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2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)最新文献

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Evaluation of the V-Arcade serious games framework to support upper limbs rehabilitation at home for children with Juvenile Idiopathic Arthritis 评估V-Arcade严肃游戏框架对青少年特发性关节炎儿童上肢家庭康复的支持作用
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978554
Eleonora Chitti, N. Borghese, Federica Anello, P. Lanzi, F. Corona, G. Filocamo, M. Foà, A. Petaccia, Amalia Lopopolo
We present the evaluation of the V-Arcade serious games framework to support hand, wrist and forearm rehabilitation for children with Juvenile Idiopathic Arthritis (JIA). We evaluated the framework in collaboration with the therapists of the De Marchi Pediatric Clinic in Milan. We provided the software at home to three children with JIA, each child performed exercises at home with the framework, the trial lasted for 1 month and a half. The evaluation measures performed at the beginning and the end of each trial include: Evaluation of active and passive ROM (Range Of Motion), Pain assessment with Numerical Rating Scale (NRS), Questionnaires on functional skills: Jamar, Abilhand and CHAQ, and a final interview with the therapist.
我们提出了V-Arcade严肃游戏框架的评估,以支持手,手腕和前臂康复的儿童特发性关节炎(JIA)。我们与米兰De Marchi儿科诊所的治疗师合作评估了该框架。我们将软件提供给三名JIA患儿,每个患儿在家中使用该框架进行练习,试验时间为1个半月。在每次试验开始和结束时进行的评估措施包括:主动和被动ROM(活动范围)评估,用数值评定量表(NRS)评估疼痛,功能技能问卷:Jamar, Abilhand和CHAQ,以及与治疗师的最后访谈。
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引用次数: 0
Development, fabrication and evaluation of textile electrodes for EDA measurements 用于EDA测量的纺织电极的开发、制造和评价
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978571
M. Janka, Johanna Kujala, T. Helminen, A. Kylliäinen, J. Virkki
In this study, textile-based dry electrodes that are integrable to clothing were developed, and their potential and limitations in EDA measurements were characterized. Copper-based and silver-based fabric electrodes and two types of electrodes embroidered from conductive thread were tested for EDA-measurements from fingers, and their performance was compared to that of commercial Ag/AgCl electrodes. Based on the experiment results, stimulus response of skin conductance could be measured with all the electrodes. Copper-based fabric and densely embroider silver electrodes give the best EDA response, which is comparable to that of commercial Ag/AgCl electrodes. The next step is to integrate these textile electrodes into gloves and socks and carry out EDA measurements on female and male adults as well as on children. Our goal is that these EDA measurement clothes would become a part of our everyday life, which would enable versatile health and well-being related applications.
在这项研究中,开发了可集成到服装上的基于纺织品的干电极,并对其在EDA测量中的潜力和局限性进行了表征。对铜基和银基织物电极以及两种导电线刺绣电极进行了手指eda测量测试,并将其性能与商用Ag/AgCl电极进行了比较。实验结果表明,所有电极均可测量皮肤电导的刺激反应。铜基织物和密绣银电极具有最佳的EDA响应,可与商用Ag/AgCl电极相媲美。下一步是将这些纺织电极集成到手套和袜子中,并对女性和男性成年人以及儿童进行EDA测量。我们的目标是这些EDA测量服将成为我们日常生活的一部分,这将使多功能健康和福祉相关的应用成为可能。
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引用次数: 1
A Preliminary Comparison between Traditional and Gamified Leg Agility Assessment in Parkinsonian Subjects 帕金森患者传统与游戏化腿敏捷性评估的初步比较
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978557
G. Amprimo, Giulia Masi, Claudia Ferraris, Gabriella Olmo, L. Priano
Parkinson's disease (PD) severity is assessed through a set of standardised tasks defined by clinical scales such as the Unified Parkinson's Disease Rating Scale (UPDRS). In particular, Leg Agility is a well-established test among the motor tasks included in UPDRS, which consists in repeated cycles of knee lifting and lowering, while sitting on a chair. Leg Agility objective evaluation through optical devices is often investigated for telemedicine applications. Moreover, remote rehabilitation for PD subjects through virtual exergaming is becoming a popular approach thanks to its versatility, increased user engagement and the possibility of coupling it with remote monitoring tools. This work investigates if lower-limb exergaming may also be exploited for assessment purposes similar to traditional evaluation. In particular, if there exists a statistical difference between the kinematic description of Leg Agility versus the one of a Bouncing Ball exergame, as provided by an optical (RGB-D) acquisition system suitable for remote monitoring. Preliminary results obtained by the comparison of the two types of assessment in a small group of parkinsonian subjects are presented and discussed.
