首页 > 最新文献

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

英文 中文
MyDailyRoutine - a serious game to support people suffering from a cerebral dysfunction MyDailyRoutine -一个支持患有脑功能障碍的人的严肃游戏
René Baranyi, Rafael Perndorfer, Nadja Lederer, Birgit Scholz, T. Grechenig
Traumatic brain injuries (TBI) turn your life upside down. Alone over 700 citizens experienced severe traumata accompanied with neurological deficits during the Roman-Gaulish confrontations in the Asterix illustrated series. While recovery did not last long in the comic books, real-life traumatic brain injuries pose long-lasting disabilities to patients. One's daily routine is no longer routine, but rather a series of complex tasks which need to be performed in the correct order. Besides experiencing motor deficits and partial loss of executive functioning, activities of daily life become challenging. Hence, brain injury patients have to endure long-lasting, often strenuous rehabilitative sessions. Their brains need to be re-wired, and patients have to be re-enabled to self-reliantly perform activities of daily living. The goal is to come back to a point of prior healthy functioning. This paper introduces a novel technology-enhanced rehabilitation approach with a specific focus on cognitive abilities. The act of autonomously making a cup of coffee serves as an example for a new proposed serious game. Feedback of therapists who actively participated in this research suggests great benefits and high potential for the proposed serious game.
创伤性脑损伤(TBI)会让你的生活天翻地覆。在阿斯特里克斯系列插图中,仅罗马-高卢对抗期间,就有700多名公民遭受了严重的创伤,并伴有神经功能障碍。虽然在漫画书中恢复的时间并不长,但现实生活中的创伤性脑损伤会给患者带来长期的残疾。一个人的日常生活不再是例行公事,而是一系列需要按正确顺序完成的复杂任务。除了经历运动缺陷和部分执行功能丧失外,日常生活活动也变得具有挑战性。因此,脑损伤患者必须忍受长期的,往往是艰苦的康复过程。他们的大脑需要重新连接,病人必须重新能够独立地进行日常生活活动。我们的目标是回到之前的健康状态。本文介绍了一种新的技术增强康复方法,特别关注认知能力。自主制作一杯咖啡的行为可以作为一种新提议的严肃游戏的例子。积极参与这项研究的治疗师的反馈表明,提议的严肃游戏有很大的好处和很大的潜力。
{"title":"MyDailyRoutine - a serious game to support people suffering from a cerebral dysfunction","authors":"René Baranyi, Rafael Perndorfer, Nadja Lederer, Birgit Scholz, T. Grechenig","doi":"10.1109/SeGAH.2016.7586283","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586283","url":null,"abstract":"Traumatic brain injuries (TBI) turn your life upside down. Alone over 700 citizens experienced severe traumata accompanied with neurological deficits during the Roman-Gaulish confrontations in the Asterix illustrated series. While recovery did not last long in the comic books, real-life traumatic brain injuries pose long-lasting disabilities to patients. One's daily routine is no longer routine, but rather a series of complex tasks which need to be performed in the correct order. Besides experiencing motor deficits and partial loss of executive functioning, activities of daily life become challenging. Hence, brain injury patients have to endure long-lasting, often strenuous rehabilitative sessions. Their brains need to be re-wired, and patients have to be re-enabled to self-reliantly perform activities of daily living. The goal is to come back to a point of prior healthy functioning. This paper introduces a novel technology-enhanced rehabilitation approach with a specific focus on cognitive abilities. The act of autonomously making a cup of coffee serves as an example for a new proposed serious game. Feedback of therapists who actively participated in this research suggests great benefits and high potential for the proposed serious game.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"82 7 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":"128165251","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}
引用次数: 6
Design, implementation and evaluation of a game-based intervention targeting Latino children for improving obesity outcomes 设计、实施和评估针对拉丁裔儿童的基于游戏的干预措施以改善肥胖结局
Ashish Amresh, R. Salla, M. Sinha, R. Birr
This paper presents the design, implementation and evaluation of a hybrid clinic plus home based intervention targeting Latino children to improve obesity outcomes. The intervention applies motivational game based learning and behavior change theories during design. Latino American children are the main target group for this study as they have significantly high obesity rates due to socio-economic conditions and lack of awareness. There have been several interventions that have targeted game based strategies in the clinic to promote health outcomes and some have even targeted obesity problems, however to our knowledge this is the first effort that adds an in-home component to the clinical intervention. We discuss in detail the challenges faced while designing and implementing this hybrid clinical trial. Finally, we present the evaluation results from a randomized clinical trial that recruited 101 children.
