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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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Evaluating Pose Estimation as a Solution to the Fall Detection Problem 姿态估计作为跌倒检测问题的一种解决方案
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201701
Y. R. Serpa, Matheus Batista Nogueira, Pedro Paulo Macêdo Neto, M. A. Rodrigues
In this age of evolving technological capabilities, assisted living has proven useful to ease the frailty that comes with aging. Within this context, the detection and prevention of accidents are paramount to ensure a longer life expectancy for the elderly. Over the years, many approaches for fall detection have been proposed, such as ambient sensors, wearable devices, and automated camera monitoring. A recent approach is to use pose estimation software to identify humans and pinpoint the location of their most important joints. This pose information can be later used as features for an effective fall detection system. This scenario begs the question: Can pose estimation methods be as effective as the sensor or other camera-based ones? To answer this question, we analyzed three pose estimation frameworks, totalizing eleven models, paired with a simple neural network classifier. In our experiments, we have obtained competitive results among the state-of-the-art on the UR Fall Detection dataset, a multi-modal fall detection benchmark, comprised of RGB, depth, and acceleration data. More specifically, our best model achieved a sensitivity rate of 94.5% and a specificity rate of 99.9%, in line with the best camera and sensor-based solutions.
在这个技术能力不断发展的时代,辅助生活已经被证明对缓解衰老带来的虚弱是有用的。在这种情况下,发现和预防事故对于确保老年人的预期寿命延长至关重要。多年来,人们提出了许多检测跌倒的方法,如环境传感器、可穿戴设备和自动摄像头监控。最近的一种方法是使用姿势估计软件来识别人类并精确定位他们最重要关节的位置。这些姿态信息以后可以用作有效的跌倒检测系统的特征。这种情况引出了一个问题:姿态估计方法是否能像传感器或其他基于摄像头的方法一样有效?为了回答这个问题,我们分析了三个姿态估计框架,总共11个模型,并与一个简单的神经网络分类器配对。在我们的实验中,我们在UR跌倒检测数据集上获得了最先进的竞争结果,这是一个多模态跌倒检测基准,由RGB、深度和加速度数据组成。更具体地说,我们的最佳模型实现了94.5%的灵敏度和99.9%的特异性,与基于相机和传感器的最佳解决方案一致。
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引用次数: 12
Physical Activity Recommendation for Exergame Player Modeling using Machine Learning Approach 使用机器学习方法进行游戏玩家建模的体育活动建议
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201820
Zhao Zhao, A. Arya, Rita Orji, Gerry Chan
Exergames are effective tools to motivate and promote daily physical activities. However, previous studies indicated that many people who start any type of exercise drop out of the program before establishing new habits. Research has shown that personalization is key to effective game-based interventions. Player modeling and recommender systems are used for personalizing contents and services in many applications. In exergames, we believe it is important to continuously recommend personalized and appropriate types of physical activity and contents in order to improve the effectiveness of the game. In this paper, we proposed and validated the design of a personalized physical activity recommender system for exergames based on a study of participant's preferred activities. The proposed approach resulted in more accurate recommendations when comparing to an existing model in predicting users' preference toward physical activity types.
运动游戏是激励和促进日常体育活动的有效工具。然而,先前的研究表明,许多人在开始任何一种运动之前就放弃了计划,还没有形成新的习惯。研究表明,个性化是有效的游戏干预的关键。玩家建模和推荐系统在许多应用程序中用于个性化内容和服务。在exergames中,我们认为为了提高游戏的有效性,不断推荐个性化和适当类型的体育活动和内容是很重要的。本文在研究参与者偏好运动的基础上,提出并验证了exerggames个性化运动推荐系统的设计。在预测用户对体育活动类型的偏好方面,与现有模型相比,所提出的方法产生了更准确的建议。
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引用次数: 2
A Preliminary Usability Comparison of Augmented and Virtual Reality User Interactions for Direct Ophthalmoscopy 增强现实和虚拟现实用户交互直接检眼镜的初步可用性比较
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201804
Michael Chan, A. Uribe-Quevedo, B. Kapralos, Norman Jaimes, M. Jenkin, K. Kanev
Direct ophthalmoscopy, or fundoscopy, is a routine examination whereby a health professional examines the eye fundus using an ophthalmoscope. Despite advances in eye examination tools, there is a growing concern regarding a decline of fundoscopy skills. Immersive technologies, virtual and augmented reality in particular, are capable of providing interactive, engaging, and safe training scenarios, showing promise as com-p~ementary training tools. However, current virtual fundoscopy training solutions typically fail to provide an effective training experience. In this paper, we present the results of a preliminary study conducted to examine three approaches to simulating the direct ophthalmascope as part of training. The approach uses different virtual and augmented reality user inputs. Preliminary results suggest that the operation of a physical controller that maps finger movement to direct ophthamloscopy operation allows for more usable interactions and lower cognitive load than hand-tracking gestures, which are limited to pinching.