帕金森病(PD)的严重程度是通过一系列标准化的任务来评估的,这些任务由临床量表定义,如统一帕金森病评定量表(UPDRS)。特别是,腿敏捷性是UPDRS中包含的运动任务中一个公认的测试,它包括坐在椅子上时膝盖的反复抬起和放下。在远程医疗应用中,经常研究通过光学设备对腿部敏捷性进行客观评价。此外,通过虚拟游戏对PD受试者进行远程康复正在成为一种流行的方法,这要归功于它的多功能性、增加的用户参与度以及与远程监控工具相结合的可能性。这项工作调查了下肢运动是否也可以用于类似于传统评估的评估目的。特别是,如果有一个适合远程监控的光学(RGB-D)采集系统提供的腿部敏捷性的运动学描述与弹跳球运动的描述之间存在统计差异。通过比较两种类型的评估在一小群帕金森受试者初步结果提出并讨论。
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引用次数: 1
Virtual, Augmented, and Mixed Reality Interventions for Physical Activity: A Systematic Review 虚拟、增强和混合现实对身体活动的干预:系统综述
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978564
I. Odenigbo, J. Reen, Chimamaka Eneze, Aniefiok Friday, Rita Orji
The emergence of Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) technologies have made it possible to actualize many things in virtual space that may have cost more to explore in real-life settings. Such technologies have significantly contributed to human health and well-being over the years and they recently gained research attention in promoting physical activities across all age groups. This paper presents a systematic review of VR/AR/MR applications for promoting physical activity (PA). We reviewed 39 papers from 5 databases that met the inclusion criteria. The review results show that (1) VR-driven interventions were more common than AR and MR interventions, (2) more interventions were targeted toward the general public, (3) most interventions adopted exergames as the approach for designing their systems, (4) the self-monitoring strategy emerged as the most used persuasive strategy while tailoring was the least used strategy, and (5) the majority of the interventions were perceived to be effective in promoting PA. We propose that future AR/VR/MR interventions should investigate skill-building goals through systems that provide dynamic feedback to the target audience. This will allow participants to gain experience and skills to promote their physical health.
虚拟现实(VR)、增强现实(AR)和混合现实(MR)技术的出现,使得在虚拟空间中实现许多在现实环境中可能需要花费更多成本的事情成为可能。这些技术多年来对人类健康和福祉作出了重大贡献,最近在促进所有年龄组的身体活动方面得到了研究关注。本文系统综述了VR/AR/MR在促进身体活动(PA)方面的应用。我们从5个数据库中检索了39篇符合纳入标准的论文。结果表明:(1)vr驱动的干预比AR和MR干预更常见;(2)更多的干预针对普通公众;(3)大多数干预采用游戏作为设计系统的方法;(4)自我监控策略是最常用的说服策略,而剪裁策略是最少使用的策略;(5)大多数干预被认为对促进PA有效。我们建议未来的AR/VR/MR干预应该通过向目标受众提供动态反馈的系统来调查技能培养目标。这将使参与者获得经验和技能,以促进他们的身体健康。
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引用次数: 0
Use of Scaling to Improve Reach in Virtual Reality for People with Parkinson's Disease 使用缩放来提高帕金森病患者在虚拟现实中的覆盖范围
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978555
Sharif Mohammad Shahnewaz Ferdous, Andrew Michael, Tanvir Irfan Chowdhury, J. Quarles
This research investigates the effect of scaling in virtual reality to improve the reach of users with Parkinson's disease (PD). People with PD have limited reach, often due to impaired postural stability. We investigated how virtual reality (VR) can improve reach during and after VR exposure. Participants played a VR game where they smashed water balloons thrown at them by crossing their midsection. The distance the balloons were thrown at increased and decreased based on success or failure. Their perception of the distance and their hand were scaled in three counterbalanced conditions: under-scaled (scale = 0.83), not-scaled (scale = 1), and over-scaled (scale = 1.2), where the scale value is the ratio between the virtual reach that they perceive in the virtual environment (VE) and their actual reach. In each study condition, six data were measured −1. Real World Reach (pre-exposure), 2. Virtual Reality Baseline Reach, 3. Virtual Reality Not-Scaled Reach, 4. Under-Scaled Reach, 5. Over-Scaled Reach, and 6. Real World Reach (post-exposure). Our results show that scaling a person's movement in virtual reality can help improve reach. Therefore, we recommend including a scaling factor in VR games for people with Parkinson's disease.
