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

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Enhancing Combat Medic training with 3D virtual environments 利用3D虚拟环境加强战地医护人员训练
Randy Brown, Steve McIlwain, Bradley Willson, Matthew Hackett
Mannequin training is a key component of combat medic training, but availability of such training can be limited. Virtual environments can provide a risk-free setting to teach, practice, and reinforce triage and treatment skills without a need for an instructor presence. This paper discusses the Combat Medic application, geared towards US Army MOS 68W combat medics, focusing on step-by-step training for addressing the top three causes of preventable deaths on the modern battlefield (hemorrhage, airway management, and tension pneumothorax). The application is designed to virtually replicate a traditional simulation experience without the need for instructor driven physiological responses and allowing a wide range of training modalities: self-directed individual training, instructor-directed individual training (remote or onsite), self-directed group training (remote or onsite), instructor-directed group training (remote or onsite), along with instructor review of game sessions.
人体模型训练是战斗医疗训练的关键组成部分,但这种训练的可用性可能有限。虚拟环境可以提供一个无风险的环境来教授、练习和加强分诊和治疗技能,而不需要教练在场。本文讨论了针对美国陆军MOS 68W战斗医务人员的战斗医学应用,重点是针对现代战场上可预防死亡的前三大原因(出血、气道管理和张力性气胸)进行逐步培训。该应用程序旨在虚拟地复制传统的模拟体验,而不需要教练驱动的生理反应,并允许广泛的培训模式:自我指导的个人培训,教练指导的个人培训(远程或现场),自我指导的团体培训(远程或现场),教练指导的团体培训(远程或现场),以及教练对游戏会议的回顾。
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引用次数: 8
Playing at empathy: Representing and experiencing emotional growth through Twine games 玩同理心:通过Twine游戏表现和体验情感成长
Anastasia Salter
While many games use physical health as a metric and ask the player to become invested in “health” as a resource, emotional health and experiences of trauma, depression, stress, and anxiety are less frequently explored. Yet games represent a powerful space for exploring emotional conditions and allowing players to experiment with choices in the face of difficult circumstances. The Twine platform, a free open-source tool for making primarily text-based games, offers a compelling system for representations of this kind. Close play of games made with this system demonstrates that what is essential for emotional representation is not player agency: instead, it is the lack of choice that is most strongly resonant.
虽然许多游戏使用身体健康作为衡量标准,并要求玩家投入“健康”作为一种资源,但情感健康以及创伤、抑郁、压力和焦虑的体验却很少被探索。然而,游戏为探索情感状况提供了一个强大的空间,允许玩家在面对困难情况时尝试各种选择。Twine平台是一个免费的开源工具,主要用于制作基于文本的游戏,它为这类游戏的呈现提供了一个引人注目的系统。近距离体验这一系统所创造的游戏便会发现,情感表现的关键并非玩家代理:相反,最能引起共鸣的是缺少选择。
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引用次数: 10
A taxonomy for digital badge design in medical technologies 医疗技术中数字徽章设计的分类
R. McDaniel
This paper discusses gamification as an emerging area of research in medical health application development. It then defines digital badges as an example of gamification, explains their purpose and functionality, and outlines their primary advantages as well as ten different challenges impacting their use. This background is framed both generally and within the context of medical games and applications. The paper then reviews how digital badges and achievements are currently being used in medical games and healthcare applications. It concludes by synthesizing prior literature on effective game design and serious game design taxonomies with prior guidelines for effective digital badge design. The result is an interdisciplinary taxonomy combining research from serious games development, psychology, economics, user experience design, and education. This taxonomy can be reviewed to help researchers and developers consider a wide range of relevant issues when designing procedures for effective digital badge design and development in medical games and applications.
本文讨论了游戏化作为医疗健康应用开发的一个新兴研究领域。然后,它将数字徽章定义为游戏化的一个例子,解释了它们的目的和功能,概述了它们的主要优势以及影响它们使用的10个不同挑战。这一背景是在医学游戏和应用的背景下建立起来的。然后,本文回顾了数字徽章和成就目前在医疗游戏和医疗保健应用中的使用情况。本文最后综合了之前关于有效游戏设计和严肃游戏设计分类的文献,以及有效数字徽章设计的指导方针。其结果是一个跨学科的分类,结合了严肃游戏开发、心理学、经济学、用户体验设计和教育的研究。这一分类可以帮助研究人员和开发人员在设计医疗游戏和应用程序中有效的数字徽章设计和开发程序时考虑广泛的相关问题。
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引用次数: 5
A serious game to improve posture and spinal health while having fun 一个严肃的游戏,改善姿势和脊柱健康,同时有乐趣
M. A. Rodrigues, D. V. Macedo, H. Pontes, Yvens R. Serpa, Y. R. Serpa
We present a serious game which we believe that has the potential to improve posture and spinal health while still having fun. In our game, we correct postural deviations and perform and memorize lengthening sequences. It operates in the single and multiplayer modes using haptic devices for game control and uses the Microsoft Kinect for gestural interaction. We also conducted user studies to evaluate our game. The results show that observations and experiences of posture correction and lengthening influence the behavior of the users, stimulating reflections and initiatives in their real lives during game play.
