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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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Impact of Posture on Heart Rate Variability of Individuals under Mental Workload Conditions 在精神负荷条件下,姿势对个体心率变异性的影响
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978565
Lavanya Govindan, Vaishali Balakarthikeyan, V. Sricharan, S. Preejith, M. Sivaprakasam
Professionals having desk jobs have reported increased levels of stress in recent times. A major reason for this can be attributed to sitting in poor postures for prolonged period of time. Maintaining such postures, especially under high mental workloads, may lead to reduced Heart Rate Variability (HRV), leading to increased stress levels, thereby increasing the risk of cardiovascular health disorders such as heart attacks, strokes, etc. Therefore, this study investigated the influence of both right and poor posture on HRV during high mental workload conditions. We recorded the Heart Rate (HR), using chest based wearable, of ten healthy subjects under controlled environmental conditions. All the measurements were obtained with each subject maintaining different postures such as High Power (HP) pose, Low Power (LP) pose, High Power pose under mental load conditions (HPm), and Low Power pose under mental load conditions (LPm). HRV indices like time domain and frequency domain for the above postures were computed. We observed that eight subjects showed higher HRV during HP pose compared to LP pose. Likewise, the subjects showed higher HRV during HPm pose compared to LPm pose. We studied the impact of postural change on HRV through statistical t-paired test and observed a significant difference $(mathbf{p} < mathbf{0}.mathbf{05})$ in the HRV indices across subjects for different postures. Hence, this study demonstrated the positive impact of the right posture on HRV of individuals having desk jobs.
据报道,从事办公室工作的专业人士最近的压力水平有所上升。造成这种情况的一个主要原因可以归结为长时间以不良姿势坐着。保持这种姿势,特别是在高脑力负荷的情况下,可能导致心率变异性(HRV)降低,导致压力水平增加,从而增加心脏病发作、中风等心血管健康疾病的风险。因此,本研究探讨了在高精神负荷条件下,正确姿势和不良姿势对HRV的影响。我们使用基于胸部的可穿戴设备记录了10名健康受试者在受控环境条件下的心率(HR)。所有测量都是在每个受试者保持不同姿势的情况下获得的,包括高能(HP)姿势、低功率(LP)姿势、心理负荷条件下的高能姿势(HPm)和心理负荷条件下的低功率姿势(LPm)。计算了上述姿态的HRV时域和频域指标。我们观察到8名受试者在HP位时HRV高于LP位。同样,受试者在HPm姿势时的心率比LPm姿势高。我们通过统计t配对检验研究了体位变化对HRV的影响,发现不同体位的HRV指数$(mathbf{p} < mathbf{0}.mathbf{05})$具有显著差异。因此,这项研究证明了正确的姿势对坐办公室的人的HRV有积极的影响。
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引用次数: 1
Using Gamification for Assessing Soft Skills: A Serious Game design 用游戏化评估软技能:严肃的游戏设计
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978591
Luca Altomari, Natalia Altomari, G. Iazzolino
Gamification is becoming increasingly important in the labour market as it can give several advantages in terms of time saving, quality of data and engagement. Soft Skills are a key factor in the Human Resource Management field and it is well-known that they can have a crucial impact on the performance of a person, a team and even an organization. In this paper the authors illustrate a serious game that assesses the most required skills in the labour market and provides feedback, proposing a set of guidelines for the development of serious games, while describing the game design process. A first try-out of the game was carried out and positive results were achieved, paving the way to further studies.
游戏化在劳动力市场变得越来越重要,因为它可以在节省时间、数据质量和参与度方面带来一些优势。软技能是人力资源管理领域的一个关键因素,众所周知,它可以对一个人、一个团队甚至一个组织的绩效产生至关重要的影响。在本文中,作者描述了一款严肃游戏,该游戏评估了劳动力市场中最需要的技能,并提供了反馈,为严肃游戏的开发提出了一套指导方针,同时描述了游戏设计过程。该游戏进行了首次试玩,取得了积极的结果,为进一步的研究铺平了道路。
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引用次数: 0
A modifiable virtual reality game for neurological physiotherapy - Multiprofessional development and pilot testing 用于神经物理治疗的可修改虚拟现实游戏-多专业开发和试点测试
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978567
Anja Poberznik, J. Huhtasalo, Taina Jyräkoski, Sanna Seppä, Jani Lahti, A. Tavakoli, J. Virkki, S. Merilampi
Serious games and virtual reality are promising tools for future rehabilitation. They represent solutions for promoting self-care and for motivating the rehabilitees. However, their wider adoption requires experience and research information from both the rehabilitators themselves and experts in the field. The aim of this study is to develop a prototype physiotherapy virtual reality game in multiprofessional collaboration and to learn about the best practises leading into positive user experience. This paper emphasizes the game development process, the Whac-A-Physio game prototype itself and the preliminary user experiences utilizing a co-design approach. It is a basis for future studies with higher number of participants. The physiotherapy professionals were interested in developing the game in a multidisciplinary group and motivated to adopt it. The developed Whac-A-Physio game prototype was subsequently piloted in two physiotherapy clinics. The feedback was obtained from the physiotherapists by semi-structured interviewing. The physiotherapists found the game suitable for upper limb therapy, balance, and coordination training. The game presented a valuable motivational tool for their clients, improving their sense of ability and inclusion, and was thus considered a good addition to the conventional therapy.
