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2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)最新文献

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Beyond fun and games: Toward an adaptive and emergent learning platform for pre-med students with the UT TIME Portal 超越乐趣和游戏:通过UT时间门户为医学预科学生提供适应性和突发性学习平台
M. Zielke, Djakhangir Zakhidov, Daniel Jacob, Gary M. Hardee
The University of Texas Transformation in Medical Education Portal (UT TIME Portal) is a game-based learning platform for select pre-med students. The UT TIME Portal offers unique opportunities for assessment of player performance through rich quantitative and qualitative user data, asynchronous access to content and individualized feedback, and motivational mechanics like game-earned badges and professor-awarded discussion board stars. Our initial findings suggest that the UT TIME Portal helps students improve knowledge regarding basic patient interviewing skills and influences attitudes about professionalism in social media use. This paper explores the results of our first experiments with the UT TIME Portal - suggesting parameters for an adaptive and emergent learning platform for healthcare professional education based on the rich data set available from the multi-faceted design.
德克萨斯大学医学教育转型门户网站(UT TIME Portal)是一个基于游戏的学习平台,面向精选的医学预科学生。UT TIME Portal通过丰富的定量和定性用户数据,异步访问内容和个性化反馈,以及游戏获得的徽章和教授授予的讨论板明星等激励机制,为评估玩家表现提供了独特的机会。我们的初步研究结果表明,UT TIME门户网站可以帮助学生提高对患者基本访谈技巧的了解,并影响对社交媒体使用专业性的态度。本文探讨了我们使用UT TIME Portal进行的第一次实验的结果——基于从多方面设计中获得的丰富数据集,为医疗保健专业教育的自适应和紧急学习平台提供参数。
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引用次数: 4
Redesigning the research design: Accelerating the pace of research through technology innovation 重新设计研究设计:通过技术创新加快研究步伐
Michael R. Powell, W. J. To
Clinical trials and research studies have historically been hindered by low subject participation and overall retention rates. However, recent advancements in mobile technology, Apple's HealthKit (2014) and ResearchKit (2015), have enabled smartphones to record and monitor a user's vitality signs, and volunteer that data in clinical trials or research studies. This provides an unprecedented opportunity for researchers to survey large populations of diverse individuals and recruit subjects. In the short amount of time since the introduction of ResearchKit, these applications have shown significantly higher subject recruitment rates compared to traditional methods of subject enlistment for trials. Many ResearchKit applications have been limited to surveys to capture real-world evidence, thus providing an opportunity to explore many potential technical designs, development scenarios, and engagement techniques to improve and advance an often overlooked space within healthcare.
临床试验和研究历来受到受试者参与度低和总体保留率低的阻碍。然而,最近移动技术的进步,苹果的HealthKit(2014)和ResearchKit(2015),使智能手机能够记录和监测用户的活力迹象,并自愿在临床试验或研究中提供数据。这为研究人员调查大量不同个体和招募受试者提供了前所未有的机会。在引入ResearchKit后的短时间内,与传统的受试者招募方法相比,这些应用程序显示出明显更高的受试者招募率。许多ResearchKit应用程序仅限于调查,以获取真实世界的证据,从而提供了探索许多潜在技术设计、开发场景和参与技术的机会,以改善和推进医疗保健中经常被忽视的领域。
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引用次数: 3
Force modeling and gamification for Epidural Anesthesia training 硬膜外麻醉训练的力建模和游戏化
Andre Luiz Brazil, A. Conci, E. Clua, N. Rodriguez-Hernandez, L. Bittencourt, R. Rodríguez‐Ramos
This work presents a serious game approach together with a force model for epidural anesthesia training, a blind medical procedure for needle insertion in which correct placement and location is related to the loss of resistance (LOR) from tissues inside epidural lumbar region, in order to avoid the puncture of dura-mater membrane. The training uses a haptic device, controlled by a force and a mechanical model, which provide experiences with sensations and reactions from the bypassed tissues (skin, fat, spinal ligaments, epidural space and dura-mater). The constitutive models for each tissue included in the procedure are approximated in a non-linear homogeneous elastic model, originated from a comparative study of many approaches. The haptic devices are capable to reproduce the resistance to the movements, allowing the feel of reaction to the operator, as if actions were executed in a real world. The simulation prototype also incorporates the gamification elements of points and achievements in order to improve the motivation of the trainee along the learning and practice, stimulating the student for skill level improvement. The haptic touch device is capable of six degrees of freedom (6 DOF), allowing translations and rotations on three axes (x, y, and z). The main objective is to present the force model, and the current development status. The solution is integrated into a virtual simulation environment, for training this medical procedure, preliminary results are shown as well.
