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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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Assessing Virtual Reality's potential to influence emotional states from negative to provide an instant positive effect 评估虚拟现实影响情绪状态的潜力,从消极到提供即时的积极影响
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978579
Mathu Chockalingam, Avinash Singh
Human beings' emotional states are strong yet delicate where any trigger of any size can cause it to reverse/worsen instantly into an uncontrollable state, such as a Panic attack. Panic Attacks are an episode of heightened negative emotions that causes difficulty in breathing, increased heartbeat and shaking to name a few. This study explores Virtual Reality (VR), an immersive technology, as a solution to manipulate emotional states from negative to provide an instant positive effect, instant being at 10 seconds for this study. By experimenting on nine participants who went through two negative and positive scenarios, their heart rate, as they changed from negative to positive scenario were analyzed. The findings proved to be fruitful as all participants experienced a decrease in heart rate, at least in one of the markers set at either 10 seconds or 1 minute. This study is an initial step with positive outcomes that VR does have the potential to manipulate and influence emotional states from negative to positive instantly.
人类的情绪状态是强烈而脆弱的,任何大小的触发都可能导致它立即逆转/恶化到无法控制的状态,比如恐慌发作。恐慌发作是一种负面情绪加剧的发作,会导致呼吸困难、心跳加快和颤抖等等。本研究探索虚拟现实(VR),一种沉浸式技术,作为一种解决方案,操纵情绪状态从消极到提供即时的积极效果,即时为10秒的研究。通过对9名参与者进行实验,他们经历了两种消极和积极的场景,分析了他们从消极到积极的场景变化时的心率。结果证明,所有参与者都经历了心率下降,至少在10秒或1分钟的标记中有一个。这项研究是具有积极结果的第一步,VR确实有可能操纵和影响情绪状态,从消极到积极的瞬间。
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引用次数: 0
Remote Guided Robotics via Leap Motion and Mixed Reality 基于跳跃运动和混合现实的远程引导机器人
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978587
J. Méndez, R. Aplin, Yu-Kai Wang
The global teleoperation and telerobotics market is projected to reach $98.3billion (USD) by 2027. With the benefits of 5G coverage almost anywhere in the world will allow teleoperated robots to be implemented globally via the cloud. Remote Guided Robotics has excellent potential in existing markets, attempting to remove operators from dangerous tasks and providing access to labour in remote areas, where labour is scarce. This research introduces a configuration of technology that reduces the knowledge gap of what is required to successfully achieve high accuracy and realistic control of a robot in real-time. The system implemented in this paper utilises an infrared camera from Leap Motion to capture and track hand gestures and movements, a Kuka 6 DOF robot and software packages to follow the hand movements from the UltraLeap Leap Motion Controller (LMC) in real-time, and an HTC VR headset for a mixed reality experience where two cameras are placed in the robot work-cell to send back a 3D stereoscopic image to allow the operator to have an immersed experience when remotely controlling the robot. The system proved to have a repeatability of approx. $pm mathbf{10}mathbf{mm}$, and an accuracy of 0.1mm. The gripper was able to successfully pick up 86% of the time, with a final test of gripping an item and guiding it through a bandsaw at an average rate of 24.2 seconds. Testings and simulations completed in this paper outline the level of accuracy and repeatability of the remote guide robotic system. This teleoperated robotic system has the ability to protect operators' safety and meet the explosive growth of needs in the various industries.