本研究调查了虚拟现实中的缩放效果,以提高帕金森病(PD)用户的覆盖范围。PD患者的活动范围有限,通常是由于姿势稳定性受损。我们研究了虚拟现实(VR)如何在VR暴露期间和之后提高可达性。参与者们玩了一个虚拟现实游戏,在游戏中,他们穿过腹部,砸碎扔向他们的水球。气球投掷的距离根据成功或失败而增加或减少。他们对距离的感知和他们的手在三种平衡的条件下进行缩放:未缩放(尺度= 0.83),未缩放(尺度= 1)和过度缩放(尺度= 1.2),其中缩放值是他们在虚拟环境(VE)中感知的虚拟距离与他们的实际距离之间的比率。在每个研究条件下,测量6个数据- 1。《Real World Reach》(曝光前);虚拟现实基线达到,3。虚拟现实非缩放范围,4。规模不足,5分。6.规模过大;Real World Reach(曝光后)。我们的研究结果表明,在虚拟现实中缩放一个人的运动可以帮助提高覆盖面。因此,我们建议在帕金森病患者的VR游戏中加入缩放因子。
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引用次数: 0
ARCoD: A Serious Gaming Approach to Measure Cognitive Distortions ARCoD:衡量认知扭曲的严肃游戏方法
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978556
Rifat Ara Tasnim, Farjana Z. Eishita
Cognitive Distortion, defined as erroneous and in-accurate thoughts [4] can cause fatal mental impairment. Identifying the presence of cognitive distortions is the fundamental initiative to treat mental health disorders such as anxiety and depression. As a consequence of COVID-19 and the other changes in social aspects, there is an escalation in the number of patients with mental illness. Although there are abundant effective psychotherapy strategies available, a substantial number of people avoid them due to misconceptions and stigma. Serious games can be a feasible solution to purvey mental healthcare to a significant percentage of people. The availability of smartphones unveils the opportunity to provide therapeutic facilities via digital gaming. Technology like Augmented Reality with its interactive features, has unlocked numerous opportunities in the mental health domain. In this paper, we have remodeled our previously proposed game, ARCoD, accessible on smartphones to measure Cognitive Distortions. We hypothesized that, through this game, it is possible to assess the level of 5 different Cognitive Distortions (Arbitrary Inference, Catastrophizing, Black and White Thinking, Emotional Reasoning, and Labeling) in an individual playing the game. The experimental outcome demonstrates that the level of Cognitive Distortions assessed from the game is exceedingly similar to the measurement accumulated from an established scale-Cognitive Distortion Scale (CDS).
