被映射到特定的严肃游戏中,使最终的故事适合于整合到基于运动游戏的康复平台中。
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引用次数: 1
Dynamic difficulty adjustment in exer-games for rehabilitation: a mixed approach 康复训练游戏的动态难度调整:一种混合方法
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201871
M. Pezzera, N. Borghese
In recent years, the use of exer-games in the rehabilitation field has significantly increased. Exercises and exer-games must be carefully customized and adapted to the patient's abilities to provide an adequate level of difficulty to maximize the effectiveness of rehabilitation and to keep the patient's engagement high. The patient's abilities may change over time and an adjustment of the difficulty is required. We present here a mixed approach for Dynamic Difficulty Adjustment based on three modules which take into consideration different key factors: the patient's physical abilities estimated from the data gathered from exercises carried out recently, his/her current capability in the current exer-game and his/her emotional state. The system has been integrated inside an at-home rehabilitation platform and preliminary results are encouraging in terms of usability and capability to set a proper level of difficulty.
近年来,运动游戏在康复领域的应用显著增加。练习和练习游戏必须精心定制并适应患者的能力,以提供适当的难度水平,以最大限度地提高康复效果,并保持患者的高参与度。病人的能力可能会随着时间的推移而改变,需要对难度进行调整。在此,我们提出了一种基于三个模块的混合动态难度调整方法,这些模块考虑了不同的关键因素:根据最近进行的锻炼收集的数据估计患者的身体能力,他/她当前在当前运动中的能力和他/她的情绪状态。该系统已被集成到一个家庭康复平台中,在可用性和设置适当难度的能力方面,初步结果令人鼓舞。
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引用次数: 13
Towards an evaluation method of how accessible serious games are to older adults 关于严肃游戏是否适合老年人的评估方法
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201655
Paola Pesántez-Cabrera, M. Acosta, V. Jimbo, Pablo Sinchi, Priscila Cedillo
The loss of cognitive and motor functions in humans increases with age, and the aging population is expected to continue growing significantly in the following years. In this context, serious games have become a tool that supports health professionals in mitigating age-related cognitive problems. Additionally, the accessibility provided by those tools is a determinant factor when users need to adapt themselves to a particular technology. Therefore, this paper presents an accessibility model and an evaluation method useful for assessing how accessible serious games are to older adults, based on the Games Accessibility Guidelines (GAG) proposed by the International Game Developers Association and the ISO/IEC 25040. In order to validate and ensure the feasibility of this study, each activity of the proposed method has been applied to a real game that was created for improving certain cognitive functions (i.e., A Clockwork Brain suite of serious games).
人类认知和运动功能的丧失随着年龄的增长而增加,预计未来几年老龄化人口将继续显著增长。在这种情况下,严肃游戏已经成为一种工具,支持卫生专业人员减轻与年龄有关的认知问题。此外,当用户需要适应特定技术时,这些工具提供的可访问性是一个决定性因素。因此,本文基于国际游戏开发者协会(International Game Developers Association)和ISO/IEC 25040提出的游戏可访问性指南(games accessibility Guidelines,简称GAG),提出了一种可访问性模型和评估方法,用于评估老年人对严肃游戏的可访问性。为了验证和确保这项研究的可行性,所提出的方法的每个活动都被应用到一个真实的游戏中,这个游戏是为了提高某些认知功能而创造的(例如,一个Clockwork Brain严肃游戏套件)。
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引用次数: 4
Boundaries: A Serious Game on Relationships for Individuals with Developmental Disabilities 边界:一个关于发展障碍个体关系的严肃游戏
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201810
Samantha Conde, Aviv Elor, S. Kurniawan
Studies show that adults with developmental disabilities are often at risk of being targets of abuse. With little supporting resources available for both adults and their caretakers on identifying relationship boundaries, victimization rates are consistently and alarmingly high. This study aims to explore the gamification of behavioral learning to identify personal boundaries and at-risk behaviors with real-time feedback for adults with disabilities. A Unity game, titled “Boundaries”, was developed to provide randomized situational cases in identifying personal relationship boundaries. Ten users with developmental disabilities evaluated the game to provide run-time game responses and qualitative survey feedback. The results suggest that the game was a successful medium for engaging users on the topic of personal boundaries. Significant differences in both gameplay activity were found between users eliciting low, medium, and high-risk behaviors. This paper concludes with discussion and considerations on interactive behavioral serious games for adults with disabilities.