到2027年,全球远程操作和远程机器人市场预计将达到983亿美元。凭借5G覆盖全球几乎任何地方的优势,远程操作机器人将通过云在全球范围内实施。远程引导机器人在现有市场上具有极好的潜力,它试图将操作员从危险任务中移除,并在劳动力稀缺的偏远地区提供劳动力。本研究介绍了一种技术配置,该技术减少了成功实现高精度和实时逼真控制机器人所需的知识差距。本文实现的系统利用红外摄像头从跳跃运动捕获和跟踪手势和动作,库卡6自由度机器人的手部运动和软件包UltraLeap跳跃运动控制器(LMC)实时和HTC VR耳机混合现实经验两个摄像头在哪里放置在机器人工作单元发回一个3 d立体图像,以允许操作符有一个沉浸体验当远程控制机器人。该系统被证明具有近似的重复性。$pm mathbf{10}mathbf{mm}$,精度为0.1mm。在最后的测试中,握住一个物品并引导它通过带锯,平均速度为24.2秒。本文完成的测试和仿真概述了远程引导机器人系统的精度和可重复性水平。这种远程操作机器人系统具有保护操作人员安全的能力,能够满足各行业爆炸式增长的需求。
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引用次数: 0
Gaming Disorder, Family Satisfaction and Quality of Life in Dota 2 Gamers: Some Preliminary Results 《Dota 2》玩家的游戏障碍、家庭满意度和生活质量:一些初步结果
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978580
J. Ramos-Diaz, Roberto Cotrina-Portal, Claudia Guevara-Cordero, Rosmery Ramos-Sandoval, M. Griffiths
The World Health Organization recognized Gaming Disorder as an official disorder in the 11th revision of the International Classification of Diseases. Since then, the gaming disorder field has demanded studies that explore this phenomenon by examining social factors, environmental variables and cultural differences. This paper analyses the extent to which family satisfaction and quality of life domains predicts Gaming Disorder among Peruvian gamers. To answer this question, a large sample size of Defense of the Ancients 2 (DOTA 2) players completed several questions regarding socio-demographics and gaming patterns. In addition, they completed the Ten-Item Internet Gaming Disorder Test and the abbreviated World Health Organization Quality of Life Questionnaire. The results showed a significant small effect from the psychological and environmental domain in Gaming Disorder. Results also showed that family satisfaction was not a significant predictor of problematic gaming. This study emphasizes the need to take into account the impact of family characteristics along with mental health and the context of where problematic gamers may live. Recommendations for future research and gaming companies are also provided.
世界卫生组织在第11版《国际疾病分类》中将游戏障碍列为官方疾病。从那时起,游戏障碍领域就要求研究人员通过考察社会因素、环境变量和文化差异来探索这一现象。本文分析了秘鲁玩家的家庭满意度和生活质量领域预测游戏障碍的程度。为了回答这个问题,我们调查了大量《Defense of the Ancients 2》(DOTA 2)玩家,他们完成了几个关于社会人口统计和游戏模式的问题。此外,他们还完成了十项网络游戏障碍测试和简略的世界卫生组织生活质量问卷。结果显示,心理和环境领域对游戏障碍的影响很小。结果还显示,家庭满意度并不是问题游戏的重要预测因素。这项研究强调,有必要考虑到家庭特征、心理健康和问题玩家可能生活的环境的影响。本文还为未来的研究和游戏公司提供了建议。
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引用次数: 0
Face and Content Validation of Food Safety Training in Virtual Reality (VR) 虚拟现实(VR)环境下食品安全培训的人脸与内容验证
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978588
L. Lee, Harris J. Nisar, Jimmy D. Roberts, Jeff Blackford, T. Kesavadas
Virtual reality (VR) technologies can enhance learning activities with high levels of fidelity and interactive features in an immersive environment. With the ability to transport users into the virtual world, it has the potential to be a powerful tool in training and education. Here, we propose using VR in practical applications as a training mechanism for food safety. The curriculum implemented in training encompasses real-world learning parameters of food safety protocols for handling foods presented in a 360-degree video with interactive content (media and questions). This study was conducted with 15 expert participants in public health to evaluate the content and face validity of the technology. The preliminary research conducted here shows that this food safety application is usable and satisfactory. Future work will reach novice individuals inexperienced in how to handle food safely.