认知扭曲,定义为错误和不准确的想法[4],可导致致命的精神损伤。识别认知扭曲的存在是治疗焦虑和抑郁等精神健康障碍的基本举措。由于2019冠状病毒病和其他社会方面的变化,精神疾病患者人数不断增加。虽然有大量有效的心理治疗策略,但由于误解和耻辱,相当多的人避免使用它们。严肃游戏可以成为向很大一部分人提供心理健康的可行解决方案。智能手机的普及为通过数字游戏提供治疗设施提供了机会。增强现实等具有交互功能的技术为心理健康领域带来了无数机会。在本文中,我们重塑了之前提出的游戏《ARCoD》,并将其移植到智能手机上以测量认知扭曲。我们假设,通过这个游戏,可以评估一个玩游戏的人的5种不同的认知扭曲(任意推理、灾难化、黑白思维、情感推理和标签)的水平。实验结果表明,从游戏中评估的认知扭曲水平与从已建立的量表-认知扭曲量表(CDS)中积累的测量结果非常相似。
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引用次数: 0
Virtual Reality Video Game for Depression Awareness 抑郁症意识的虚拟现实视频游戏
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978304
Francisco Morim, E. Oliveira, Cátia Braga, N. F. Rodrigues
Depression is a mental disease that affects over 264 million people worldwide and is responsible for causing great suffering, work dysfunction, faulty education, family relationships and can lead to suicide. Depression stigma prevents over half of the people who suffer from major depression from seeking professional help. Stigma mostly results from a deficient understanding of the mental disease. Research indicates that first-hand experiences of the perceptions of an individual diagnosed with a mental disorder in a simulated virtual reality environment can increase empathy and positive attitudes towards the individual. Interactive VR experiences have been described as a human-computer interface that enables users to immerse themselves in a computer generated, multi-dimensional environment. This project aims at examining the impact of a VR-assisted experience on reducing stigma and increase empathy towards individuals with depression. Following a methodology based on well-established results from psychology about common depression misunderstandings, we present a VR experience that simulates some of the most common difficulties encountered by people diagnosed with depression.
抑郁症是一种精神疾病,影响着全球超过2.64亿人,它会造成巨大的痛苦、工作障碍、错误的教育、家庭关系,并可能导致自杀。抑郁症的耻辱感阻止了一半以上的重度抑郁症患者寻求专业帮助。耻辱感主要源于对精神疾病缺乏了解。研究表明,在模拟的虚拟现实环境中,对被诊断为精神障碍的个体的感知的第一手体验可以增加对个体的同理心和积极态度。交互式虚拟现实体验被描述为一种人机界面,使用户能够沉浸在计算机生成的多维环境中。该项目旨在研究vr辅助体验对减少耻辱感和增加对抑郁症患者的同情的影响。根据心理学关于常见抑郁症误解的成熟结果,我们提出了一种VR体验,模拟了抑郁症患者遇到的一些最常见的困难。
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引用次数: 0
An Interactive Story Decision-Making Game for Mental Health Awareness 心理健康意识的互动故事决策游戏
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978592
M. A. F. Rodrigues, Thiago R. C. de Oliveira, Daniel L. de Figueiredo, Edilson O. Maia Neto, Alexandre A. A. Akao, Guilherme H. M. de Lima, Vitoria L. N. Silva, Anderson L. Karl
Few studies apply digital games to grow awareness about mental disorders, such as depression and social isolation. In this work, aiming to increase mental health awareness and focusing on self-care as a form of prevention, we present COEX-IST, a short, interactive story decision-making game experience for mental health. The narrative is about a socially isolated person at home suffering from depression, built from the personal experiences of undergraduate students during the pandemic. Most of them expressed severe levels of depression and anxiety due to restricted social interactions. As the game unfolds, the player can learn more about depression, the character's thoughts and feelings, and the story's context. Decisions have weight; thus, players must carefully weigh the consequences of their choices.
很少有研究利用数字游戏来提高人们对精神障碍(如抑郁症和社交孤立)的认识。在这项工作中,旨在提高心理健康意识和关注自我保健作为一种预防形式,我们提出了COEX-IST,一个简短的,互动故事的心理健康决策游戏体验。故事讲述的是一个在家中被社会孤立的人患有抑郁症的故事,故事取材于大流行期间本科生的个人经历。由于社交活动受限,他们中的大多数人表现出严重的抑郁和焦虑。随着游戏的展开,玩家可以了解更多关于抑郁、角色的想法和感受以及故事背景的内容。决策是有分量的;因此,玩家必须仔细权衡自己选择的后果。
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引用次数: 2
Estimating Workload from Heart Rate and Game Precision in Exergames 运动游戏中基于心率和游戏精度的工作量估算
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978595
Fenja T. Bruns, F. Wallhoff
Exergames aim to improve or maintain the user's physical and mental performance. However, to ensure an effective training while standing, users should be in a flow state in which they do not feel any effort or strain. For this purpose, the game should adapt to the player's emotional state. Therefore, a study is conducted to this treatise measuring workload and emotional state using heart rate and achieved hit accuracy at different difficulty levels to test the feasibility of these measurements in exergames. The discretely measurable data are combined with subjective assessments of users to gain insight into a correlation with individually perceived workload. A user study is adjoined in which a significant correlation (p<0.05) between the objective data (heart rate and error rate) and the subjective gaming experience can be observed. In addition, statistically significant differences are found between difficulty levels and data.