我们提出了一个严肃的游戏,我们相信有潜力改善姿势和脊柱健康,同时仍然有乐趣。在我们的游戏中,我们纠正姿势偏差,表演和记忆延长序列。它在单人和多人模式下运行,使用触觉设备进行游戏控制,并使用微软Kinect进行手势交互。我们还通过用户研究来评估我们的游戏。结果表明,姿势矫正和延长的观察和体验影响了用户的行为,在游戏过程中激发了他们在现实生活中的反思和主动性。
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引用次数: 9
Architecture to portals of serious games and virtual environments with performance evaluation during sequences of activities 架构到严肃游戏和虚拟环境的门户,并在活动序列中进行性能评估
T. Costa, L. S. Machado, A. Valença, R. Moraes
In the context of teaching and learning in health, the game portals can provide useful functions to the educational context. Based on this potentiality, this work presents a general architecture for the development of educational web portals that support performance evaluation along the sequence of activities composed by serious games and virtual environments. The general architecture defines a set of services that can be used to organize and evaluate sequences of educational activities which involve games and virtual environments. A sequence of activities concerns an organization of applications, like games or virtual environments, aiming educational objectives. The activities are combined and arranged in hierarchical levels to offer challenges with different degrees of difficulty. The evaluation of the activity sequences is done automatically although is personalized by the mediator. The analysis is performed per level and based on accomplishment of the educational objectives selected by the mediator for the evaluation. The educational objectives were divided in three domains: cognitive, affective or psychomotor. This characteristic is important to address skills that go beyond the cognitive domain, like motor skills and personal values.
在健康教与学的语境中,游戏门户可以为教育语境提供有益的功能。基于这种可能性,本研究提出了一种用于开发教育门户网站的通用架构,该架构支持沿着由严肃游戏和虚拟环境组成的活动序列进行绩效评估。通用架构定义了一组服务,这些服务可用于组织和评估涉及游戏和虚拟环境的教育活动序列。一系列活动涉及应用程序的组织,如游戏或虚拟环境,旨在实现教育目标。这些活动被组合在一起,并按等级排列,以提供不同难度程度的挑战。活动序列的评估是自动完成的,尽管由中介进行个性化。分析是在每个水平上进行的,并基于调解员为评估所选择的教育目标的完成情况。教育目标分为三个领域:认知、情感和精神运动。这一特征对于解决超越认知领域的技能很重要,比如运动技能和个人价值观。
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引用次数: 2
User experience design considerations for healthcare games and applications 医疗游戏和应用程序的用户体验设计注意事项
C. Crossley, Joseph R. Fanfarelli, R. McDaniel
The use of games, simulations, and other applications is rapidly growing in the field of healthcare for purposes including training, education, and promoting wellness. However, a comprehensive literature review illustrates that there is often disconnect between content creators and the healthcare providers or patients who utilize their products, resulting in negative experiences and perceptions. This article uses current research to examine how efficacy of new media learning in a healthcare setting is affected by considerations such as design practices and users' attitudes. Exploring the design of healthcare games and applications through the lens of user experience, we are able to analyze current practices and develop specific design recommendations to improve future game-based scenarios.
在医疗保健领域,游戏、模拟和其他应用程序的使用正在迅速增长,其目的包括培训、教育和促进健康。然而,一项全面的文献综述表明,内容创作者与使用其产品的医疗保健提供者或患者之间往往存在脱节,从而导致负面体验和看法。本文使用当前的研究来研究新媒体学习在医疗保健环境中的有效性如何受到设计实践和用户态度等因素的影响。通过从用户体验的角度探索医疗保健游戏和应用程序的设计,我们能够分析当前的实践并制定具体的设计建议,以改进未来基于游戏的场景。
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引用次数: 8
The design process of an e-Health project: Applying the HSI framework for interface analysis 电子医疗项目的设计过程:应用HSI框架进行界面分析
Cláudia Pernencar, T. Romão, G. Simoes
Designing e-Health solutions is vital to follow theories and methods that match both end users behavior and projects goals. The HSI framework for interface analysis which recognize the potential of personal experience through three perspectives “User Designer”, “User Patient” and “User Innovator”, provides the designers, that recognize themselves with this contexts, UCD methods to improve their project's design process. This paper presents three studies - IBD patients survey; Interfaces case studies analysis; A/B testing case studies - which are part of the design process of an e-Health project that followed the HSI framework, as well the corresponding results.