虚拟现实(VR)技术可以在沉浸式环境中以高保真度和交互性增强学习活动。凭借将用户带入虚拟世界的能力,它有可能成为培训和教育领域的强大工具。在此,我们建议在实际应用中使用VR作为食品安全培训机制。培训中实施的课程包括处理食品的食品安全协议的实际学习参数,以360度互动内容(媒体和问题)视频呈现。这项研究由15名公共卫生专家参与,以评估该技术的内容和表面有效性。初步研究表明,该方法在食品安全方面的应用是可行的、令人满意的。今后的工作将涉及那些对如何安全处理食品缺乏经验的新手。
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引用次数: 0
Persuasive Games for Physical Activity in App Stores: A Systematic Review 应用商店中关于体育活动的说服性游戏的系统评论
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978574
Chinenye Ndulue, Rita Orji
Persuasive games (PGs) are effective at motivating desired behaviour change using various strategies. Over the years, increasing research attention has been focused on developing PGs targeted at motivating behaviour change in various domains, including physical activity. This paper presents a systematic review of 45 PGs from app stores with the aim to: (1) deconstruct and highlight trends with respect to the persuasive strategies employed and the various ways the strategies were implemented; (2) examine for relationships between the strategies employed and games rating - effectiveness, (3) understand the effective genres for physical activity PGs and (3) uncover pitfalls of existing PGs. Our review showed that the liking strategy, which deals with making games visually attractive, is the most implemented persuasive strategy in physical activity PGs existing on app stores. We revealed that the three most popular genres for physical activity PGs are casual, simulation, and adventure. We found a negative correlation between the number of persuasive strategies employed and game effectiveness (app average rating) for PGs reviewed. Based on our findings, we offer suggestions for developing physical activity PGs that can effectively promote behaviour change.
劝导游戏(pg)在使用各种策略激励期望的行为改变方面是有效的。多年来,越来越多的研究关注于开发pg,旨在激励包括身体活动在内的各个领域的行为改变。本文对来自应用商店的45款pg进行了系统回顾,目的是:(1)解构和强调所采用的说服策略的趋势以及实施策略的各种方式;(2)研究所采用的策略与游戏评级有效性之间的关系,(3)了解体育活动类pg的有效类型,(3)发现现有pg的陷阱。我们的调查显示,让游戏具有视觉吸引力的“喜欢”策略是应用商店中体力类pg游戏中最具说服力的策略。我们发现三种最受欢迎的体育类pg游戏类型是休闲、模拟和冒险。我们发现pg所采用的说服策略数量与游戏效率(游戏邦注:即应用平均评分)之间存在负相关关系。基于我们的发现,我们为开发能够有效促进行为改变的体育活动pg提供了建议。
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引用次数: 0
myHealth: a Mobile App for Home Muscle Rehabilitation myHealth:一个家庭肌肉康复的移动应用程序
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978561
Tiago Franco, P. Henriques, Paulo Alves, M. J. V. Pereira, Leonardo Sestrem, Paulo Leitão, Alfredo Silva
The constant loss of functional capacity due to aging can lead to a less active and dignified life, especially if the necessary care is not taken. One of the treatments for muscle rehabilitation is electrostimulation, but it may require two or three visits to the clinic per week. In this paper is proposed a mobile application that serves as a key for minimizing the number of visits to the clinic. The proposed treatment for muscle rehabilitation is through a wearable system that can provide electrostimulation at the patient's home. The developed application called myHealth will serve as the interface between the patient and the physician. Besides managing the treatment sessions, the app is also in charge of operating the wearable system during the session. Thus, the communication defined between the systems is flexible; some parameter can be adjusted during the session. In this way, algorithms that can improve treatment performance can be implemented in the future. The tests performed showed that the app could successfully execute all the steps of the proposed home treatment scenario.