本文介绍了一种针对拉丁裔儿童的混合诊所加家庭干预的设计、实施和评估,以改善肥胖结果。干预在设计过程中应用基于动机游戏的学习和行为改变理论。拉丁美洲儿童是本研究的主要目标群体,因为由于社会经济条件和缺乏意识,他们的肥胖率非常高。在临床上已经有一些针对游戏策略的干预措施,以促进健康结果,有些甚至针对肥胖问题,但据我们所知,这是第一次在临床干预中加入家庭成分。我们详细讨论了在设计和实施这种混合临床试验时所面临的挑战。最后,我们介绍了一项随机临床试验的评估结果,该试验招募了101名儿童。
{"title":"Design, implementation and evaluation of a game-based intervention targeting Latino children for improving obesity outcomes","authors":"Ashish Amresh, R. Salla, M. Sinha, R. Birr","doi":"10.1109/SeGAH.2016.7586280","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586280","url":null,"abstract":"This paper presents the design, implementation and evaluation of a hybrid clinic plus home based intervention targeting Latino children to improve obesity outcomes. The intervention applies motivational game based learning and behavior change theories during design. Latino American children are the main target group for this study as they have significantly high obesity rates due to socio-economic conditions and lack of awareness. There have been several interventions that have targeted game based strategies in the clinic to promote health outcomes and some have even targeted obesity problems, however to our knowledge this is the first effort that adds an in-home component to the clinical intervention. We discuss in detail the challenges faced while designing and implementing this hybrid clinical trial. Finally, we present the evaluation results from a randomized clinical trial that recruited 101 children.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"44 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":"132126301","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}
引用次数: 6
Designing the model patient: Data-driven virtual patients in medical education 模型患者设计:医学教育中数据驱动的虚拟患者
Dmitriy Babichenko, Marek J Druzdzel, L. Grieve, Ravi Patel, Jonathan Velez, Taylor Neal, James McCray, R. Wallace, Sean Jenkins
In this paper we describe ModelPatient, a software application developed to allow health sciences educators to create and deliver educational cases that are based on and simulate real patient behavior. ModelPatient uses data from Electronic Medical Record Systems (EMRS) or from publically available medical data sets in combination with Bayesian network (BN) models to generate virtual patient (VP) cases. Because the underlying models are based on real data, each decision made by a learner affects outcome probabilities. Therefore the behavior of a VP reflects how a real patient with the same medical condition would have reacted to the learners' actions. We believe that data- and model-driven approaches to creating VPs would allow educators to create higher-fidelity teaching cases and offer richer educational experience to learners.
