Pub Date : 2016-05-11DOI: 10.1109/SeGAH.2016.7586270
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。
{"title":"Beyond fun and games: Toward an adaptive and emergent learning platform for pre-med students with the UT TIME Portal","authors":"M. Zielke, Djakhangir Zakhidov, Daniel Jacob, Gary M. Hardee","doi":"10.1109/SeGAH.2016.7586270","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586270","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127238008","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-05-11DOI: 10.1109/SeGAH.2016.7586269
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.
{"title":"Redesigning the research design: Accelerating the pace of research through technology innovation","authors":"Michael R. Powell, W. J. To","doi":"10.1109/SeGAH.2016.7586269","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586269","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"150 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117322489","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-05-11DOI: 10.1109/SeGAH.2016.7586275
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.
{"title":"Force modeling and gamification for Epidural Anesthesia training","authors":"Andre Luiz Brazil, A. Conci, E. Clua, N. Rodriguez-Hernandez, L. Bittencourt, R. Rodríguez‐Ramos","doi":"10.1109/SeGAH.2016.7586275","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586275","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124935565","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-05-11DOI: 10.1109/SeGAH.2016.7586268
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.
{"title":"Robust phoneme recognition for a speech therapy environment","authors":"André Grossinho, I. Guimarães, João Magalhães, S. Cavaco","doi":"10.1109/SeGAH.2016.7586268","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586268","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"238 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121968764","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-05-11DOI: 10.1109/SeGAH.2016.7586229
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.
{"title":"Enhancing protective role-playing behaviors through avatar-based scenarios","authors":"C. Hughes, Thomas Hall, Kathleen M. Ingraham, J. A. Epstein, Darin E. Hughes","doi":"10.1109/SeGAH.2016.7586229","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586229","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"102 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121494398","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-05-11DOI: 10.1109/SeGAH.2016.7586271
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.
{"title":"A fully customizable truck-driving simulator for the care of people suffering from Post-Traumatic Stress Disorder","authors":"Adrien Ecrepont, Corentin Haidon, B. Girard, B. Ménélas","doi":"10.1109/SeGAH.2016.7586271","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586271","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133431359","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-05-11DOI: 10.1109/SeGAH.2016.7586257
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.
{"title":"A natural locomotion interface: Its impact on presence and usage in a social-media charity event for mental health","authors":"James Dannatt, M. Barlow, E. Lakshika","doi":"10.1109/SeGAH.2016.7586257","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586257","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"331 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122540090","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-05-11DOI: 10.1109/SeGAH.2016.7586259
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).
{"title":"Acupressure game system with interactive installations","authors":"Jinghui Xu, Chun-Tsai Wu, Szu-Ming Chung","doi":"10.1109/SeGAH.2016.7586259","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586259","url":null,"abstract":"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).","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128666195","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-05-11DOI: 10.1109/SeGAH.2016.7586231
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。
{"title":"A curious relationship between feeling level and cognitive function in female brain during pregnancy and childbearing","authors":"H. Kotani, Maka Matsuno, H. Nakagawa","doi":"10.1109/SeGAH.2016.7586231","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586231","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117020098","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-05-11DOI: 10.1109/SeGAH.2016.7586281
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.
{"title":"How would you like to be rewarded? Relating the Big-Five personality traits with reward contingency in a cognitive training puzzle game","authors":"Aniket Nagle, R. Riener, P. Wolf","doi":"10.1109/SeGAH.2016.7586281","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586281","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"136 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116047868","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}