Pub Date : 2016-05-11DOI: 10.1109/SeGAH.2016.7586262
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.
{"title":"Video game experience and basic robotic skills","authors":"A. Tanaka, Roger Smith, Charles E. Hughes","doi":"10.1109/SeGAH.2016.7586262","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586262","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"48 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":"123772227","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.2016.7586261
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.
{"title":"Serious games for the cognitive stimulation of elderly people","authors":"M. Rodríguez-Fórtiz, C. Rodríguez-Domínguez, Pedro Cano, J. Revelles, M. Rodríguez-Almendros, M. V. Hurtado, S. Rute-Pérez","doi":"10.1109/SeGAH.2016.7586261","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586261","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"126 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":"130821241","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.2016.7586273
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.
{"title":"A secure framework for sharing Electronic Health Records over Clouds","authors":"Ahmed Ibrahim, Baban A. Mahmood, M. Singhal","doi":"10.1109/SeGAH.2016.7586273","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586273","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"24 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":"124677779","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.2016.7586256
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.
{"title":"Outcome-focused design for health education games: Understanding playing techniques and values reinforced by a game's procedural rhetoric","authors":"E. Johnson","doi":"10.1109/SeGAH.2016.7586256","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586256","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"40 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":"127441655","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.2016.7586267
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.
{"title":"Virtual Promenade: A new serious game for the rehabilitation of older adults with Post-fall Syndrome","authors":"P. Wargnier, E. Phuong, Kevin Marivan, Samuel Benveniste, F. Bloch, S. Reingewirtz, G. Kemoun, A. Rigaud","doi":"10.1109/SeGAH.2016.7586267","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586267","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"193 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":"115949005","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.2016.7586228
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).
{"title":"eMot-iCan: Design of an assessment game for emotion recognition in players with Autism","authors":"Deborah Sturm, Ed Peppe, B. Ploog","doi":"10.1109/SeGAH.2016.7586228","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586228","url":null,"abstract":"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).","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"45 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":"131741418","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.2016.7586278
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.
{"title":"Psychomotor skills measurement for surgery training using game-based methods","authors":"Tom Carbone, R. McDaniel, Charles E. Hughes","doi":"10.1109/SeGAH.2016.7586278","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586278","url":null,"abstract":"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.","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":"128102836","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.2016.7586227
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.
{"title":"Questions for Serious Game development for success","authors":"Joshua Peery","doi":"10.1109/SeGAH.2016.7586227","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586227","url":null,"abstract":"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.","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":"129186305","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.2016.7586282
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.
{"title":"Field evaluation with cognitively-impaired older adults of attention management in the Embodied Conversational Agent Louise","authors":"P. Wargnier, G. Carletti, Yann Laurent-Corniquet, Samuel Benveniste, P. Jouvelot, A. Rigaud","doi":"10.1109/SeGAH.2016.7586282","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586282","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"115 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":"131942611","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.2016.7586232
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.
{"title":"Improving perspective taking and empathy in children with autism spectrum disorder","authors":"Darin E. Hughes, Eleazar Vasquez, Erika Nicsinger","doi":"10.1109/SeGAH.2016.7586232","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586232","url":null,"abstract":"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.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"125 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":"131381274","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}