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

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Video game experience and basic robotic skills 有电子游戏经验和基本的机器人技能
A. Tanaka, Roger Smith, Charles E. Hughes
Virtual reality simulators have emerged as valuable tools for standardized and objective robotic surgery skill training and assessments. In recent years the idea of using video game technology in surgical education for laparoscopy has also been explored, however few have attempted to make a connection between video game experience and robotic surgical skills. Thus, the current study aims to examine the performance of video gamers in a virtual reality robotic surgery simulator. Furthermore, the video gamers' performance was compared to that of medical students, expert robotic surgeons, and “laypeople.” The purpose of this study is to demonstrate that video gamers acquire perceptual and psychomotor skills through video game play, similar to those used by robotic surgeons. Subjects completed a demographic questionnaire and performed three computer-based perceptual tests: a Flanker compatibility task, a subsidizing task, and a Multiple Object Tracking test. Participants then performed two warm-up exercises and eight trials of two core exercises on a robotic surgery simulator. After completing all trials, participants completed a post-questionnaire regarding their experience with the system. Expert video gamers (n=40), medical students (n=24), laypeople (n=42) and expert robotic surgeons (n=16) were recruited. Medical students and gamers were significantly faster than experts in the Flanker Task. The experts were significantly slower than the all other groups in the subsidizing task. Experts scored significantly higher, were significantly more efficient, and were significantly faster than laypeople, medical students, and gamers in the first trial of Ring & Rail 1 and Suture Sponge. In trial eight of the simulation exercises, the experts performed significantly better than most groups in all of the metrics. Contrary to prior literature in laparoscopy, this study was unable to validate enhanced abilities of video gamers in a robotic surgery simulator. This study does further demonstrate that the transfer of skills developed through video game play is relevant to the surgical technique. This may be due to the differences of the systems and how the users interact within them. In a society where video games have become an integral past time, it is important to determine the role that video games play in the perceptual and psychomotor development of users. These findings can be generalized to domains outside of medicine that utilize robotic and computer-controlled systems, speaking to the scope of the gamers' abilities and pointing to the capacity within these systems.
虚拟现实模拟器已经成为标准化和客观的机器人手术技能培训和评估的宝贵工具。近年来,在腹腔镜手术教育中使用电子游戏技术的想法也得到了探索,但很少有人试图将电子游戏体验与机器人手术技能联系起来。因此,目前的研究旨在检验视频游戏玩家在虚拟现实机器人手术模拟器中的表现。此外,他们还将电子游戏玩家的表现与医科学生、专业机器人外科医生和“外行人”进行了比较。这项研究的目的是证明电子游戏玩家通过玩电子游戏获得感知和精神运动技能,类似于机器人外科医生使用的技能。受试者完成了人口统计调查问卷,并进行了三个基于计算机的感知测试:侧卫兼容性任务、补贴任务和多目标跟踪测试。然后,参与者在机器人手术模拟器上进行了两次热身运动和八次两项核心运动的试验。在完成所有试验后,参与者完成了关于他们对系统体验的问卷调查。专家游戏玩家(n=40),医学院学生(n=24),外行人(n=42)和专家机器人外科医生(n=16)被招募。在侧卫任务中,医学院学生和游戏玩家的速度明显快于专家。在补贴任务中,专家的反应明显慢于其他所有组。在Ring & Rail 1和Suture Sponge的第一次试用中,专家的得分明显更高,效率明显更高,速度也明显快于外行人、医科学生和游戏玩家。在模拟练习的第八次试验中,专家在所有指标上的表现都明显好于大多数小组。与先前的腹腔镜文献相反,这项研究无法在机器人手术模拟器中验证视频游戏玩家的能力增强。这项研究确实进一步证明了通过视频游戏发展的技能转移与手术技术有关。这可能是由于系统的差异以及用户在其中的交互方式。在一个电子游戏已经成为不可或缺的过去的社会中,确定电子游戏在用户的感知和心理运动发展中所扮演的角色是很重要的。这些发现可以推广到医学以外的领域,即利用机器人和计算机控制系统,说明玩家的能力范围并指出这些系统的能力。
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引用次数: 3
Serious games for the cognitive stimulation of elderly people 适合老年人认知刺激的严肃游戏
M. Rodríguez-Fórtiz, C. Rodríguez-Domínguez, Pedro Cano, J. Revelles, M. Rodríguez-Almendros, M. V. Hurtado, S. Rute-Pérez
Elderly people can suffer some degree of decline in their cognitive capacities, usually including different symptoms (decreased problem solving capacity, decreased ability to reason and to maintain focus, forgetfulness, etc.). Cognitive stimulation has been shown to decrease the rate of intellectual decay and potentially reverse age-related cognitive decline. Serious games provide new training opportunities to improve the decrease in selected social, sensory-motor, cognitive and emotional functions of elderly people. This paper details the objectives of the VIRTRA-EL web platform, which has been designed to evaluate and train cognitive skills to elderly users by means of serious games using the personal computer or tablet devices. Additionally, we present a serious game based on interactive 3D environments, which has been designed with the aim of helping to train memory, attention, planning and reasoning.