研究表明,有发育障碍的成年人往往有成为虐待对象的风险。由于成年人和他们的照顾者在确定关系界限方面几乎没有可用的支持资源,受害率一直居高不下,高得惊人。本研究旨在探索行为学习的游戏化,以实时反馈识别成人残疾的个人边界和危险行为。Unity开发了一款名为“边界”的游戏,旨在提供随机情境案例,以确定个人关系边界。10名有发育障碍的用户对游戏进行评估,提供运行时的游戏反应和定性调查反馈。结果表明,这款游戏是吸引用户讨论个人界限的成功媒介。在引发低、中、高风险行为的用户之间,两种玩法活动存在显著差异。本文最后对成人残疾互动行为严肃游戏进行了讨论和思考。
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引用次数: 3
Towards a new hybrid game model: designing tangible experiences 走向一种新的混合游戏模式:设计有形体验
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201838
A. Oliveira, Micael Sousa, M. Vairinhos, Nelson Zagalo
In this paper we intend to present a theoretical discussion on the definition and specificity of hybrid games and tangible experiences, grounded in the research project “FlavourGame”. The project is developing a serious game for kids aged 10–12 years old to generate discussion and sense-making around nutrition, more specifically everyday choices of nourishment and food. We believe hybrid games are presenting themselves as a new realm of gaming, opening new possibilities, making use of the best of both worlds - physical and virtual. Therefore, we are now working in the creation of a hybrid game model (combining the digital component based on a TUI - tangible user interface with a physical board game). FlavourGame aims to become a game design model for platforms mixing real, fictional and digital worlds merged through physical interactions and rich sensory experiences, unusual in videogames. We intend to present some of the ideas we have been brainstorming and drafting, built on past experiences, in order to design a research path in the direction of the development of a hybrid game model based on embodied conversation and player participation.
在本文中,我们将以“FlavourGame”研究项目为基础,对混合游戏和有形体验的定义和特殊性进行理论讨论。该项目正在为10-12岁的孩子开发一款严肃的游戏,以引发关于营养的讨论和意义,更具体地说,是关于营养和食物的日常选择。我们相信混合游戏将呈现出一个全新的游戏领域,开启新的可能性,充分利用物理世界和虚拟世界的优势。因此,我们现在正致力于创建一种混合游戏模式(将基于TUI(有形用户界面)的数字组件与物理桌面游戏相结合)。FlavourGame的目标是通过物理互动和丰富的感官体验,成为将真实、虚拟和数字世界融合在一起的平台的游戏设计典范,这在电子游戏中是不寻常的。我们打算在此展示一些基于过去经验的头脑风暴和构思的想法,从而设计出一种基于具体化对话和玩家参与的混合游戏模式发展方向的研究路径。
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引用次数: 6
MAR: A Study of the Impact of Positive and Negative Reinforcement on Medication Adherence Reminders 积极和消极强化对药物依从性提醒的影响研究
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201781
F. Alshammari, Khalid Tearo, Rita Orji, K. Hawkey, Derek F. Reilly
This study investigates the effectiveness of three versions of a mobile persuasive application called Medication Adherence Reminder (MAR) in promoting medication adherence level among patients. MAR-1 offers a reminder feature, similar to most mobile applications on the market today, and a medications history, intended to promote self-awareness of medication adherence behavior. MAR-2 adds a points system to reward adherence, while MAR-3 adds a demerit system to punish nonadherence. An experimental comparative approach was employed to evaluate and compare the effectiveness of the three versions of MAR. The sample consisted of 30 participants over 18 years of age and on long-term medication regimens. A four-week field study with 10 participants for each MAR version was conducted. The majority of the participants found the app useful in helping them stick to their prescriptions. Most importantly, both the reward and penalty features were found to promote medication adherence behavior above the MAR-1 baseline level. While participants favored rewards over penalty, no statistically significant difference in medication adherence was found between the two approaches.