由于衰老而导致的功能不断丧失可能导致生活不那么活跃和有尊严,特别是在没有采取必要护理的情况下。肌肉康复的一种治疗方法是电刺激,但它可能需要每周去诊所两到三次。在本文中,提出了一个移动应用程序,作为一个关键,以尽量减少访问诊所的数量。拟议的肌肉康复治疗是通过一种可穿戴系统,可以在患者家中提供电刺激。开发的名为myHealth的应用程序将充当病人和医生之间的接口。除了管理治疗过程,该应用程序还负责在治疗过程中操作可穿戴系统。因此,系统之间定义的通信是灵活的;某些参数可以在会话期间进行调整。通过这种方式,可以在未来实现可以提高治疗性能的算法。测试表明,该应用程序可以成功执行拟议的家庭治疗方案的所有步骤。
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引用次数: 0
ECG classification using Artificial Intelligence: Model Optimization and Robustness Assessment 基于人工智能的心电分类:模型优化和鲁棒性评估
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978589
Ines Escrivaes, Luís C. N. Barbosa, Helena R. Torres, Bruno Oliveira, J. Vilaça, P. Morais
The Electrocardiogram is one of the more complete exams for diagnosing pathologies regarding the cardiovascular system. Therefore, and based on the rudimentary methods of analyzing these exams in the past, computer-based approaches are now used in ECG analysis. Smart technology systems have been designed over time to diagnose cardiovascular conditions through ECG analysis. The current study evaluates the robustness and performance of one Artificial Intelligent (AI) system, based on a Convolutional Neural Network paired with a Multilayer Perceptron, to classify specific cardiac conditions in ECG signals. The paper assesses the robustness of the described AI model, by evaluating its performance in the classification of different classes. Moreover, it was studied the influence of the model's parameters in the result, namely: Train-Test split ratio, learning rate, optimization Algorithm, and a number of epochs. After finding the optimal parameterization configuration that translates into a higher and better accuracy of the system, the results suggested that heartbeat classification based on CNN+MLP architecture is robust and capable to deal with the class increase. Our goal is to use outcomes and intelligent systems to automatically process ECG signals, and to directly identify specific medical conditions, and, for that, we intend to study the influence of the parameter's variation and confirm its robustness to the variation of the database configuration.
心电图是诊断心血管系统病理的较全面的检查之一。因此,在过去分析这些检查的基本方法的基础上,现在以计算机为基础的方法用于心电图分析。随着时间的推移,智能技术系统被设计成通过心电图分析来诊断心血管疾病。目前的研究评估了一个人工智能(AI)系统的鲁棒性和性能,该系统基于卷积神经网络与多层感知器配对,用于对ECG信号中的特定心脏状况进行分类。本文通过评估其在不同类别分类中的表现来评估所描述的人工智能模型的鲁棒性。此外,研究了模型参数对结果的影响,即:训练-测试分割比、学习率、优化算法和多个epoch。结果表明,基于CNN+MLP架构的心跳分类具有鲁棒性,能够应对类的增加。我们的目标是利用结果和智能系统自动处理心电信号,并直接识别特定的医疗状况,为此,我们打算研究参数变化的影响,并确认其对数据库配置变化的鲁棒性。
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引用次数: 0
E-textiles Assisting Healthcare, Rehabilitation, and Well-being - To whom, for What, and How? 电子纺织品协助医疗保健、康复和福祉——服务对象、目的和方式?
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978598
Charlotta Elo, Emmi-Lotta Rauhala, T. Ihalainen, O. Buruk, Tanja Vihriälä, Erja Sipilä, Taru Kosonen, J. Virkki
The use of e-textiles in healthcare, rehabilitation, and well-being (referred here as assistive e-textiles) is spreading for its obvious benefits, such as monitoring of physiological signals and vital signs. Although there are versatile studies on individual applications of assistive e-textiles, there are not many that include in the design process a wide variety of stakeholders who have roles in development or use of assistive technology. To provide stakeholder-oriented design knowledge regarding the development of assistive e-textiles, we organized five multidisciplinary ideation workshops for 50 participants with different backgrounds and roles. Many distinct ideas were created that targets a diverse set of users from different age groups, ability levels and even for non-human actors. Participants came up with ideas related to work environment, rehabilitation, healthcare, and daily life. This article presents those findings and discusses how those can help designers and researchers in the field.