直接眼科检查或眼底检查是一种常规检查,由卫生专业人员使用检眼镜检查眼底。尽管眼科检查工具有所进步,但人们越来越关注眼底镜检查技能的下降。沉浸式技术,特别是虚拟现实和增强现实技术,能够提供交互式、引人入胜和安全的培训场景,显示出作为初级培训工具的前景。然而,目前的虚拟眼底镜训练方案通常不能提供有效的训练体验。在本文中,我们提出了一项初步研究的结果,以检查三种方法来模拟直接眼镜作为培训的一部分。该方法使用不同的虚拟现实和增强现实用户输入。初步结果表明,通过物理控制器映射手指运动来指导眼科检查操作,可以实现更多可用的交互,并且比手部跟踪手势更低的认知负荷,后者仅限于按压。
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引用次数: 2
HapiChain: A Blockchain-based Framework for Patient-Centric Telemedicine HapiChain:基于区块链的以患者为中心的远程医疗框架
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201726
Hossain Kordestani, Kamel Barkaoui, Wagdy Zahran
Given the exploding number of the elderly and patients with chronic diseases and the uneven distribution of clinicians, it is economically impossible to continue traditional medicine. Hence, the healthcare sector has been gradually gravitating towards telemedicine, which applies intelligent systems for more comprehensive medical services with minimum costs. The criticality of data and process involved in telemedicine raise various concerns in terms of reliability and security. To this end, in this paper, we propose HapiChain, a blockchain-based framework for patient-centric telemedicine. HapiChain exploits blockchain technology to improve security, scalability, and reliability of medical workflows. Although HapiChain is patient-centric, it also helps the clinicians to save time and prevent unnecessary trips without improvising the level of treatment. In HapiChain, we embed two primary telemedicine services, namely telemonitoring and teleconsultation. For the former service, Hapicare, an existing healthcare monitoring system with self-adaptive coaching using probabilistic reasoning, is used. HapiChain then completes this service by adding teleconsultation services exploiting blockchain technology. The HapiChain framework includes three main layers: (i) interface layer, (ii) DApp layer, and (iii) blockchain layer. In the first layer, Hapicare is used to communicates with the users, i.e., patients and doctors. DApp layer includes the required procedures for security and scalability of HapiChain, namely smart contracts and distributed storage. The latter is achieved using the InterPlanetary File System (IPFS). In the blockchain layer, Ethereum blockchain is used as a platform of DApps. We evaluate the HapiChain framework and the proposed teleconsultation services in a use-case.