在本文中,我们描述了ModelPatient,这是一个软件应用程序,用于允许健康科学教育者创建和提供基于和模拟真实患者行为的教育案例。ModelPatient使用来自电子病历系统(EMRS)或公共医疗数据集的数据,并结合贝叶斯网络(BN)模型生成虚拟患者(VP)病例。因为底层模型是基于真实数据的,学习者做出的每一个决定都会影响结果的概率。因此,副总裁的行为反映了具有相同医疗状况的真实患者对学习者行为的反应。我们相信,数据和模型驱动的方法可以让教育工作者创造出更高保真度的教学案例,并为学习者提供更丰富的教育体验。
{"title":"Designing the model patient: Data-driven virtual patients in medical education","authors":"Dmitriy Babichenko, Marek J Druzdzel, L. Grieve, Ravi Patel, Jonathan Velez, Taylor Neal, James McCray, R. Wallace, Sean Jenkins","doi":"10.1109/SeGAH.2016.7586253","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586253","url":null,"abstract":"In this paper we describe ModelPatient, a software application developed to allow health sciences educators to create and deliver educational cases that are based on and simulate real patient behavior. ModelPatient uses data from Electronic Medical Record Systems (EMRS) or from publically available medical data sets in combination with Bayesian network (BN) models to generate virtual patient (VP) cases. Because the underlying models are based on real data, each decision made by a learner affects outcome probabilities. Therefore the behavior of a VP reflects how a real patient with the same medical condition would have reacted to the learners' actions. We believe that data- and model-driven approaches to creating VPs would allow educators to create higher-fidelity teaching cases and offer richer educational experience to learners.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115070018","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}
引用次数: 2
A serious game to treat childhood obesity 一款治疗儿童肥胖的严肃游戏
Simon Mayr, Lev Ledit, P. Petta, C. Eichenberg, Brigitte Sindelar
Serious games employ video game technology to convey serious content, facilitate learning, or initiate behavioral change. A common approach is to combine standard game mechanics with linear content expected to deliver the intended message. In contrast, we advocate an approach centered on player decisions and subjective experience, referring to innovative examples of learning by experience, both analog and digital. We present the design decisions underlying Aquamorra, a serious game to support the treatment of childhood obesity in the light of this approach.
严肃游戏使用电子游戏技术来传达严肃的内容,促进学习,或引发行为改变。一种常见的方法是将标准游戏机制与能够传达预期信息的线性内容结合起来。相反地,我们提倡一种以玩家决策和主观体验为中心的方法,即通过经验学习的创新例子(游戏邦注:包括模拟和数字)。我们提出了Aquamorra的设计决策,这是一个严肃的游戏,以支持这种方法治疗儿童肥胖。
{"title":"A serious game to treat childhood obesity","authors":"Simon Mayr, Lev Ledit, P. Petta, C. Eichenberg, Brigitte Sindelar","doi":"10.1109/SeGAH.2016.7586258","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586258","url":null,"abstract":"Serious games employ video game technology to convey serious content, facilitate learning, or initiate behavioral change. A common approach is to combine standard game mechanics with linear content expected to deliver the intended message. In contrast, we advocate an approach centered on player decisions and subjective experience, referring to innovative examples of learning by experience, both analog and digital. We present the design decisions underlying Aquamorra, a serious game to support the treatment of childhood obesity in the light of this approach.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126787498","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}
引用次数: 6
Sepsis Fast Track: A simulation game for Clinical education based on the Sepsis Fast Track protocol 脓毒症快速通道:基于脓毒症快速通道协议的临床教育模拟游戏
Claudia Ribeiro, Micaela Monteiro, J. Hauge, J. Pereira, T. Antunes
Sepsis is a serious medical condition responsible for high levels of in-hospital mortality. It requires fast diagnosis and treatment, since the survival rate decreases 7.6% for every hour without treatment. In order to facilitate this process of diagnosis and medical therapy, the Portuguese Directorate-General of Health issued a document regulating the implementation of a Sepsis Fast Track protocol based on the Surviving Sepsis Campaign guidelines. Training of emergency department healthcare professionals is essential, and should be attended regularly in order to refresh knowledge and to be made aware of updates to any changes of the protocol. Currently, this training is conducted through traditional learning methods often considered as outdated for the younger generation, the so-called "digital natives". The usage of serious games is a trend that has been considered when discussing new tools for teaching and training in various fields, including healthcare. Several research works on the impact of applying such technologies in healthcare, stating that serious games could provide new approaches and opportunities have been published. This paper presents the Sepsis Fast Track serious game. It is a serious game developed to teach and train nurses and physicians working in hospital Emergency Departments on the Sepsis Fast Track protocol. An evaluation study carried out with the healthcare professionals is also presented. The main goal of which was to evaluate the impact of serious games on professional working practices.