电子纺织品在医疗保健、康复和福祉方面的使用(这里称为辅助电子纺织品)因其明显的好处而得到广泛应用,例如监测生理信号和生命体征。虽然对辅助电子纺织品的个人应用进行了多方面的研究,但在设计过程中包括在开发或使用辅助技术方面发挥作用的各种利益相关者的研究并不多。为了在辅助电子纺织品的开发方面提供以利益相关者为导向的设计知识,我们为50名不同背景和角色的参与者举办了五场多学科创意研讨会。针对不同年龄段、能力水平甚至非人类的用户,我们创造了许多不同的想法。参与者提出了与工作环境、康复、医疗保健和日常生活有关的想法。本文介绍了这些发现,并讨论了这些发现如何帮助该领域的设计师和研究人员。
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引用次数: 2
ViTAWiN - Interprofessional Medical Mixed Reality Training for Paramedics and Emergency Nurses 针对护理人员和急救护士的跨专业医疗混合现实培训
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978566
Jonas Schild, Guillermo Carbonell, Anna Tarrach, Madeline Ebeling
Medical training can benefit from immersive technology such as multiuser virtual reality (VR) or mixed reality (MR). In this paper, we explore how such technology can be applied to interprofessional training settings, where students of two different professional groups, paramedics and emergency nurses, can train together on a shared case involving a burnt patient scenario. In order to support integration in existing real training environments, we further integrate a haptic simulation mannequin using a mixed reality approach. This paper presents a user study with 30 paramedic students and 14 nursing trainees. As a first, our evaluation involves the two user groups joining a mixed reality interprofessional medical training remotely from their respective training academies. While the results indicate good usability and presence effects at low simulator sickness, highlighting the potential of conjointly training multiple medical groups, we discuss the practical complexity of the setup and a potential currently limited in emotion fidelity, hardware comfort and stability of remote communication.
医疗培训可以受益于沉浸式技术,如多用户虚拟现实(VR)或混合现实(MR)。在本文中,我们探讨了如何将这种技术应用于跨专业培训环境,其中两个不同专业群体的学生,护理人员和急诊护士,可以在涉及烧伤患者场景的共享案例中一起培训。为了支持在现有真实训练环境中的集成,我们使用混合现实方法进一步集成触觉仿真模型。本文以30名护理专业学生和14名护理实习生为研究对象。首先,我们的评估涉及两个用户组从各自的培训学院远程参加混合现实跨专业医学培训。虽然结果表明在低模拟器疾病下具有良好的可用性和存在效果,突出了联合训练多个医疗团体的潜力,但我们讨论了设置的实际复杂性以及目前在情感保真度,硬件舒适性和远程通信稳定性方面的潜力。
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引用次数: 0
Exploring the Influence of Tech Savviness and Physical Activity in Older Adults Playing an Exergame 探索技术知识和体育活动对老年人玩游戏的影响
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978586
Sruti Subramanian, K. Moor, B. Vereijken, Y. Dahl, Dag Svanæs
Exergames are widely being used for various serious purposes such as training balance in older adults. However, despite the potential and growing attention given to such movement-based applications, there is lack of knowledge on how to design such technology for older adults while taking tech savviness and routine physical activity adequately into account. In this regard, the current paper reports on a qualitative case study with 6 healthy older adults. More concretely the study analyzed the older adults' (1) current use of electronic devices (i.e., smart phones and tablets) and software applications (i.e., email, net banking, mobile apps, and social media) (2) routine physical activities, and (3) exergaming competence. Results show that participants' tech savviness and routine physical activity did influence their exergaming performance. Overall, our findings suggest the importance of (1) designing for motivation based on preferences and influencing factors, (2) emphasizing the health benefits of playing the game, and (3) designing and endorsing exergames as a supplementary tool to healthy older adults' existing training regimens.
运动游戏被广泛用于各种严肃的目的,如训练老年人的平衡能力。然而,尽管这种基于运动的应用程序具有潜力并且受到越来越多的关注,但在充分考虑技术知识和日常身体活动的同时,如何为老年人设计这种技术还缺乏知识。在这方面,本文报告了对6名健康老年人的定性案例研究。更具体地说,该研究分析了老年人的(1)电子设备(如智能手机和平板电脑)和软件应用(如电子邮件、网上银行、移动应用程序和社交媒体)的当前使用情况(2)日常体育活动,以及(3)游戏能力。结果表明,参与者的科技知识和日常体育活动确实影响了他们的游戏表现。总的来说,我们的研究结果表明:(1)基于偏好和影响因素的动机设计的重要性;(2)强调玩游戏的健康益处;(3)设计和认可运动游戏作为健康老年人现有训练方案的补充工具。
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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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