Pub Date : 2022-08-10DOI: 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.
{"title":"Evaluation of the V-Arcade serious games framework to support upper limbs rehabilitation at home for children with Juvenile Idiopathic Arthritis","authors":"Eleonora Chitti, N. Borghese, Federica Anello, P. Lanzi, F. Corona, G. Filocamo, M. Foà, A. Petaccia, Amalia Lopopolo","doi":"10.1109/SEGAH54908.2022.9978554","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978554","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"131 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124249975","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 : 2022-08-10DOI: 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.
{"title":"Development, fabrication and evaluation of textile electrodes for EDA measurements","authors":"M. Janka, Johanna Kujala, T. Helminen, A. Kylliäinen, J. Virkki","doi":"10.1109/SEGAH54908.2022.9978571","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978571","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114355858","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 : 2022-08-10DOI: 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.
{"title":"A Preliminary Comparison between Traditional and Gamified Leg Agility Assessment in Parkinsonian Subjects","authors":"G. Amprimo, Giulia Masi, Claudia Ferraris, Gabriella Olmo, L. Priano","doi":"10.1109/SEGAH54908.2022.9978557","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978557","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"97 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124508720","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 : 2022-08-10DOI: 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.
{"title":"Virtual, Augmented, and Mixed Reality Interventions for Physical Activity: A Systematic Review","authors":"I. Odenigbo, J. Reen, Chimamaka Eneze, Aniefiok Friday, Rita Orji","doi":"10.1109/SEGAH54908.2022.9978564","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978564","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132511313","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 : 2022-08-10DOI: 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。
{"title":"Use of Scaling to Improve Reach in Virtual Reality for People with Parkinson's Disease","authors":"Sharif Mohammad Shahnewaz Ferdous, Andrew Michael, Tanvir Irfan Chowdhury, J. Quarles","doi":"10.1109/SEGAH54908.2022.9978555","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978555","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128827586","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 : 2022-08-10DOI: 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).
{"title":"ARCoD: A Serious Gaming Approach to Measure Cognitive Distortions","authors":"Rifat Ara Tasnim, Farjana Z. Eishita","doi":"10.1109/SEGAH54908.2022.9978556","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978556","url":null,"abstract":"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).","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125567938","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 : 2022-08-10DOI: 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.
{"title":"Virtual Reality Video Game for Depression Awareness","authors":"Francisco Morim, E. Oliveira, Cátia Braga, N. F. Rodrigues","doi":"10.1109/SEGAH54908.2022.9978304","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978304","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132763155","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 : 2022-08-10DOI: 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.
{"title":"An Interactive Story Decision-Making Game for Mental Health Awareness","authors":"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","doi":"10.1109/SEGAH54908.2022.9978592","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978592","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116777227","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 : 2022-08-10DOI: 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.
{"title":"Estimating Workload from Heart Rate and Game Precision in Exergames","authors":"Fenja T. Bruns, F. Wallhoff","doi":"10.1109/SEGAH54908.2022.9978595","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978595","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128593454","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 : 2022-08-10DOI: 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.
{"title":"Utility of Breathing Rate in Estimation of Ventilatory Thresholds","authors":"K. Rathore, B. Vaishali, Deepak Vagish, V. Sricharan, S. Preejith, M. Sivaprakasam","doi":"10.1109/SEGAH54908.2022.9978306","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978306","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127851275","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}