考虑到老年人和慢性病患者数量的激增以及临床医生的分布不均,从经济上讲,传统医学是不可能继续下去的。因此,医疗保健行业逐渐被远程医疗所吸引,远程医疗采用智能系统,以最低的成本提供更全面的医疗服务。远程医疗中涉及的数据和过程的重要性在可靠性和安全性方面引起了各种关注。为此,在本文中,我们提出了HapiChain,这是一个基于区块链的以患者为中心的远程医疗框架。HapiChain利用区块链技术来提高医疗工作流程的安全性、可扩展性和可靠性。虽然HapiChain以患者为中心,但它也可以帮助临床医生节省时间,避免不必要的旅行,而无需临时提高治疗水平。在HapiChain,我们嵌入了两种主要的远程医疗服务,即远程监护和远程会诊。对于前一种服务,Hapicare是一种现有的医疗监控系统,具有使用概率推理的自适应指导功能。然后,HapiChain通过利用区块链技术增加远程咨询服务来完成这项服务。HapiChain框架包括三个主要层:(i)接口层,(ii) DApp层,(iii)区块链层。在第一层,Hapicare用于与用户(即患者和医生)进行通信。DApp层包含HapiChain安全性和可扩展性所需的过程,即智能合约和分布式存储。后者是使用星际文件系统(IPFS)实现的。在区块链层,使用以太坊区块链作为dapp的平台。我们在一个用例中评估HapiChain框架和建议的远程咨询服务。
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引用次数: 15
Eye Tracking and Speech Driven Human-Avatar Emotion-Based Communication 眼动追踪和语音驱动的人类化身情感交流
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201874
S. Cinieri, B. Kapralos, A. Uribe-Quevedo, F. Lamberti
Feelings, emotions, and empathy play an important role in many daily activities including verbal and non-verbal communication. Their automatic recognition and interpretation is important in a variety of applications requiring communication skills that are difficult to reproduce in computer-simulated environments, including those involving human-avatar interactions. Our recent work has begun investigating the development of intelligent avatars capable of detecting user (human) emotions to allow for realistic human-avatar interactions within medical-based virtual simulations and serious games. In this paper, we present a system that couples eye tracking and dialogue interpretation to allow for intelligent and realistic human-avatar communication. Although formal testing is required, preliminary results are promising, showing the potential of the system.
感觉、情绪和共情在包括语言和非语言交流在内的许多日常活动中起着重要作用。它们的自动识别和解释在各种需要沟通技巧的应用中很重要,这些应用很难在计算机模拟的环境中重现,包括那些涉及人类化身交互的应用。我们最近的工作已经开始研究能够检测用户(人类)情绪的智能化身的发展,以便在基于医学的虚拟模拟和严肃游戏中实现真实的人类化身互动。在本文中,我们提出了一个将眼动追踪和对话解释结合在一起的系统,以实现智能和逼真的人类化身交流。虽然需要正式的测试,初步的结果是有希望的,显示了系统的潜力。
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引用次数: 2
Paki Mirabolandia: A Serious Game to Identify Player Personality Paki Mirabolandia:一款识别玩家个性的严肃游戏
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201759
D. B. Palhano, Liliane dos S. Machado, A. A. F. de Almeida
Serious Games (SG) use playability to achieve specific goals in a playful way. Players profiles are directly influenced by personality constructs and affects their choices. Thus, it is important to consider player personality for SG design and adaptation. There are no published studies presenting SG as a tool to identify personality with Big Five Factors (BFF) model nor using an Item Response Theory (IRT) - based intelligence system. The aim of this work was to develop a SG to automatically identify player's personalities, using an intelligence system based on IRT and evaluate the convergent and divergent validity of the SG via Classical Theory Test (CTT). The kernel of the SG intelligence system uses IRT to calculate player's latent personality trait. The trait Conscientiousness was approached in the present work. A study was conducted with a 29 subject sample of all genders. The SG was capable to identify their personality trait and the IRT intelligence system proposed is adequate. Also, evidence of convergent and divergent validity was found, reaching the aim of this work. However, more activities will be developed, toward the comprehension of more personality traits. This is a necessary step for advances to SG development providing automatic identification of player's personality based on their actions.