运动游戏旨在提高或保持用户的身体和精神表现。然而,为了确保站立时的有效训练,使用者应该处于一种心流状态,在这种状态下,他们不会感到任何努力或紧张。为此,游戏应该适应玩家的情绪状态。因此,我们对这篇论文进行了研究,使用心率来测量工作量和情绪状态,并在不同的难度水平下取得了命中率,以检验这些测量在运动游戏中的可行性。离散的可测量数据与用户的主观评估相结合,以深入了解与个人感知工作量的相关性。在用户研究中,可以观察到客观数据(心率和错误率)与主观游戏体验之间的显著相关性(p<0.05)。此外,难度等级和数据之间存在统计学上的显著差异。
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引用次数: 2
Utility of Breathing Rate in Estimation of Ventilatory Thresholds 呼吸频率在通气阈值估计中的应用
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978306
K. Rathore, B. Vaishali, Deepak Vagish, V. Sricharan, S. Preejith, M. Sivaprakasam
Ventilatory Threshold (VT1) has lately been a key parameter for traction of the respiratory physiological state of the athletes. Though conventional method like capnography provides accurate detection of VT1 episode, its utility is limited to lab settings. Thus there is a requirement to detect the same through wearable devices due to its application in real-world settings, using parameters coming out from the same such as Heart Rate (HR), Breathing Rate (BR), etc. The most popular parameter currently in use to determine VT1 threshold is HR through Detrended Fluctuation Analysis (DFA). However, HR measurements are often susceptible to motion artifacts that would bias the DFA results due to high movement activities. Thus, in this paper we have explored the utility of BR to compute VT1, due to its resistance to motion artifacts. We have used DFA to calculate the same obtained from the Gas Based Method. We further validated the model by doing a feasibility check using the Respiratory Inductance Plethysmography (RIP). We observed an increase in BR and a decrease in alpha range with successive incremental workloads. The $alpha_{br}$ obtained using DFA marked the episode of VT1 at $alpha=0.75$ as evidenced in HR measurements. We have presented a Bland Altman analysis, to evaluate the effectiveness of BR to determine VT1, using the reference device (based on the Gas Analysis Method) and wearable device (based on RIP). The experimental evaluation showed agreement between the reference VT1 and the estimated VT1 derived from BR with close to 100% BRVT1 point lying inside the limit of agreement.
近年来,通气阈(VT1)已成为衡量运动员呼吸生理状态的重要指标。虽然传统的方法,如血管造影提供准确的检测VT1发作,其效用仅限于实验室设置。因此,由于其在现实环境中的应用,需要通过可穿戴设备检测相同的参数,如心率(HR),呼吸频率(BR)等。目前用于确定VT1阈值的最常用参数是通过去趋势波动分析(DFA)的HR。然而,HR测量通常容易受到运动伪影的影响,由于高运动活动,这些伪影会使DFA结果产生偏差。因此,在本文中,我们探索了BR的效用来计算VT1,由于它对运动伪影的抵抗。我们用DFA计算了由气基法得到的相同的结果。我们通过使用呼吸电感体积描记仪(RIP)进行可行性检查进一步验证了该模型。随着工作量的不断增加,我们观察到BR的增加和alpha范围的减少。使用DFA获得的$alpha {br}$标记VT1的发作在$alpha=0.75$,这在HR测量中得到了证明。我们提出了Bland Altman分析,使用参考设备(基于气体分析方法)和可穿戴设备(基于RIP)来评估BR确定VT1的有效性。实验评价表明,参考VT1与由BR得到的估计VT1一致,接近100%的BRVT1点在一致的范围内。
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引用次数: 0
期刊
2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)
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