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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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Virtual and Augmented Reality Applications for Promoting Safety and Security: A Systematic Review 虚拟和增强现实在促进安全和安保方面的应用:系统综述
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978597
Joseph Orji, Amelia Hernandez, Biebelemabo Selema, Rita Orji
Virtual reality (VR) and augmented reality (AR) are known to offer an immersive environment that serves as a valuable tool in various domains such as education, health and wellness, and gaming. Due to its relevance in many areas, it is a technology worth exploring for promoting safety and security. This paper presents the results of a systematic review of the past 6 years of research (2016–2021) in the field of VR and AR for promoting safety and security. The goal is to (1) uncover the success and effectiveness of VR/AR technology in promoting safety and security, (2) identify the persuasive strategies employed in VR/AR for promoting safety and security, (3) uncover the limitations of existing AR/VR technology for promoting safety and security, and (4) discuss the prospects of VR/AR in promoting safety and security and recommend opportunities for future. To identify relevant papers, we searched 4 popular databases and screened them using a set of eligibility criteria included in the final review. The results showed that 26 of the papers indicated a successful outcome while 5 papers indicated a partially successful outcome with respect to promoting safety and security. Rehearsal and Self-monitoring strategies emerged as the most frequently used persuasive strategy in AR and VR applications for designs promoting safety and security.
众所周知,虚拟现实(VR)和增强现实(AR)可以提供身临其境的环境,在教育、健康、游戏等各个领域都是有价值的工具。由于其在许多领域的相关性,它是一项值得探索的技术,以促进安全和保障。本文介绍了过去6年(2016-2021年)在VR和AR领域促进安全和保障的研究的系统回顾结果。目标是(1)揭示VR/AR技术在促进安全和保障方面的成功和有效性,(2)确定VR/AR在促进安全和保障方面采用的有说服力的策略,(3)揭示现有AR/VR技术在促进安全和保障方面的局限性,以及(4)讨论VR/AR在促进安全和保障方面的前景并推荐未来的机会。为了确定相关论文,我们检索了4个流行的数据库,并使用最终审稿中包含的一套资格标准对其进行筛选。结果表明,在促进安全和保障方面,26篇论文表示成功的结果,5篇论文表示部分成功的结果。预演和自我监控策略是AR和VR应用中最常用的说服策略,用于促进安全和保障的设计。
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引用次数: 0
MRNet - A Deep Learning Based Multitasking Model for Respiration Rate Estimation in Practical Settings MRNet -一种基于深度学习的多任务模型,用于实际设置中的呼吸速率估计
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978572
K. Rathore, V. Sricharan, S. Preejith, M. Sivaprakasam
The explosion of unobtrusive wearable technology has made seamless data aggregation possible, ultimately improving preventive care and diagnosis. Amidst all these burgeoning data points, the respiratory rate remains a crucial descriptor of health, well-being, and performance. While the traditional modes of measurement are accurate, they remain impractical for long-term respiratory rate measurement in an ambulatory setting. Interestingly, respiratory rate can be estimated from physiological signals like Electrocardiogram, Photoplethysmogram, and accelerometer waveforms. While respiration rate estimation from these methods is accurate when the subject is at rest, the estimation is thrown off by motion artifacts and a relatively poor signal-to-noise ratio during ambulatory movement. Addressing this issue, this work presents a novel Deep Learning-based multitasking network that jointly predicts both respiratory rate and the respiratory waveform, thus aiding in an overall reduction in error scores during various activities, including walking, running, etc. Apart from comparisons against the previous state-of-the-art approaches, this work thoroughly discusses the practical aspects of adopting a Deep Learning approach during inference and briefly alludes to the tradeoff between time complexity, parameter counts, and accuracy. While the proposed approach improved overall estimation accuracy, it inevitably requires more parameters and runtime than a traditional approach.