本研究调查了三个版本的移动说服应用程序称为药物依从提醒(MAR)在提高患者的药物依从性水平的有效性。MAR-1提供了一个提醒功能,类似于目前市场上的大多数移动应用程序,以及一个药物历史,旨在促进对药物依从性行为的自我意识。MAR-2增加了一个积分系统来奖励遵守,而MAR-3增加了一个记分系统来惩罚不遵守。采用实验比较方法来评估和比较三种版本mar的有效性。样本由30名年龄在18岁以上且长期服用药物的参与者组成。每个MAR版本有10名参与者进行了为期四周的实地研究。大多数参与者发现该应用程序在帮助他们坚持处方方面很有用。最重要的是,发现奖励和惩罚特征都促进了高于MAR-1基线水平的药物依从性行为。虽然参与者更喜欢奖励而不是惩罚,但两种方法在药物依从性方面没有统计学上的显著差异。
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引用次数: 0
Priming with mindfulness affects our capacity to self-regulate brain activity? 正念启动会影响我们自我调节大脑活动的能力吗?
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201841
Nuno M. C. da Costa, E. Bicho, N. Dias
Self-regulation (SR) is a vital adaptation process to environmental and social challenges. Indispensable in our growing hyper-technological and hyper-stimulative society. SR deficits are associated with diverse behavioral problems and mental disorders such as depression, rumination, distraction, anxiety, stress, and attention control. Neurofeedback Training (NFT) is one of the techniques to train brain self-regulation (BSR). In the current protocols, the benefits from NFT greatly differ between subjects, with a high percentage of inefficacy. Therefore, understanding how to prime self-regulation could be the key to unlock predictors and optimize the success of Neurofeedback modulation, and vice-versa. Literature hypothesizes that the “optimal” state of SR learning is reached when irrelevant associations between internal states and external reward are avoided, and when the learner stays engaged, focused and undistracted. Thus, suggesting a close relation to focused attention forms of mindfulness meditation (MM). As such, to promote this “optimal” self-regulation on an NFT protocol, we implemented a human-computer framework to assist the subject to voluntary modulate their brain activity. The assistance was done by priming the subject with mindfulness guided instructions right before the NFT. In conclusion, conducting this intervention was the first step to determine if priming with external neurostimulation would enhance Neurofeedback self-regulation.
自我调节(SR)是对环境和社会挑战的重要适应过程。在我们日益发展的超科技和超刺激的社会中是不可或缺的。SR缺陷与多种行为问题和精神障碍有关,如抑郁、沉思、分心、焦虑、压力和注意力控制。神经反馈训练(NFT)是一种训练大脑自我调节能力的方法。在目前的方案中,NFT的益处在受试者之间差异很大,无效的百分比很高。因此,了解如何启动自我调节可能是解锁预测因子和优化神经反馈调节成功的关键,反之亦然。文献假设,当内部状态和外部奖励之间不相关的联系被避免时,当学习者保持投入、专注和不分心时,就会达到SR学习的“最佳”状态。因此,这表明正念冥想与集中注意力形式(MM)密切相关。因此,为了促进NFT协议上的这种“最佳”自我调节,我们实施了一个人机框架来帮助受试者自愿调节他们的大脑活动。这种帮助是通过在NFT之前用正念引导的指令来启动被试的。总之,进行这种干预是确定外部神经刺激启动是否会增强神经反馈自我调节的第一步。
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引用次数: 3
期刊
2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)
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