这项工作提出了一种严肃的游戏方法和硬膜外麻醉训练的力模型,这是一种盲针插入的医疗程序,其中正确的放置和位置与硬膜外腰椎区域组织的阻力损失(LOR)有关,以避免硬脑膜穿刺。训练使用一种触觉装置,由力和机械模型控制,提供来自旁路组织(皮肤、脂肪、脊髓韧带、硬膜外间隙和硬脑膜)的感觉和反应体验。每个组织的本构模型都包含在一个非线性均匀弹性模型中,起源于许多方法的比较研究。触觉设备能够重现运动的阻力,让操作员感受到反应,就像在现实世界中执行的动作一样。模拟原型还融入了积分和成就的游戏化元素,以提高学员在学习和实践过程中的积极性,刺激学员提高技能水平。该触觉触摸设备具有六个自由度(6 DOF),允许在三个轴(x, y和z)上进行平移和旋转。主要目的是展示力模型,以及当前的发展状况。将该解决方案集成到虚拟仿真环境中,对该医疗程序进行了培训,并显示了初步结果。
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引用次数: 7
Robust phoneme recognition for a speech therapy environment 语音治疗环境下的鲁棒音素识别
André Grossinho, I. Guimarães, João Magalhães, S. Cavaco
Traditional speech therapy approaches for speech sound disorders have a lot of advantages to gain from computer-based therapy systems. In this paper, we propose a robust phoneme recognition solution for an interactive environment for speech therapy. With speech recognition techniques the motivation elements of computer-based therapy systems can be automated in order to get an interactive environment that motivates the therapy attendee towards better performances. The contribution of this paper is a robust phoneme recognition to control the feedback provided to the patient during a speech therapy session. We compare the results of hierarchical and flat classification, with naive Bayes, support vector machines and kernel density estimation on linear predictive coding coefficients and Mel-frequency cepstral coefficients.
以计算机为基础的言语治疗系统有许多优点。在本文中,我们提出了一种鲁棒的语音识别解决方案,用于语音治疗的交互式环境。有了语音识别技术,基于计算机的治疗系统的动机元素可以自动化,以获得一个互动的环境,激励治疗参与者朝着更好的表现。本文的贡献是一个稳健的音素识别,以控制在言语治疗期间提供给患者的反馈。在线性预测编码系数和mel频率倒谱系数上,我们比较了层次分类和平面分类与朴素贝叶斯、支持向量机和核密度估计的结果。
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引用次数: 18
Enhancing protective role-playing behaviors through avatar-based scenarios 通过基于头像的场景增强保护性角色扮演行为
C. Hughes, Thomas Hall, Kathleen M. Ingraham, J. A. Epstein, Darin E. Hughes
This paper describes a virtual environment, called CollegeLiVE that presents users with an experience centered on realistic social interactions that first-year college students likely encounter. The virtual characters and settings present participants with typical situations that can challenge them to address peer pressure surrounding alcohol consumption and related situations from walking or driving while inebriated as well as determining how best to handle undue pressure placed on others to drink or engage in sexual activity. The employment of digital puppeteering in addition to agent-based control of virtual characters (avatars) makes this virtual environment potentially helpful in enhancing protective skills meant to reduce risky drinking practices and associated behaviors. The presence of a human-in-the-loop avoids the shortcomings of pure agent-based control, affording an experience in which avatars respond appropriately to both verbal and nonverbal cues in dialogues with a user. Reflection (self assessment of how one handled different situations) and after-action review (feedback about one's performance from a coach) enhances learning from the experience.