不引人注目的可穿戴技术的爆炸式增长使无缝数据聚合成为可能,最终改善了预防保健和诊断。在所有这些迅速增长的数据点中,呼吸频率仍然是健康、幸福和表现的关键描述符。虽然传统的测量模式是准确的,他们仍然不切实际的长期呼吸率测量在动态设置。有趣的是,呼吸频率可以通过生理信号如心电图、光电容积图和加速度计波形来估计。当受试者处于静止状态时,这些方法的呼吸速率估计是准确的,但在动态运动期间,运动伪影和相对较差的信噪比会导致估计误差。为了解决这个问题,这项工作提出了一种新颖的基于深度学习的多任务网络,该网络可以联合预测呼吸频率和呼吸波形,从而帮助整体减少各种活动(包括步行,跑步等)中的错误分数。除了与以前最先进的方法进行比较外,本工作还深入讨论了在推理过程中采用深度学习方法的实际方面,并简要地提到了时间复杂性,参数计数和准确性之间的权衡。虽然该方法提高了总体估计精度,但与传统方法相比,它不可避免地需要更多的参数和运行时间。
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引用次数: 1
Identification of Human Centered Design Factors and their impact on Design of Cyber-Human training environments for orthopedic surgery 以人为本的设计因素识别及其对骨科手术网络人机训练环境设计的影响
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978301
Avinash Gupta, J. Cecil, M. Pirela-Cruz, S. Kennison
In this paper, an innovative cyber-human based design approach developed for a VR based orthopedic surgical training simulator is presented. The paper focuses on throwing light on Human Centered Computing (HCC) principles in the design of VR based training environments. HCC principles such as affordance, visual density and cognitive load have been used during the design process. A novel concept of dynamic affordance which is defined as a function of comprehension of the elements of a virtual environment is also discussed in the paper. The orthopedic surgical procedure in focus is the condylar plating surgery which is performed to treat the fractures of femur. Three training environments are also elaborated in the paper which are developed at varying levels of difficulty focusing on various steps of the condylar plating surgery. Challenge scenarios were also developed to assess skills acquisition of the users along with the pre and post-test based knowledge assessments. Furthermore, multiple variants of the environments are designed to assess the impact of HCC factors such as dynamic affordance, visual density and cognitive load on the comprehension, skills acquisition, and knowledge acquisition of the users. The results from such assessment activities conducted at two medical hospitals are also presented in this paper.
本文提出了一种基于虚拟现实的骨科外科训练模拟器的创新设计方法。本文重点介绍了基于VR的训练环境设计中以人为中心的计算(HCC)原理。在设计过程中使用了诸如可视性、视觉密度和认知负荷等HCC原则。本文还讨论了动态可视性的新概念,该概念被定义为对虚拟环境要素的理解的函数。骨科手术程序的重点是髁钢板手术,这是执行治疗股骨骨折。本文还详细介绍了三种不同难度的训练环境,重点介绍了髁突镀手术的各个步骤。还开发了挑战场景来评估用户的技能获取以及基于测试前和测试后的知识评估。此外,设计了多种不同的环境来评估HCC因素(如动态可视性、视觉密度和认知负荷)对用户理解、技能获取和知识获取的影响。本文还介绍了在两家医院进行的这种评估活动的结果。
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引用次数: 0
Markerless Motion Capture System to Detect Upper Limb Movement during Rehabilitation using Video Games 利用电子游戏检测康复过程中上肢运动的无标记动作捕捉系统
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978581
Kate McNamara, A. P. Bó, A. McKittrick, G. Tornatore, S. Laracy, Mathilde R. Desselle
This paper presents a method that analyzes the frequency and duration of upper limb movement during rehabilitation using video games. In particular, an algorithm based on markerless motion capture employs a video recorded from behind the user to segment and classify elbow flexion and extension and shoulder abduction and rotation. The proposed method was evaluated in a study involving participants during burn rehabilitation. Within the implemented protocol, participants used two video games, namely Beatsaber when using an Oculus Quest virtual reality headset and Wii Sports when using a Nintendo Wii. The results demonstrate the feasibility to employ markerless motion capture in the clinical environment. Limitations of this method were also highlighted.