严肃游戏(SG)利用可玩性以有趣的方式实现特定目标。玩家的个人资料直接受到人格结构的影响,并影响他们的选择。因此,在SG的设计和调整中考虑玩家的个性是很重要的。目前还没有发表的研究表明SG是一种用大五因素(BFF)模型来识别人格的工具,也没有使用基于项目反应理论(IRT)的智力系统。本研究的目的是利用基于IRT的智能系统开发一个SG来自动识别玩家的个性,并通过经典理论测试(CTT)评估SG的收敛效度和发散效度。SG智能系统的核心是利用IRT来计算玩家的潜在人格特征。本研究对责任心这一特征进行了探讨。研究人员对29名不同性别的受试者进行了调查。SG能够识别他们的人格特征,IRT智力系统是足够的。此外,还发现了收敛效度和发散效度的证据,达到了本工作的目的。然而,更多的活动将被开发,以理解更多的人格特征。这是SG发展的必要步骤,能够根据玩家的行为自动识别他们的个性。
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引用次数: 4
Designing Effective User Interface Experiences for a Self-Service Kiosk to Reduce Emergency Department Crowding 为自助服务亭设计有效的用户界面体验以减少急诊科拥挤
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201858
Paulo Pacheco, F. Santos, João Coimbra, E. Oliveira, N. Rodrigues
Emergency department crowding has been steadily increasing, with a significant part due to non-emergent pathologies. We developed a self-service kiosk to be used by patients while waiting from triage to treatment room allocation, which collects clinical history, usual medication, main complaint and, also collects vital signs. This information is processed and presented in a comprehensive way to the medical staff in order to accelerate diagnostics and treatment selection. This work describes and analyzes the results of the usability evaluation of this kiosk, taking into account the average time per screen, the average time of a complete kiosk session, the application design and the user interaction with devices and the system. The kiosk was tested in several environments with different types of users, allowing the identification of causes of problems and difficulties experienced, as well as solutions to improve the solution.
急诊科的拥挤一直在稳步增加,其中很大一部分是由于非紧急疾病。我们开发了一个自助服务亭,供患者在等待从分诊到分配治疗室的过程中使用,收集临床病史、常用药物、主要主诉以及生命体征。这些信息经过处理并以全面的方式呈现给医务人员,以加快诊断和治疗选择。这项工作描述和分析了这个kiosk的可用性评估结果,考虑到每个屏幕的平均时间,一个完整的kiosk会话的平均时间,应用程序设计以及用户与设备和系统的交互。该kiosk在不同类型的用户的几个环境中进行了测试,从而确定问题的原因和遇到的困难,以及改进解决方案的解决方案。
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引用次数: 1
Game-Based Learning for Health Professionals Working in Cancer Care 针对癌症护理专业人员的基于游戏的学习
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201718
M. A. Rodrigues, E. B. S. Lustosa, Rafael G. Barbosa, Juliana Amaral De Figueiredo, Isabel Veras Beleza, Renan L.V. Salviano, Rafaela Elizabeth B. Queiroz, Lúcio Roberto de O. das Neves
Game-Based Learning corresponds to a learning methodology supported by the use of games to represent a realworld problem in a playful way, while stimulating the interest and engagement of the target audience. In the health area, it can be used to assist in the training of students and professionals, simulating and anticipating scenarios that are likely to be experienced in their professional practices, with the difference of not putting the lives of real patients at risk. This work presents a game-based learning application for health professionals working in cancer care. Following medical guidelines, it focuses on maintaining the health of patients with breast cancer, by monitoring the adverse effects arising from treatment therapies and choosing ways to mitigate them using medications, transfusions and food. In addition, following the data-driven paradigm, an editor was also designed and implemented as a tool associated with the game to register input data (i.e., real clinical cases of patients) and feed the game input database independently and unlimitedly, allowing the expansion of execution scenarios and the construction of a rich input database to stimulate player education.