老年人的认知能力可能会出现一定程度的下降,通常包括不同的症状(解决问题的能力下降、推理和保持注意力集中的能力下降、健忘等)。认知刺激已被证明可以降低智力衰退的速度,并有可能逆转与年龄相关的认知衰退。严肃游戏提供了新的训练机会,以改善老年人选定的社会,感觉-运动,认知和情感功能的下降。本文详细介绍了VIRTRA-EL网络平台的目标,该平台旨在通过使用个人电脑或平板设备的严肃游戏来评估和训练老年用户的认知技能。此外,我们提出了一个基于交互式3D环境的严肃游戏,旨在帮助训练记忆,注意力,计划和推理。
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引用次数: 22
A secure framework for sharing Electronic Health Records over Clouds 用于在云上共享电子健康记录的安全框架
Ahmed Ibrahim, Baban A. Mahmood, M. Singhal
Healthcare providers widely use Electronic Health Record (EHR) systems due to their benefits. Shareability of EHRs among different healthcare providers has become a point of interest, and Cloud Computing offers the best platform for such a sharing service due to its scalability and availability. Cloud Computing can offer an on-demand reliable service for healthcare providers to retrieve EHRs from remote providers regardless of geographic location, time difference or working hours. However, privacy and security of stored medical data in Cloud Computing environments pose serious problems. Over the past few years, research has been done to develop access control mechanisms and security techniques for such sharing systems. In this paper, previous related work is reviewed with a focus on the security challenges associated with sharing EHRs. A framework is proposed which allows secure sharing of EHRs over the Cloud among different healthcare providers. The framework ensures the confidentiality, integrity, authenticity, availability and auditability of EHRs.
医疗保健提供者广泛使用电子健康记录(EHR)系统,因为它们的好处。不同医疗保健提供商之间电子病历的可共享性已成为关注的焦点,而云计算由于其可伸缩性和可用性,为这种共享服务提供了最佳平台。云计算可以为医疗保健提供商提供按需可靠的服务,以便从远程提供商那里检索电子病历,而不受地理位置、时差或工作时间的限制。然而,云计算环境中存储的医疗数据的隐私性和安全性构成了严重的问题。在过去的几年里,研究人员已经为这种共享系统开发了访问控制机制和安全技术。本文回顾了以往的相关工作,重点介绍了与共享电子病历相关的安全挑战。提出了一个框架,该框架允许在不同的医疗保健提供商之间通过云安全共享电子病历。该框架确保电子病历的保密性、完整性、真实性、可用性和可审计性。
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引用次数: 24
Outcome-focused design for health education games: Understanding playing techniques and values reinforced by a game's procedural rhetoric 健康教育游戏的结果导向型设计:理解游戏程序修辞所强化的游戏技术和价值
E. Johnson
This paper describes a method of analyzing patient education games to discern the values they reinforce upon the players, a vulnerable population. The method of analysis demonstrated here can also be utilized as a design tool to aid developers of patient education games in the creation of games that fully match their intentions.