脓毒症是一种严重的医疗状况,导致住院死亡率很高。它需要快速诊断和治疗,因为不治疗每小时生存率下降7.6%。为了促进这一诊断和医疗过程,葡萄牙卫生总局发布了一份文件,规定在《败血症生存运动》指导方针的基础上实施败血症快速通道方案。对急诊科医疗保健专业人员的培训至关重要,应定期参加培训,以便更新知识,并了解协议的任何变化的最新情况。目前,这种培训是通过传统的学习方法进行的,通常被认为对年轻一代(所谓的“数字原住民”)来说已经过时了。在讨论包括医疗保健在内的各个领域的教学和培训新工具时,严肃游戏的使用是一种趋势。一些关于将这些技术应用于医疗保健的研究表明,严肃游戏可以提供新的方法和机会。本文介绍了脓毒症快速通道严肃游戏。这是一款严肃的游戏,旨在教授和培训医院急诊科的护士和医生脓毒症快速通道协议。还介绍了与医疗保健专业人员一起进行的评估研究。其主要目标是评估严肃游戏对专业工作实践的影响。
{"title":"Sepsis Fast Track: A simulation game for Clinical education based on the Sepsis Fast Track protocol","authors":"Claudia Ribeiro, Micaela Monteiro, J. Hauge, J. Pereira, T. Antunes","doi":"10.1109/SeGAH.2016.7586226","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586226","url":null,"abstract":"Sepsis is a serious medical condition responsible for high levels of in-hospital mortality. It requires fast diagnosis and treatment, since the survival rate decreases 7.6% for every hour without treatment. In order to facilitate this process of diagnosis and medical therapy, the Portuguese Directorate-General of Health issued a document regulating the implementation of a Sepsis Fast Track protocol based on the Surviving Sepsis Campaign guidelines. Training of emergency department healthcare professionals is essential, and should be attended regularly in order to refresh knowledge and to be made aware of updates to any changes of the protocol. Currently, this training is conducted through traditional learning methods often considered as outdated for the younger generation, the so-called \"digital natives\". The usage of serious games is a trend that has been considered when discussing new tools for teaching and training in various fields, including healthcare. Several research works on the impact of applying such technologies in healthcare, stating that serious games could provide new approaches and opportunities have been published. This paper presents the Sepsis Fast Track serious game. It is a serious game developed to teach and train nurses and physicians working in hospital Emergency Departments on the Sepsis Fast Track protocol. An evaluation study carried out with the healthcare professionals is also presented. The main goal of which was to evaluate the impact of serious games on professional working practices.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115244169","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}
引用次数: 3
SMAI - Mobile System for Elderly Monitoring 移动长者监测系统
Matheus Costa Stutzel, Michel Fillipo, Alexandre Sztajnberg, Andre Brittes, L. B. Motta
The SMAI uses Android mobile applications as the infrastructure to monitor elderly patients with chronic degenerative disease that present functional loss. The objectives are: (i) making the caregiver communication with the health team more agile; (ii) reducing caregiver's stress; (iii) providing the health team information about the patient's condition more often in an organized manner, facilitating decision-making. Applications are developed under the guidance of the health team and assessed in a quasi-randomized clinical trial with 30 + 30 patients accompanied by NAI/UERJ.