基于游戏的学习对应于一种学习方法,即使用游戏以有趣的方式呈现现实世界的问题,同时刺激目标用户的兴趣和参与度。在卫生领域,它可用于协助培训学生和专业人员,模拟和预测他们在专业实践中可能经历的情景,其不同之处在于不会危及真正病人的生命。这项工作提出了一个基于游戏的学习应用程序的卫生专业人员在癌症护理工作。根据医疗指导方针,该方案通过监测治疗方法产生的不利影响并选择通过药物、输血和食物减轻这些影响的方法,重点关注维护乳腺癌患者的健康。此外,按照数据驱动的模式,我们还设计并实现了一个编辑器,作为与游戏相关联的工具,独立无限量地登记输入数据(即患者的真实临床病例),并提供给游戏输入数据库,从而扩展执行场景,构建丰富的输入数据库,刺激玩家教育。
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引用次数: 1
Emotion Recognition Techniques for Geriatric Users: A Snapshot 老年用户的情感识别技术:快照
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201749
Fiza Mughal, W. Raffe, J. Garcia
Several elderly people prefer their independence, however due to cognitive impairment or other age-related ailments they cannot necessarily be left on their own. In order to aid the elderly in living independently, we consider the use of emotion recognition as a relatively autonomous monitoring approach for geriatric people. An analysis and comparison among various emotion recognition studies has shown that close to none of these studies have taken age related cognitive decline into account, which comes with various issues. The aim of this paper is to provide an overview of current emotion recognition techniques and why they may not necessarily be suitable or feasible for geriatric people. This analysis serves as a foundation for a proposed conceptual framework toward an autonomous monitoring system for geriatric people which could minimize the need for explicit user input or interaction while still monitoring the geriatric person(s) well-being.
一些老年人更喜欢独立生活,但由于认知障碍或其他与年龄有关的疾病,他们不一定能独自生活。为了帮助老年人独立生活,我们考虑使用情绪识别作为老年人相对自主的监测方法。对各种情绪识别研究的分析和比较表明,几乎没有一项研究考虑到与年龄相关的认知能力下降,这带来了各种各样的问题。本文的目的是概述当前的情绪识别技术,以及为什么它们不一定适合或适用于老年人。这一分析为提出的老年人自主监测系统概念框架奠定了基础,该系统可以最大限度地减少对明确用户输入或交互的需求,同时仍然监测老年人的健康状况。
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引用次数: 3
Investigating m-health gamification rewards elements for adults 50+ 调查移动医疗游戏化对50岁以上成年人的奖励因素
Pub Date : 2020-08-01 DOI: 10.1109/SeGAH49190.2020.9201658
M. Tizuka, E. Clua, Luciana Salgado
Most of the m-health available on the market today aims to promote a healthy lifestyle and to increase the well-being of adults 50+, but few are specifically designed for them. Thus, keeping users engaged for long periods of usage is a constant challenge, especially in cases of diseases that cannot be cured, such as diabetes and cardiac insufficiency, which require long-term care. Some applications adopt gamification as a strategy to keep their users motivated to follow the medical recommendations repeatedly. As a reward, they usually make use of virtual currencies, points, and badges. However, in the case of adults 50+, this engagement can be even more particular, where research points out to a different perception on what motivates them to achieve well-defined and more significant purposes than pure entertainment in games. This paper investigates how to project reward elements on gamified health platforms for this audience, suggesting what can satisfy their intrinsic motivations to engage them for a future continued use of an m-health app. We have found that excess reward elements can be harmful and have the opposite effect of what usually m-health applications are designed for. Besides, the first boost coming from a close friend or family can be determinant to motivate them intrinsically or even to change their routine, more than coming from a health agent. Finally, we conclude through an m-health gamification framework focused on adults 50+.
目前市场上的大多数移动医疗服务旨在促进健康的生活方式,提高50岁以上成年人的幸福感,但很少有专门为他们设计的。因此,保持用户长时间使用是一个持续的挑战,特别是在无法治愈的疾病,如糖尿病和心功能不全,需要长期护理的情况下。一些应用程序采用游戏化策略,让用户有动力反复遵循医疗建议。作为奖励,他们通常使用虚拟货币、积分和徽章。然而,对于50岁以上的成年人来说,这种粘性可能更加特殊,研究指出,与游戏中的纯粹娱乐相比,是什么促使他们实现明确且更重要的目标。本文研究了如何在游戏化的健康平台上为这些受众设计奖励元素,建议什么可以满足他们的内在动机,让他们在未来继续使用移动健康应用程序。我们发现,过多的奖励元素可能是有害的,并且与移动健康应用程序的设计初衷相反。此外,来自亲密朋友或家人的第一次激励可能是决定性的,从本质上激励他们,甚至改变他们的日常生活,而不是来自健康机构。最后,我们通过一个针对50岁以上成年人的移动医疗游戏化框架得出结论。
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引用次数: 4
期刊
2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)
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