本文提出了一种利用电子游戏分析康复过程中上肢运动频率和持续时间的方法。特别是,基于无标记动作捕捉的算法采用从用户身后录制的视频来分割和分类肘关节屈伸和肩部外展和旋转。在一项涉及烧伤康复参与者的研究中,对所提出的方法进行了评估。在实施的协议中,参与者使用两个视频游戏,即使用Oculus Quest虚拟现实耳机时使用《Beatsaber》,使用任天堂Wii时使用《Wii Sports》。结果表明,在临床环境中应用无标记动作捕捉是可行的。同时也强调了该方法的局限性。
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引用次数: 2
How a mRNA COVID-19 Vaccine works inside a Cell: A Virtual Reality Serious Game mRNA COVID-19疫苗如何在细胞内工作:虚拟现实严肃游戏
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978562
C. Berry, Kok Wai Wong, Guanjin Wang, Shri M. Rai, M. F. Shiratuddin
Vaccine hesitancy and uptake have been important issues in controlling the current COVID-19 pandemic in many regions around the globe, but the increase in vaccination rates has been slow or even halted in some countries. Therefore, people who have hesitated in getting the vaccine need to be addressed. One driver influencing vaccination uptake is closing the knowledge gap among the public by equipping them with a deeper understanding of how a vaccine works inside our cells to activate the immune system and develop immunity. Viral immunology is highly conceptual and requires an appreciation of molecular biology in the cell. To give individuals an intuitive awareness of the operation of a mRNA-type virus vaccine for COVID-19, we designed and developed a Virtual Reality (VR) based serious game called ‘Cell Traveler’. Through this innovative VR serious game, the player can control and interact with a sequence of critical real-life events inside a cell triggered by the injected mRNA COVID-19 vaccine. In this paper, we describe the prototype of the ‘Cell Traveler’. We utilize the concepts of serious game to create an experience to encourage students and the public to develop deeper mRNA vaccine knowledge through a memorable and fun experience.
在全球许多地区,疫苗犹豫和接种一直是控制当前COVID-19大流行的重要问题,但在一些国家,疫苗接种率的增长缓慢甚至停止。因此,需要解决那些对接种疫苗犹豫不决的人。影响疫苗接种的一个驱动因素是通过使公众更深入地了解疫苗如何在我们的细胞内激活免疫系统并产生免疫力,从而缩小公众之间的知识差距。病毒免疫学是高度概念性的,需要对细胞中的分子生物学有一定的了解。为了让个人直观地了解COVID-19 mrna型病毒疫苗的操作,我们设计并开发了一款基于虚拟现实(VR)的严肃游戏,名为“细胞旅行者”。通过这款创新的VR严肃游戏,玩家可以控制由注射的mRNA COVID-19疫苗触发的细胞内一系列关键的现实事件并与之互动。在本文中,我们描述了“细胞旅行者”的原型。我们利用严肃游戏的概念来创造一种体验,鼓励学生和公众通过难忘和有趣的体验来发展更深层次的mRNA疫苗知识。
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引用次数: 0
Towards a Gaze-Based Immersive Virtual Reality Game for Improving Visual Acuity with Amblyopia 一种基于注视的沉浸式虚拟现实游戏,用于改善弱视患者的视觉敏锐度
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978582
Rohan Jhangiani, Adrian Parrales, Daniel Chien, G. Wu, Sri Kurniawan, Aviv Elor
Amblyopia is the most common neurological eye disorder worldwide, decreasing vision in approximately 1–5% of the global population. To reduce this loss of visual acuity, occlusion therapy is often beneficial for people with Amblyopia, yet this conventional rehabilitation method often suffers from low compliance and adherence rates due to its repetitive nature. Immersive Virtual Reality (iVR) applied to occlusion therapy games has a unique potential to engage players and stimulate their visual acuity. Advances in modern untethered Head-Mounted Display (HMD) systems that increase the accessibility of iVR open up new opportunities for more significant serious games interventions with Amblyopia. To this end, this paper investigates Project Star Catcher, a novel serious iVR HMD exergame refactored as a short 3-minute gaze-based color-matching intervention, and examined the game's effects on the vision of adults with Amblyopia. We present a pilot study [N=51 adults with Amblyopia] that measures changes in LogMAR visual acuity between the serious game (moving a drone to catch shooting stars) vs placebo (moving a drone in an empty starry sky) and younger adults (under 39 years old) vs older adults (39+ years old) from a mean age split comparison between users. Our results suggest that 3-minutes of serious iVR gameplay with experiences such as Project Star Catcher can significantly improve near distance visual acuity by over a mean of 6.2 letters when compared to placebo. We also found that older adults improve their near-distance visual acuity seven times greater than younger adults from gameplay. This paper concludes with discussion and considerations on utilizing iVR HMD serious games for visual acuity and Amblyopia.