SMAI使用Android移动应用程序作为基础设施来监测患有慢性退行性疾病并出现功能丧失的老年患者。目标是:(i)使护理人员与保健团队的沟通更加灵活;(ii)减轻照顾者的压力;(三)更经常地以有组织的方式向保健小组提供有关病人病情的信息,促进决策。在卫生团队的指导下开发应用程序,并在30 + 30例NAI/UERJ患者的准随机临床试验中进行评估。
{"title":"SMAI - Mobile System for Elderly Monitoring","authors":"Matheus Costa Stutzel, Michel Fillipo, Alexandre Sztajnberg, Andre Brittes, L. B. Motta","doi":"10.1109/SeGAH.2016.7586274","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586274","url":null,"abstract":"The SMAI uses Android mobile applications as the infrastructure to monitor elderly patients with chronic degenerative disease that present functional loss. The objectives are: (i) making the caregiver communication with the health team more agile; (ii) reducing caregiver's stress; (iii) providing the health team information about the patient's condition more often in an organized manner, facilitating decision-making. Applications are developed under the guidance of the health team and assessed in a quasi-randomized clinical trial with 30 + 30 patients accompanied by NAI/UERJ.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"528 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116575385","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}
引用次数: 12
Dynamic difficulty adjustment with Evolutionary Algorithm in games for rehabilitation robotics 基于进化算法的康复机器人游戏动态难度调整
Kleber O. Andrade, Thales B. Pasqual, G. Caurin, M. K. Crocomo
This article explores game difficulty adjustment for serious game applications in rehabilitation robotics. In this context, a difficulty adjustment system is proposed that takes user performance as input and generates two different responses: a) a change in the distance the user should cover, and b) the velocity provided to the target. User performance is estimated from its ability to achieve the targets (game score) performing movements. The system interference in user displacement value and target speed where chosen to stimulate the user to achieve specific rehabilitation goals. The game difficulty adjustment has received small attention in the context of rehabilitation robotics interfaces. It is important to note that games developed for rehabilitation differ from commercial entertainment games due to severe limitations imposed to patients by pathologies like stroke, cerebral palsy and spinal cord injury. An Evolutionary Algorithm (AE) based optimization strategy was adopted to adjust game's difficulty. A meta-profile for user behavior was also developed allowing to create and simulate different virtual users and game experiences in computer. This user profile includes a reaction time (time delay), motion disturbance and a kinematical motion profile based on a polynomial function. Using the meta-profile, different user motion behavior can be generated for exhaustive test and optimization of the difficulty adjustment system. The approach allows the reduction of development time and also the reduction in the number of experiments with volunteers. The computer simulation test results are presented to demonstrate the capacity of the difficulty adjustment system to adapt the game characteristics to the users' abilities with different skills levels.
本文探讨了游戏难度调整在康复机器人中的应用。在这种情况下,我们提出了一个难度调整系统,它将用户的表现作为输入,并产生两种不同的响应:a)用户应该覆盖的距离的变化,b)提供给目标的速度。用户表现是根据其实现目标(游戏分数)执行动作的能力来评估的。系统在用户位移值和目标速度的干扰下进行选择,以刺激用户实现特定的康复目标。在康复机器人界面的背景下,游戏难度的调整很少受到关注。值得注意的是,为康复而开发的游戏不同于商业娱乐游戏,因为中风、脑瘫和脊髓损伤等疾病对患者造成了严重的限制。采用基于进化算法(AE)的优化策略对游戏难度进行调整。还开发了用户行为的元配置文件,允许在计算机中创建和模拟不同的虚拟用户和游戏体验。该用户轮廓包括反应时间(时间延迟)、运动干扰和基于多项式函数的运动学运动轮廓。使用元配置文件,可以生成不同的用户运动行为,以进行详尽的测试和难度调整系统的优化。这种方法可以减少开发时间,也可以减少志愿者的实验次数。计算机仿真测试结果表明,难度调节系统能够根据不同技能水平的用户的能力来调整游戏特性。