本文描述了一个名为CollegeLiVE的虚拟环境,它向用户展示了一种以大学一年级学生可能遇到的现实社会互动为中心的体验。虚拟角色和设置向参与者展示了典型的情况,这些情况可以挑战他们解决饮酒周围的同伴压力,以及醉酒时走路或开车的相关情况,以及确定如何最好地处理他人饮酒或进行性活动的过度压力。除了基于代理的虚拟角色控制之外,数字木偶的使用使得这个虚拟环境可能有助于提高保护性技能,从而减少危险的饮酒行为和相关行为。人在循环的存在避免了纯粹基于代理的控制的缺点,提供了一种体验,在与用户的对话中,虚拟角色对口头和非口头提示都做出了适当的反应。反思(一个人如何处理不同情况的自我评估)和事后回顾(教练对一个人表现的反馈)有助于从经验中学习。
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引用次数: 5
A fully customizable truck-driving simulator for the care of people suffering from Post-Traumatic Stress Disorder 一个完全可定制的卡车驾驶模拟器,用于照顾患有创伤后应激障碍的人
Adrien Ecrepont, Corentin Haidon, B. Girard, B. Ménélas
Considering that multiple issues impact the psychological health of truckers and that about 80% of truckers survived at fatal car accidents, it seems that truckers are likely to suffer from Post Traumatic Stress Disorder. In addition, little research deals with the use of Virtual Reality technologies as a therapy for truckers suffering from this illness. This paper concerns the creation of a fully customizable virtual environment to help truckers at facing their fears through an Exposure Therapy. Proposed customization aims at targeting the factors that do affect the mental health of a trucker. For this, we designed a truck-driving simulator that can easily and rapidly replicate multiple real life environments (different weather conditions, several types of neighborhoods, various traffic conditions, etc.). Doing so, we propose a simulator that may fit the needs of several profils of truckers suffering from PTSD.
考虑到影响卡车司机心理健康的多重因素,以及大约80%的卡车司机在致命车祸中幸存下来,卡车司机似乎很可能患有创伤后应激障碍。此外,很少有研究涉及使用虚拟现实技术来治疗患有这种疾病的卡车司机。本文关注的是创建一个完全可定制的虚拟环境,以帮助卡车司机通过暴露疗法面对他们的恐惧。拟议的定制旨在针对影响卡车司机心理健康的因素。为此,我们设计了一个卡车驾驶模拟器,可以轻松快速地复制多种现实生活环境(不同的天气条件,几种类型的社区,各种交通状况等)。为此,我们提出了一种模拟器,可以满足患有创伤后应激障碍的卡车司机的几种特征的需求。
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引用次数: 9
A natural locomotion interface: Its impact on presence and usage in a social-media charity event for mental health 一个自然运动界面:它对社交媒体心理健康慈善活动的存在和使用的影响
James Dannatt, M. Barlow, E. Lakshika
Video games requiring active participation have become a promising technology in reducing the habitual sedentary time associated with the contemporary lifestyle. Unfortunately, the interface devices for these games often fail to maintain user engagement for sustained periods of time. By increasing the users' sense of presence within the virtual environment through careful interface design, we hypothesise that user engagement can be maintained. This results in continued use and positive health related gains. In this paper, firstly we introduce an interface for providing users with a natural, cost effective means of locomotion in a virtual environment. This interface is based on a modified elliptical walker (that can connect to any game) and facilitates natural locomotion by mapping the player's movement on the elliptical walker to their character in the virtual environment. We hypothesise that accurately reproducing a natural means of navigation through virtual environments will result in an increased presence compared with a traditional keyboard mouse interface and present our experimental results to support this hypothesis. Secondly, we discuss an application of the proposed interface to mental health - a virtual charity run named `Digital Miles' that was hosted and streamed online by the authors to raise money for an Australian mental health organisation. This application shows the potential of the interface to achieve people's fitness and well-being goals through game-play and raise mental health awareness among a wider audience.