弱视是世界上最常见的神经性眼部疾病,全球约有1-5%的人口视力下降。为了减少这种视力损失,遮挡治疗通常对弱视患者有益,但由于其重复性,这种传统的康复方法往往具有较低的依从性和依从性。沉浸式虚拟现实(iVR)应用于闭塞治疗游戏具有独特的潜力,可以吸引玩家并刺激他们的视觉灵敏度。现代非系带头戴式显示器(HMD)系统的进步增加了iVR的可访问性,为弱视患者提供了更多重要的严肃游戏干预的新机会。为此,本文研究了《Project Star Catcher》,这是一款全新的严肃的iVR HMD游戏,它被重构为一个3分钟的基于凝视的颜色匹配干预,并研究了该游戏对弱视成人视力的影响。我们提出了一项试点研究[N=51名弱视成年人],测量了严肃游戏(移动无人机捕捉流星)与安慰剂(在空旷的星空中移动无人机)以及年轻人(39岁以下)与老年人(39岁以上)之间LogMAR视觉敏锐度的变化。我们的研究结果表明,与安慰剂相比,3分钟严肃的iVR游戏体验(如《Project Star Catcher》)可以显著提高近距离视力,平均提高6.2个字母。我们还发现,老年人通过游戏提高的近距离视力是年轻人的7倍。本文最后讨论了利用HMD严肃游戏治疗视力和弱视的问题。
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引用次数: 1
Assessing the capabilities of the HTC Vive as a tool to assess the risk of falling in older people 评估HTC Vive作为评估老年人跌倒风险工具的能力
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978560
J. Garcia, Juan Felipe Tenorio
Falls affect 1 in 3 seniors every year. This can lead to traumatic brain injuries, fractures, and even death. Being able to identify those at risk is imperative. In the past few years, game technologies such as the Xbox Kinect, Nintendo Wii, Dance Mats, among others, have shown to be very effective in discriminating fallers from non-fallers. In a prior study, the authors proposed a Virtual Reality-based system to assess the risk of falling in the senior community. In this paper, we explore the accuracy of this system by comparing it with a well-established fall risk assessment tool. More importantly, we also investigate the effects of using three different avatar visualization modes in delivering this test (top-down view, puppeteer view and first-person view). We hypothesized that: (1) the VR system would show high similarities to the original version of the test; and (2) altering the sense of presence of our subjects would allow them to fully immerse and concentrate on the assessment tasks resulting in more accurate diagnosis data. Results suggest that the proposed VR-based system was fairly accurate in computing the fall risk assessment test. Also, participants reported quicker reaction times in the VR system suggesting that the proposed tool offers higher levels of immersion and intuitiveness.