本文描述了一种分析患者教育游戏的方法,以辨别他们对玩家(弱势群体)强化的价值观。这里所展示的分析方法也可以作为一种设计工具,帮助耐心教育游戏的开发者创造出完全符合他们意图的游戏。
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引用次数: 0
Virtual Promenade: A new serious game for the rehabilitation of older adults with Post-fall Syndrome 虚拟散步:一个新的严肃的游戏,为老年人康复与跌倒后综合症
P. Wargnier, E. Phuong, Kevin Marivan, Samuel Benveniste, F. Bloch, S. Reingewirtz, G. Kemoun, A. Rigaud
We introduce a novel rehabilitation tool to treat Post-Fall Syndrome (PFS) in older adults: a serious game, called Virtual Promenade, combined with a haptic chair imitating the hips movements of human walk. We report on the user-centered design of our prototype, following “living lab” principles, which was well received by our test participants. This system aims at addressing the psycho-motor consequences of older adults' falls; they are often neglected in current post-fall care practices. We first checked for feasibility and tolerability of such interventions. We then applied a living lab participatory design approach, involving health care professionals and older adults, to build the Virtual Promenade prototype. We found that patients with PFS tolerated the system well and that there were no major obstacles to feasibility. We also report that the aesthetics of the virtual environment is an important motivational factor for older adults and discuss our results in searching for the most suitable game controller for this type of patients and game. Finally, we observed that the chairs' movements improved the immersion in the game.
我们介绍了一种治疗老年人跌倒后综合症(PFS)的新型康复工具:一种名为Virtual Promenade的严肃游戏,结合模仿人类走路时臀部运动的触觉椅。我们报告了我们的原型的以用户为中心的设计,遵循“生活实验室”原则,我们的测试参与者很好地接受了这一点。该系统旨在解决老年人跌倒的心理-运动后果;在目前的跌倒后护理实践中,它们往往被忽视。我们首先检查了这些干预措施的可行性和耐受性。然后,我们应用了一种生活实验室参与式设计方法,包括卫生保健专业人员和老年人,来构建虚拟长廊的原型。我们发现PFS患者对该系统耐受良好,并且在可行性方面没有重大障碍。我们还报道了虚拟环境的美学是老年人的一个重要动机因素,并讨论了我们为这类患者和游戏寻找最合适的游戏控制器的结果。最后,我们观察到椅子的移动提高了游戏的沉浸感。
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引用次数: 6
eMot-iCan: Design of an assessment game for emotion recognition in players with Autism eMot-iCan:一款自闭症玩家情绪识别评估游戏的设计
Deborah Sturm, Ed Peppe, B. Ploog
We present an emotion recognition game, eMot-iCan, that is designed to assess and possibly remediate social accessibility in individuals with Autism Spectrum Disorders (ASDs). The game tests the theory that atypical attention patterns are at the root of several of the features that characterize ASD. These features include impaired social and communicative skills, difficulty in adapting to changing environments, and academic underachievement. Our framework applies trials designed by domain experts that allow for standard repeatable measures across sessions and players. The game is designed to go beyond drilling skills; instead it aims to assess and customize learning. We are currently piloting the game with administrators of the game and with players with a wide range of skills and abilities for the assessment and possible treatment of autism spectrum disorders (ASD).
我们提出了一个情绪识别游戏,eMot-iCan,旨在评估和可能补救自闭症谱系障碍(asd)患者的社会可及性。这款游戏验证了一个理论,即非典型注意力模式是ASD的几个特征的根源。这些特征包括社交和沟通能力受损,难以适应不断变化的环境,以及学业成绩不佳。我们的框架采用由领域专家设计的试验,允许跨会话和玩家进行标准的可重复测量。这款游戏的设计不仅仅是为了训练技能;相反,它旨在评估和定制学习。目前,我们正在与游戏管理员和具有各种技能和能力的玩家一起试用该游戏,以评估和可能治疗自闭症谱系障碍(ASD)。
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引用次数: 19
Psychomotor skills measurement for surgery training using game-based methods 基于游戏方法的外科训练精神运动技能测量
Tom Carbone, R. McDaniel, Charles E. Hughes
This paper discusses the relationship between laparoscopic surgery and video game experience. It reviews two key studies indicating video game players may possess psychomotor skills that are useful for learning laparoscopic surgery techniques. The contribution of this work lies in the review of the software design process used to create an updated series of tests designed to evaluate psychomotor skills performance. The software measures psychomotor skills such as tremor, reaction time, finger tapping, the Purdue Pegboard test, and the Grooved Pegboard test. User input is received from an Xbox controller.