设计电子健康解决方案时,遵循符合最终用户行为和项目目标的理论和方法至关重要。界面分析的HSI框架通过“用户设计师”、“用户耐心”和“用户创新者”三个角度认识到个人体验的潜力,为设计师提供了在这种背景下认识自己的UCD方法,以改进他们的项目设计过程。本文介绍三项研究:IBD患者调查;接口案例分析;A/B测试案例研究——这是遵循HSI框架的电子保健项目设计过程的一部分,以及相应的结果。
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引用次数: 4
Motivating elderly to exercise - recreational virtual environment for indoor biking 激励老年人运动——室内自行车休闲虚拟环境
J. Bruun-Pedersen, S. Serafin, L. Kofoed
For most nursing home residents, regular physical exercise is a necessity to keep standard motor-function and strength. Meanwhile, many nursing home residents do not pursue this actively. This paper examines if augmenting a conventional chair-based bike exercise, with a suite of four recreational virtual environments, will increase the intrinsic motivation with a group of nursing home residents. After 4-months of availability, results suggest that the augmentation has increased the intrinsic motivation to exercise, by comparing results from before and after, using measurement scales from the Intrinsic Motivation Inventory.
对于大多数养老院的居民来说,定期的体育锻炼是保持标准运动功能和力量的必要条件。与此同时,许多养老院的居民并没有积极地追求这一点。本文研究了是否增加传统的基于椅子的自行车锻炼,与一套四个休闲虚拟环境,将增加一组养老院居民的内在动机。在使用4个月后,通过比较使用内在动机量表前后的结果,结果表明增强增强增强了运动的内在动机。
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引用次数: 23
Analysis and review of apps and serious games on mobile devices intended for people with visual impairment 分析和审查针对视觉障碍人士的移动设备上的应用和严肃游戏
María Isabel Torres-Carazo, M. Rodríguez-Fórtiz, M. V. Hurtado
Serious games can be very useful for people with visual disabilities because they can help them to learn and discover the world, and also to perform activities of daily living. However apps repositories do not allow them to be easily found. Besides, most mobile devices or their apps are not accessible to people with a visual disability. Recently attention has focused on accessibility issues in this technology. This paper presents an analysis of 94 apps that have been specifically designed for people with visual disability or that could be used by them. The main characteristics of the apps will be examined in order to determine if could be considered as serious games and if they are suitable for users with visual impairments. We will encounter some difficulties in getting information about them because of current inappropriate classifications, unsuitable search terms and incomplete descriptions. Our objective is to improve their classification and therefore their searchability and their ability to make recommendations to users with visual impairment based on the user's profile and on information from their current context. We propose some changes aimed at apps repositories to improve search and classification.
严肃游戏对视觉障碍的人来说非常有用,因为它们可以帮助他们学习和发现世界,也可以帮助他们进行日常生活活动。然而,应用程序存储库不允许轻松找到它们。此外,大多数移动设备或它们的应用程序对视力障碍的人来说是无法访问的。最近的注意力集中在该技术的可访问性问题上。本文分析了94款专门为视力障碍人士设计或可供他们使用的应用程序。这些应用程序的主要特征将被审查,以确定它们是否可以被视为严肃游戏,以及它们是否适合有视觉障碍的用户。由于目前不恰当的分类、不合适的搜索词和不完整的描述,我们在获取有关它们的信息时会遇到一些困难。我们的目标是改进它们的分类,从而提高它们的可搜索性,以及它们根据用户的个人资料和当前上下文的信息向视障用户提供推荐的能力。我们提出了一些针对应用程序库的变化,以改进搜索和分类。
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引用次数: 14
A 3D serious game for medical students training in clinical cases 一款针对医学生临床案例训练的3D严肃游戏
Rodrigo Monteiro de Lima, A. M. Santos, F. M. Neto, A. S. Neto, F. Leao, Francisco Tailanio de Macedo, A. Canuto
This paper describes an auxiliary environment in the process of teaching and learning for students and professors of medicine. The environment has a serious game available in various computing devices to simulate clinical cases in order to assess students' knowledge. Diagnostics are simulated using 3D environment, mobile application using voice synthesizer and immersion through virtual reality goggles. The environment has gamification features as a motivational mechanism for users. Within the 3D environment, medical subjects are offered by the NPCs (Non Playable Characters), in order to provide auxiliary knowledge to facilitate the identification of diseases in patients or medical issues in general. Professors can check the score of their students and take extra steps in class to clarify doubts. The system has a multi-agent system and machine learning for disease classification offered by virtual patients.
本文介绍了医学专业学生和教授在教学过程中的辅助环境。环境中有一个严肃的游戏,可以在各种计算设备中模拟临床病例,以评估学生的知识。诊断模拟使用3D环境,移动应用程序使用语音合成器和沉浸通过虚拟现实眼镜。环境具有游戏化功能,作为用户的激励机制。在3D环境中,医学科目由npc(非可玩角色)提供,以提供辅助知识,以促进患者疾病或一般医疗问题的识别。教授可以检查学生的分数,并在课堂上采取额外措施澄清学生的疑问。该系统具有多智能体系统和机器学习,用于虚拟患者提供的疾病分类。
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引用次数: 13
期刊
2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)
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