{"title":"Dynamic difficulty adjustment with Evolutionary Algorithm in games for rehabilitation robotics","authors":"Kleber O. Andrade, Thales B. Pasqual, G. Caurin, M. K. Crocomo","doi":"10.1109/SeGAH.2016.7586277","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586277","url":null,"abstract":"This article explores game difficulty adjustment for serious game applications in rehabilitation robotics. In this context, a difficulty adjustment system is proposed that takes user performance as input and generates two different responses: a) a change in the distance the user should cover, and b) the velocity provided to the target. User performance is estimated from its ability to achieve the targets (game score) performing movements. The system interference in user displacement value and target speed where chosen to stimulate the user to achieve specific rehabilitation goals. The game difficulty adjustment has received small attention in the context of rehabilitation robotics interfaces. It is important to note that games developed for rehabilitation differ from commercial entertainment games due to severe limitations imposed to patients by pathologies like stroke, cerebral palsy and spinal cord injury. An Evolutionary Algorithm (AE) based optimization strategy was adopted to adjust game's difficulty. A meta-profile for user behavior was also developed allowing to create and simulate different virtual users and game experiences in computer. This user profile includes a reaction time (time delay), motion disturbance and a kinematical motion profile based on a polynomial function. Using the meta-profile, different user motion behavior can be generated for exhaustive test and optimization of the difficulty adjustment system. The approach allows the reduction of development time and also the reduction in the number of experiments with volunteers. The computer simulation test results are presented to demonstrate the capacity of the difficulty adjustment system to adapt the game characteristics to the users' abilities with different skills levels.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116263584","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}
引用次数: 20
Kid-Ney's Journey: A game to support treatment selection for people with chronic kidney failure Kid-Ney’s Journey:一款支持慢性肾衰竭患者选择治疗方案的游戏
A. Vis
The number of people suffering from chronic kidney failure is rising, due to the growing population of elderly, longer life-expectancy, and the increasing number of people with other lifestyle related diseases that affect the kidneys. People with severe chronic kidney failure are dependent on some form of kidney replacement treatment to survive. They are often eligible for several treatment methods and here the patient should be involved in the decision making, especially when the medical outcome is expected to be similar. This is important, as people are the experts on their life, values and believes and the different treatment methods each have unlike effects on daily life. However, knowledge is a barrier for these patients to actively take part in such discussions with their medical professional. This paper discusses a game-concept that is developed to give people more insight in the effects of a treatment on daily life, as well as helping them to evaluate the different treatment methods. The goal of this paper is to contribute to the development of additional patient information sources that focus on values and beliefs, and the effects of treatment on daily life, in order to empower patients in discussions with their medical professionals.
由于老年人口的增加、预期寿命的延长以及患有其他影响肾脏的生活方式相关疾病的人数的增加,慢性肾衰竭的人数正在上升。患有严重慢性肾衰竭的人依赖某种形式的肾脏替代治疗来生存。他们通常有资格接受几种治疗方法,在这种情况下,患者应该参与决策,特别是在预期医疗结果相似的情况下。这一点很重要,因为人们对自己的生活、价值观和信仰都是专家,不同的治疗方法对日常生活的影响也不同。然而,知识是这些患者积极参与与他们的医疗专业人员讨论的障碍。本文讨论了一个游戏概念,它的发展是为了让人们更深入地了解治疗对日常生活的影响,并帮助他们评估不同的治疗方法。本文的目标是帮助开发更多的患者信息源,重点关注价值观和信仰,以及治疗对日常生活的影响,以便使患者能够与其医疗专业人员进行讨论。
{"title":"Kid-Ney's Journey: A game to support treatment selection for people with chronic kidney failure","authors":"A. Vis","doi":"10.1109/SeGAH.2016.7586230","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586230","url":null,"abstract":"The number of people suffering from chronic kidney failure is rising, due to the growing population of elderly, longer life-expectancy, and the increasing number of people with other lifestyle related diseases that affect the kidneys. People with severe chronic kidney failure are dependent on some form of kidney replacement treatment to survive. They are often eligible for several treatment methods and here the patient should be involved in the decision making, especially when the medical outcome is