需要积极参与的电子游戏已经成为一种很有前途的技术,可以减少与当代生活方式相关的习惯性久坐时间。不幸的是,这些游戏的界面设备往往无法长期维持用户粘性。通过精心的界面设计增加用户在虚拟环境中的存在感,我们假设可以保持用户参与度。这导致持续使用和与健康有关的积极收益。在本文中,我们首先介绍了一个界面,为用户提供一种在虚拟环境中自然、经济有效的运动方式。这个界面是基于一个改进的椭圆助行器(可以连接到任何游戏),并通过将玩家在椭圆助行器上的运动映射到他们在虚拟环境中的角色来促进自然运动。我们假设,与传统的键盘鼠标界面相比,通过虚拟环境准确地再现自然的导航方式会增加存在感,并提出我们的实验结果来支持这一假设。其次,我们讨论了提议的接口在心理健康方面的应用——一个名为“数字里程”的虚拟慈善机构,由作者主持并在线直播,为澳大利亚的一家心理健康组织筹集资金。这个应用程序展示了该界面的潜力,通过游戏实现人们的健身和健康目标,并在更广泛的受众中提高心理健康意识。
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引用次数: 2
Acupressure game system with interactive installations 按摩游戏系统与互动安装
Jinghui Xu, Chun-Tsai Wu, Szu-Ming Chung
Due to the decreasing average age of Taiwanese internet users, developing 3C (computer, communication, consumer electronics) products for them becomes an important factor in education. The purpose of this research intends was to design a game system with interactive installations to enhance child-parent interaction through playing an acupressure game. After implementation, the researchers evaluated its validity and usability with two sets of questionnaires: experts' assessment and system usability scale (SUS).
由于台湾网民平均年龄的下降,为他们开发3C(电脑、通讯、消费电子)产品成为教育的重要因素。本研究的目的是设计一个具有互动装置的游戏系统,通过玩指压游戏来增强亲子互动。实施后,研究人员通过专家评估和系统可用性量表(SUS)两套问卷对其有效性和可用性进行了评估。
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引用次数: 2
A curious relationship between feeling level and cognitive function in female brain during pregnancy and childbearing 怀孕和生育期间女性大脑感觉水平与认知功能之间的奇怪关系
H. Kotani, Maka Matsuno, H. Nakagawa
The purpose of this study was to investigate the correlations between feeling levels and cognitive functions in a women's brain during a time of pregnancy and childbearing. One hundred and fourteen women ranging in age from 23-43 years (mean ± SD: 31.8 ± 4.3) took part in our experiment. Seventy-nine women were pregnant (mean age ± SD: 32.1 ± 4.9) and 35 were not pregnant (mean age ± SD: 31.1 ± 4.4). All the pregnant women were expecting their first child. Concerning the pregnant group, 33 women (mean age ± SD: 32.0 ± 4.0) continued with our experiment after their childbearing was concluded. On four questionnaire categories established by Hanazawa's protocol, we assessed each subject's feeling level for a child, a husband, a mood and their health. At the same time, we instructed them to carry out five kinds of tests: simple reaction, SR; choice reaction, CR; working memory, WM; one card learning, OC; and divided attention, DA using card games through a cognitive function test called “CogHealth”. The accuracies relating to the CR task in the postnatal women were significantly lower (t(18)=2.42, P <; 0.05), depending on the questionnaire scores about positive feelings for their husband. In the postnatal group, there was also an inverse correlation between their positive feelings for their child and a quick response to OC leaning (r= -0.46, P <; 0.05). Furthermore, the pregnant women who perceived that the women themselves might be in an unhealthy state were significantly higher in accuracy for the DA task among the five CogHealth tasks than pregnant women who believed their health was sound (t(77)=2.00, P <; 0.05). There were also no significant differences between subjects who considered themselves healthy and those who considered themselves unhealthy in each of the other two groups. Our findings confirm that pregnant and postnatal women's feeling levels are closely connected with their cognitive functions.