每年有三分之一的老年人摔倒。这会导致创伤性脑损伤、骨折,甚至死亡。能够识别那些处于危险中的人是必要的。在过去的几年里,Xbox Kinect、任天堂Wii、Dance Mats等游戏技术已经被证明在区分跌倒者和非跌倒者方面非常有效。在之前的一项研究中,作者提出了一个基于虚拟现实的系统来评估老年人跌倒的风险。在本文中,我们通过将该系统与一个完善的跌倒风险评估工具进行比较,来探讨该系统的准确性。更重要的是,我们还研究了使用三种不同的虚拟形象可视化模式(自上而下视角、木偶视角和第一人称视角)进行测试的效果。我们假设:(1)虚拟现实系统将显示出与原始版本测试的高度相似性;(2)改变受试者的存在感将使他们完全沉浸并专注于评估任务,从而获得更准确的诊断数据。结果表明,基于虚拟现实的系统在计算跌倒风险评估测试中是相当准确的。此外,参与者报告说,VR系统的反应时间更快,这表明拟议的工具提供了更高水平的沉浸感和直观性。
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引用次数: 0
Towards depression monitoring and prevention in older populations using smart wearables: Quantitative Findings 使用智能可穿戴设备监测和预防老年人抑郁症:定量研究结果
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978305
Fiza Mughal, W. Raffe, Peter Stubbs, J. Garcia
Depression has become a growing concern over the recent years. Since the start of the COVID-19 pandemic, depression among all age groups has increased significantly. As mental health is often stigmatized among older aged people, it is less openly discussed or treated. We propose a mental health monitoring approach that limits explicit user interaction, using Fitbit smartwatch data to determine depressive tendencies in older-aged people. We analysed physiological user data extracted from a Fitbit Alta HR device and use this data to train a machine learning model to detect depressive tendencies. While this is not a diagnostic tool, the aim is to identify physiological signs early on and direct the user toward professional medical guidance and treatment. We trained 19 predictive models on our dataset, the gradient boosting regressor outperformed all other models. The best performing model achieved at R-square of 0.32 although most models were poorly performing. Due to the limited sample size, there is a risk of model overfitting. Although these preliminary results are promising for one model, they would need to be replicated in a larger sample of older people, who exhibit a wider range of depressive tendencies.
近年来,抑郁症已成为人们日益关注的问题。自2019冠状病毒病大流行开始以来,所有年龄组的抑郁症患者都显著增加。由于心理健康在老年人中经常被污名化,因此较少公开讨论或治疗。我们提出了一种限制显性用户交互的心理健康监测方法,使用Fitbit智能手表数据来确定老年人的抑郁倾向。我们分析了从Fitbit Alta HR设备中提取的生理用户数据,并使用这些数据来训练机器学习模型来检测抑郁倾向。虽然这不是一个诊断工具,但其目的是在早期识别生理症状,并指导用户进行专业的医疗指导和治疗。我们在我们的数据集上训练了19个预测模型,梯度增强回归器优于所有其他模型。虽然大多数模型表现不佳,但表现最好的模型达到了0.32的r平方。由于样本量有限,存在模型过拟合的风险。虽然这些初步结果对一个模型来说很有希望,但它们需要在更大的老年人样本中得到复制,因为老年人表现出更广泛的抑郁倾向。
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引用次数: 0
A Robotic and Game-Based Framework for Assisted Upper Limb Rehabilitation 基于机器人和游戏的上肢辅助康复框架
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978593
Vítor M. Oliveira, Diogo Pereira, Bruno Oliveira, Pedro Morais, D. Duque, J. Vilaça, António H. J. Moreira
Traditional rehabilitation methods tend to be tedious and repetitive, not only for the patient but also for the physiotherapist. Moreover, the exercises require the therapist to manually move the patient's affected limb continuously through many repetitions, which can become tiresome. Currently, the integration of robotic systems in rehabilitation is very promising as robots can reduce the therapist's workload while ensuring repeatability and can increase the intensity of the exercises in a controlled manner. Also, the use of games and VR has been an attractive solution to motivate and increase the commitment of patients during extended periods of rehabilitation. This paper presents a framework that connects a robotic arm with the Unity3D game engine for robot assisted upper limb rehabilitation with game-based elements. The framework response time was tested in three network configurations with increased stress levels to verify if it is secure and robust for medical use. Results show that in the worst case, the framework's average delay is 80ms and reacts to communication errors at max 300ms. The framework shows that it is viable to integrate in a medical environment using a direct connection. Precautions need to be taken if it is placed in a public network, as results show that the more side-traffic there is, the higher and more unpredictable the response time becomes.