expected to be similar. This is important, as people are the experts on their life, values and believes and the different treatment methods each have unlike effects on daily life. However, knowledge is a barrier for these patients to actively take part in such discussions with their medical professional. This paper discusses a game-concept that is developed to give people more insight in the effects of a treatment on daily life, as well as helping them to evaluate the different treatment methods. The goal of this paper is to contribute to the development of additional patient information sources that focus on values and beliefs, and the effects of treatment on daily life, in order to empower patients in discussions with their medical professionals.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"184 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114247658","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}
引用次数: 2
Kidney segmentation in 3D CT images using B-Spline Explicit Active Surfaces 基于b样条显式活动曲面的三维CT图像肾脏分割
Helena R. Torres, Bruno Oliveira, Sandro Queirós, P. Morais, J. Fonseca, J. D’hooge, N. Rodrigues, J. Vilaça
In this manuscript, we propose to adapt the B-Spline Explicit Active Surfaces (BEAS) framework for semi-automatic kidney segmentation in computed tomography (CT) images. To study the best energy functional for kidney CT extraction, three different localized region-based energies were implemented within the BEAS framework, namely localized Chan-Vese, localized Yezzi, and signed localized Yezzi energies. Moreover, a novel gradient-based regularization term is proposed. The method was applied on 18 kidneys from 9 CT datasets, with different image properties. Several energy combinations were contrasted using surface-based comparison against ground truth meshes, assessing their accuracy and robustness against surface initialization. Overall, the hybrid energy functional combining the localized signed Yezzi energy with gradient-based regularization simultaneously showed the highest accuracy and the lowest sensitivity to the initialization. Volumetric analysis demonstrated the feasibility of the method from a clinical point of view, with similar reproducibility to manual observers.
在这篇文章中,我们建议将b样条显式活动曲面(BEAS)框架用于计算机断层扫描(CT)图像的半自动肾脏分割。为了研究肾脏CT提取的最佳能量函数,在BEAS框架内实现了三种不同的局部区域能量,即局部Chan-Vese能量、局部Yezzi能量和签名局部Yezzi能量。此外,还提出了一种新的基于梯度的正则化项。该方法应用于来自9个CT数据集的18个肾脏,这些数据集具有不同的图像属性。使用基于表面的比较与地面真实网格对比几种能量组合,评估其对表面初始化的准确性和鲁棒性。总体而言,结合局部有符号Yezzi能量和基于梯度的正则化的混合能量泛函对初始化的精度最高,灵敏度最低。体积分析从临床角度证明了该方法的可行性,与人工观察者具有相似的再现性。
{"title":"Kidney segmentation in 3D CT images using B-Spline Explicit Active Surfaces","authors":"Helena R. Torres, Bruno Oliveira, Sandro Queirós, P. Morais, J. Fonseca, J. D’hooge, N. Rodrigues, J. Vilaça","doi":"10.1109/SeGAH.2016.7586276","DOIUrl":"https://doi.org/10.1109/SeGAH.2016.7586276","url":null,"abstract":"In this manuscript, we propose to adapt the B-Spline Explicit Active Surfaces (BEAS) framework for semi-automatic kidney segmentation in computed tomography (CT) images. To study the best energy functional for kidney CT extraction, three different localized region-based energies were implemented within the BEAS framework, namely localized Chan-Vese, localized Yezzi, and signed localized Yezzi energies. Moreover, a novel gradient-based regularization term is proposed. The method was applied on 18 kidneys from 9 CT datasets, with different image properties. Several energy combinations were contrasted using surface-based comparison against ground truth meshes, assessing their accuracy and robustness against surface initialization. Overall, the hybrid energy functional combining the localized signed Yezzi energy with gradient-based regularization simultaneously showed the highest accuracy and the lowest sensitivity to the initialization. Volumetric analysis demonstrated the feasibility of the method from a clinical point of view, with similar reproducibility to manual observers.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129577449","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}
引用次数: 5
期刊
2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1