这项研究的目的是调查怀孕和生育期间女性大脑的感觉水平和认知功能之间的关系。114名女性参加了我们的实验,年龄在23-43岁之间(mean±SD: 31.8±4.3)。79名妇女怀孕(平均年龄±SD: 32.1±4.9),35名妇女未怀孕(平均年龄±SD: 31.1±4.4)。所有的孕妇都在期待她们的第一个孩子。妊娠组33名妇女(平均年龄±SD: 32.0±4.0)在结束生育后继续我们的实验。在根据Hanazawa的方案建立的四个问卷类别中,我们评估了每个受试者对孩子、丈夫、情绪和健康的感觉水平。同时,我们指导他们进行五种测试:简单反应,SR;选择反应,CR;工作记忆;一卡学习,OC;以及分散注意力,通过一项名为“认知健康”的认知功能测试,使用纸牌游戏的DA。产后妇女在CR任务上的准确性显著降低(t(18)=2.42, P <;0.05),这取决于她们对丈夫的积极感受的问卷得分。在产后组中,他们对孩子的积极感受与对OC学习的快速反应之间也存在负相关(r= -0.46, P <;0.05)。此外,在五个CogHealth任务中,认为自己可能处于不健康状态的孕妇在DA任务中的准确性显著高于认为自己健康良好的孕妇(t(77)=2.00, P <;0.05)。在其他两组中,认为自己健康的受试者和认为自己不健康的受试者之间也没有显著差异。我们的研究结果证实,孕妇和产后妇女的感觉水平与她们的认知功能密切相关。
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引用次数: 3
How would you like to be rewarded? Relating the Big-Five personality traits with reward contingency in a cognitive training puzzle game 你希望得到怎样的奖励?认知训练解谜游戏中大五人格特征与奖励偶然性的关系
Aniket Nagle, R. Riener, P. Wolf
Rewards in serious games have had a long and at times contentious history about their effect on intrinsic motivation, with contradictory findings about whether they are detrimental to intrinsic motivation or not. While recent research suggests that rewards can be beneficial, the effect of reward contingency on motivation is still unclear. The link between player personality and different motivations to play games, and the differing reward preferences arising from the different motivations suggests that personality could moderate the effect of a reward contingency on intrinsic motivation. Knowing this effect could help in better leveraging rewards to make motivating serious games. Two studies, therefore, were conducted to investigate the relationship between personality and reward contingency. In Study 1, 60 participants played a block-matching puzzle game that can train executive functions, with each participant randomly assigned to one of three conditions: performance-contingent rewards, which gave rewards after achieving a specific performance level, task-contingent rewards, which gave rewards simply for completing a task, and no reward condition. Big Five personality traits values of the participants were assessed and related to their intrinsic motivation and performance using a linear regression model. A different combination of the five traits significantly predicted motivation and performance in each condition, with the performance-contingent condition yielding significantly higher enjoyment and performance than the other conditions. The efficacy of the linear model was tested in a follow-up Study 2, where 30 participants played the same puzzle game, with half the participants given performance-contingent rewards, and the other half being assigned a reward contingency that would maximize their intrinsic motivation and performance based on the model obtained in Study 1. Enjoyment and competence subscales of intrinsic motivation, and performance, were significantly higher in the group that received a personality-based contingency as compared to the one that always received performance-contingent rewards. The present study highlights the role of personality in moderating the effect of different reward contingencies on motivation and performance, and could explain the contradictory findings of existing research. The results demonstrate that serious games can be made more motivating and performance-oriented by using appropriately chosen reward contingency.
严肃游戏中的奖励对内在动机的影响由来已久,有时也存在争议,关于它们是否有害于内在动机的研究结果也存在矛盾。虽然最近的研究表明,奖励可能是有益的,但奖励偶然性对动机的影响仍不清楚。玩家个性与不同游戏动机之间的联系,以及不同动机所产生的不同奖励偏好表明,个性可以调节奖励偶然性对内在动机的影响。了解这种效应可以帮助玩家更好地利用奖励来制作具有激励性的严肃游戏。因此,我们进行了两项研究来调查人格和奖励偶然性之间的关系。在研究1中,60名参与者玩了一个可以训练执行功能的拼图游戏,每个参与者被随机分配到三种条件中的一种:绩效偶然奖励,在达到特定的绩效水平后给予奖励,任务偶然奖励,仅仅完成任务就给予奖励,没有奖励条件。采用线性回归模型对被试的大五人格特征值进行评估,并将其与内在动机和绩效联系起来。这五种特质的不同组合显著地预测了每一种条件下的动机和表现,其中表现偶然条件产生的快乐和表现明显高于其他条件。在后续的研究2中测试了线性模型的有效性,30名参与者玩同样的益智游戏,其中一半参与者给予绩效偶然性奖励,另一半参与者根据研究1中获得的模型分配奖励偶然性,以最大化他们的内在动机和绩效。享受和能力的内在动机和表现的子量表,在接受基于个性的偶然性奖励的小组中,明显高于总是接受绩效偶然性奖励的小组。本研究强调了人格在调节不同奖励随因对动机和绩效的影响中的作用,并可以解释现有研究的矛盾结果。结果表明,适当选择奖励偶然性可以使严肃游戏更具激励性和绩效导向。
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引用次数: 6
期刊
2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)
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