本文讨论了腹腔镜手术与电子游戏体验之间的关系。它回顾了两项关键研究,表明电子游戏玩家可能拥有对学习腹腔镜手术技术有用的精神运动技能。这项工作的贡献在于审查软件设计过程,用于创建一系列更新的测试,旨在评估精神运动技能的表现。该软件测量精神运动技能,如震颤、反应时间、手指敲击、普渡钉板测试和槽钉板测试。用户输入从Xbox控制器接收。
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引用次数: 4
Questions for Serious Game development for success 成功开发严肃游戏的几个问题
Joshua Peery
Examining issues and constructs developers of Serious Games should be aware of in order to make their endeavor successful from an educator acceptance and educational outcomes perspective: The distilled experiences from The Virtual Clinic Learning Environment development cycle.
从教育接受度和教育成果的角度审视严肃游戏开发者应该意识到的问题和结构,以使他们的努力取得成功:《虚拟诊所学习环境》开发周期的提炼经验
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引用次数: 3
Field evaluation with cognitively-impaired older adults of attention management in the Embodied Conversational Agent Louise 认知障碍老年人在具身会话代理路易斯中的注意力管理的实地评价
P. Wargnier, G. Carletti, Yann Laurent-Corniquet, Samuel Benveniste, P. Jouvelot, A. Rigaud
We present the first experiment we conducted to evaluate the attention monitoring performance of Louise, following a Wizard of Oz method, during the interactions with a cohort of 8 elderly users in a day hospital environment. Louise is a new, semi-automatic prototype of an Embodied Conversational Agent (ECA), a virtual character interacting with users through social-like communication, adapted to the special needs of older adults with cognitive impairment; it is intended to ultimately provide assistance in their activities of daily living. We recorded and analyzed both videos of the conversation-like interactions and Louise's tracking data. In our experiment, Louise's attention estimation algorithm achieved about 80% accuracy; moreover, in almost all cases, the user's attention was successfully recaptured by Louise after a planned, experimenter-induced distraction. These results are in line with what was observed in previous experiments involving only younger adults, thus suggesting that attention measurement tools embedded in cognitive prostheses will not need to be adapted to elderly patients. Finally, to gain further insights on conversation management and provide evidence-based suggestions for future work, we performed an anthropological analysis of the whole experiment.
我们展示了我们进行的第一个实验,以评估路易斯的注意力监测性能,遵循绿野仙踪的方法,在日间医院环境中与8名老年用户进行互动。Louise是一种新的、半自动的具身对话代理(ECA)原型,一种通过社交式交流与用户互动的虚拟角色,适合有认知障碍的老年人的特殊需求;它的目的是最终为他们的日常生活活动提供帮助。我们记录并分析了对话式互动的视频和露易丝的跟踪数据。在我们的实验中,Louise的注意力估计算法达到了80%左右的准确率;此外,在几乎所有情况下,路易丝都是在经过有计划的、实验者诱导的分散注意力后,成功地重新吸引了用户的注意力。这些结果与之前仅涉及年轻人的实验结果一致,因此表明嵌入认知假体的注意力测量工具不需要适用于老年患者。最后,为了进一步了解对话管理并为未来的工作提供基于证据的建议,我们对整个实验进行了人类学分析。
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引用次数: 31
Improving perspective taking and empathy in children with autism spectrum disorder 改善自闭症谱系障碍儿童的视角和同理心
Darin E. Hughes, Eleazar Vasquez, Erika Nicsinger
This paper discusses the design, implementation, and evaluation of a serious game intended to reinforce applied behavior analysis (ABA) techniques used with children with autism spectrum disorder (ASD) by providing a low cost and easily accessible supplement to traditional methods. The goal is develop a safe environment for social exploration and learning that boosts the child's confidence while providing calming mechanisms. Games increase children's motivation and thus increase the rate of learning in computer mediated environments. Furthermore, children with ASD are able to understand basic emotions and facial expressions in avatars more easily than in real-world interactions.
本文讨论了一款严肃游戏的设计、实现和评估,该游戏旨在通过提供一种低成本且易于获取的传统方法来加强应用行为分析(ABA)技术在自闭症谱系障碍(ASD)儿童中的应用。目标是为社会探索和学习创造一个安全的环境,在提供平静机制的同时增强孩子的信心。游戏增加了孩子们的动机,从而提高了在计算机媒介环境下的学习速度。此外,与现实世界的互动相比,患有自闭症谱系障碍的儿童能够更容易地理解虚拟形象中的基本情绪和面部表情。
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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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