Pub Date : 2016-05-11DOI: 10.1109/SeGAH.2016.7586266
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.
{"title":"Enhancing Combat Medic training with 3D virtual environments","authors":"Randy Brown, Steve McIlwain, Bradley Willson, Matthew Hackett","doi":"10.1109/SeGAH.2016.7586266","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586266","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"54 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":"126669678","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.2016.7586272
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.
{"title":"Playing at empathy: Representing and experiencing emotional growth through Twine games","authors":"Anastasia Salter","doi":"10.1109/SeGAH.2016.7586272","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586272","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"31 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":"125024503","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.2016.7586254
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.
{"title":"A taxonomy for digital badge design in medical technologies","authors":"R. McDaniel","doi":"10.1109/SeGAH.2016.7586254","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586254","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"15 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":"125257880","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.2016.7586260
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.
{"title":"A serious game to improve posture and spinal health while having fun","authors":"M. A. Rodrigues, D. V. Macedo, H. Pontes, Yvens R. Serpa, Y. R. Serpa","doi":"10.1109/SeGAH.2016.7586260","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586260","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"191 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":"114984348","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.2016.7586225
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.
{"title":"Architecture to portals of serious games and virtual environments with performance evaluation during sequences of activities","authors":"T. Costa, L. S. Machado, A. Valença, R. Moraes","doi":"10.1109/SeGAH.2016.7586225","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586225","url":null,"abstract":"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.","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":"130055706","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.2016.7586264
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.
{"title":"User experience design considerations for healthcare games and applications","authors":"C. Crossley, Joseph R. Fanfarelli, R. McDaniel","doi":"10.1109/SeGAH.2016.7586264","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586264","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"61 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":"133745101","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.2016.7586279
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.
{"title":"The design process of an e-Health project: Applying the HSI framework for interface analysis","authors":"Cláudia Pernencar, T. Romão, G. Simoes","doi":"10.1109/SeGAH.2016.7586279","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586279","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"41 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":"133428545","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.2016.7586265
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.
{"title":"Motivating elderly to exercise - recreational virtual environment for indoor biking","authors":"J. Bruun-Pedersen, S. Serafin, L. Kofoed","doi":"10.1109/SeGAH.2016.7586265","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586265","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"31 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":"127471786","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.2016.7586263
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.
{"title":"Analysis and review of apps and serious games on mobile devices intended for people with visual impairment","authors":"María Isabel Torres-Carazo, M. Rodríguez-Fórtiz, M. V. Hurtado","doi":"10.1109/SeGAH.2016.7586263","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586263","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"22 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":"126562475","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.2016.7586255
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.
{"title":"A 3D serious game for medical students training in clinical cases","authors":"Rodrigo Monteiro de Lima, A. M. Santos, F. M. Neto, A. S. Neto, F. Leao, Francisco Tailanio de Macedo, A. Canuto","doi":"10.1109/SeGAH.2016.7586255","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586255","url":null,"abstract":"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.","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":"126704456","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}