传统的康复方法往往是繁琐和重复的,不仅对病人,而且对物理治疗师。此外,这些练习需要治疗师通过多次重复不断地手动移动患者受影响的肢体,这可能会变得令人厌倦。目前,机器人系统在康复中的集成是非常有前途的,因为机器人可以减少治疗师的工作量,同时确保可重复性,并可以以可控的方式增加锻炼的强度。此外,在长期康复期间,使用游戏和VR是一种有吸引力的解决方案,可以激励和增加患者的承诺。本文提出了一种连接机械臂与Unity3D游戏引擎的框架,用于机器人辅助上肢康复,并结合游戏元素。在三种压力水平更高的网络配置中测试了框架的响应时间,以验证它是否安全可靠,适合医疗用途。结果表明,在最坏的情况下,框架的平均延迟为80ms,对通信错误的反应最大为300ms。该框架表明,使用直接连接集成到医疗环境中是可行的。如果放置在公共网络中,则需要采取预防措施,因为结果表明,侧流量越多,响应时间越高,越不可预测。
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引用次数: 0
Design of exergames controlled by wearable devices for sensorimotor skills: a framework proposal 传感运动技能可穿戴设备控制的运动游戏设计:框架方案
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978550
Daniel Rogerio de Matos Jorge Ferreira, Tiago Franca Melo de Lima, Gilda Aparecida de Assis, Eurico L. P. Ruivo, Bruno da Silva Rodrigues, A. G. Corrêa
The application of serious games in health has great potential, but it also presents some challenges. One of them is the effective combination of game design and development aspects with the therapeutic activities aimed at prevention, diagnosis, and motor rehabilitation. Aiming to help people with sensory-motor disabilities to acquire, recover or maintain their range of motion, wearable devices with sensors can be incorporated into the design to estimate and measure kinematic and dynamic parameters. The use of wearable technologies brings potential benefits in supporting therapeutic exercises but also increases the challenge, as it will require finding a proper balance between the particularities of the sensors, the game design, and the protocols established by health professionals. Many parameters associated with muscle biosignals, such as speed, joint angles, body gravity center, reaction forces, tremor, and overall progress of patients, can be obtained using wearable devices. However, their use combined with serious games for sensory-motor rehabilitation requires proper mapping of the signals acquired through the sensors into useful metrics to support therapists in treatment planning and monitoring the patient's evolution, and how both will be linked into the game design. In this paper, we present the conception of a framework to support the design of serious games controlled by wearable technologies that aim to assist healthcare professionals with sensory-motor skills rehabilitation of their patients.
严肃游戏在健康领域的应用潜力巨大,但也存在一些挑战。其中之一便是将游戏设计和开发与旨在预防、诊断和运动康复的治疗活动有效结合起来。为了帮助有感觉运动障碍的人获得、恢复或维持他们的活动范围,可以在设计中加入带有传感器的可穿戴设备,以估计和测量运动学和动力学参数。可穿戴技术的使用在支持治疗性锻炼方面带来了潜在的好处,但也增加了挑战,因为它需要在传感器的特殊性、游戏设计和卫生专业人员建立的协议之间找到适当的平衡。许多与肌肉生物信号相关的参数,如速度、关节角度、身体重心、反作用力、震颤、患者整体进展等,都可以通过可穿戴设备获得。然而,将它们与用于感觉-运动康复的严肃游戏结合使用,需要将通过传感器获得的信号适当映射为有用的指标,以支持治疗师制定治疗计划和监测患者的发展,以及如何将两者联系到游戏设计中。在本文中,我们提出了一个框架的概念,以支持由可穿戴技术控制的严肃游戏的设计,旨在帮助医疗保健专业人员恢复患者的感觉运动技能。
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引用次数: 0
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2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)
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