严肃游戏和虚拟现实是未来康复的有希望的工具。它们代表了促进自我照顾和激励康复者的解决方案。然而,更广泛地采用它们需要康复者本身和该领域专家的经验和研究资料。本研究的目的是在多专业合作中开发一个物理治疗虚拟现实游戏的原型,并了解导致积极用户体验的最佳实践。本文重点介绍了游戏开发过程、《Whac-A-Physio》游戏原型本身以及采用协同设计方法的初步用户体验。这是未来更多参与者研究的基础。物理治疗专业人员对在多学科群体中开发游戏很感兴趣,并有动力采用它。开发的Whac-A-Physio游戏原型随后在两家理疗诊所试用。通过半结构化访谈从物理治疗师那里获得反馈。物理治疗师发现这个游戏适合上肢治疗、平衡和协调训练。这个游戏为他们的客户提供了一个有价值的激励工具,提高了他们的能力和包容性,因此被认为是传统治疗的一个很好的补充。
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引用次数: 0
Evaluation of CogWorldTravel: A Serious Game for Cognitive Screening 《认知世界旅行》的评价:一个严肃的认知筛选游戏
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978549
Fernanda T. Oliveira, J. Garcia, V. Gay
As the world population is growing older, there is an urge to develop new technologies to support older adults, who are at a greater risk for the onset of dementia. Cognitive Screening Instruments (CSIs) can be used to screen for dementia. While there are a significant number of available well-researched and accepted CSIs, they are associated with drawbacks. Serious games have been investigated as an alternative instrument to overcome the constraints of traditional methods. The use of serious games for cognitive screening is still a relatively new field of research, with previous works mostly focusing on finding out whether there is a correlation or not between games and cognitive performance. Serious games that engage older adults and meet the criteria of CSIs remain an open challenge. To address this challenge, we developed CogWorldTravel, a serious game for the cognitive screening of older adults. In this paper, we describe the results of the evaluation of CogWorldTravel, which consisted of conducting semi-structured interviews with five experts in dementia assessment. Results suggest that the game involves recognition memory, attention, working memory, language, immediate memory span, processing speed, inhibition, recognition of emotions, visuoconstructional, perceptual-motor, and planning abilities.
随着世界人口的老龄化,人们迫切需要开发新技术来支持老年人,因为老年人患痴呆症的风险更大。认知筛查工具(CSIs)可用于筛查痴呆症。虽然有大量经过充分研究和接受的可用的csi,但它们都有缺点。严肃游戏被视为克服传统方法限制的替代工具。使用严肃游戏进行认知筛选仍然是一个相对较新的研究领域,之前的工作主要集中在寻找游戏与认知表现之间是否存在相关性。吸引老年人并符合csi标准的严肃游戏仍然是一个开放的挑战。为了应对这一挑战,我们开发了CogWorldTravel,这是一款针对老年人认知能力筛查的严肃游戏。在本文中,我们描述了CogWorldTravel的评估结果,其中包括对五位痴呆症评估专家进行半结构化访谈。结果表明,该游戏涉及识别记忆、注意力、工作记忆、语言、即时记忆广度、处理速度、抑制、情绪识别、视觉构建、感知运动和计划能力。
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引用次数: 0
Experiencing Age-Related Movement Impairment Through Visual Delegation in VR Can Substitute Haptic Impairments of an Age Simulation Suit 通过VR视觉委派体验与年龄相关的运动障碍可以替代年龄模拟服的触觉障碍
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978590
Sebastian Misztal, Guillermo Carbonell, Jonas Schild
To investigate limitations of older adults in everyday situations, age simulation suits are used to reflect on the experience of age-related impairments in body movement. However, age simulation suits have drawbacks in accessibility. As an alternative to a physical arm movement impairment induced by an age simulation suit, we designed a virtual arm movement impairment inside a virtual reality environment by using a visual tracking offset and a transparency effect. We compared our virtual movement impairment with the physical movement impairment of the “adit” age simulation suit and to a baseline without impairment in a between-groups user study (N=30). We investigated perceived arm movement impairment, task performance, presence, usability, and simulator sickness. Results show that the virtual impairment we designed can elicit comparable experiences as an age simulation suit while offering more flexibility and adaptability with users. With our paper we want to contribute to designing more effective visual pseudo-haptic effects for virtual reality age simulations.
为了研究老年人在日常生活中的局限性,使用年龄模拟服来反映与年龄相关的身体运动障碍的经验。然而,年龄模拟套装在可访问性方面存在缺陷。为了替代由年龄模拟服装引起的物理手臂运动障碍,我们利用视觉跟踪偏移和透明效果在虚拟现实环境中设计了虚拟手臂运动障碍。我们将虚拟运动障碍与“成人”年龄模拟套装的物理运动障碍进行了比较,并将其与组间用户研究中无损伤的基线进行了比较(N=30)。我们调查了感知到的手臂运动障碍、任务表现、存在感、可用性和模拟器病。结果表明,我们设计的虚拟损伤可以提供与年龄模拟服相当的体验,同时为用户提供更大的灵活性和适应性。通过我们的论文,我们希望为虚拟现实时代模拟设计更有效的视觉伪触觉效果做出贡献。
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引用次数: 1
Decision-Making Game for Simulation of Breast Cancer Biopsy and Treatment 模拟乳腺癌活检和治疗的决策博弈
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978558
Rafael G. Barbosa, M. A. F. Rodrigues, Thiago R. C. de Oliveira, S. P. Madeira, Juliana Amaral De Figueiredo, M. Alves, M. A. S. Medeiros, Ricardo L. Cabral Filho
Game-based simulations using real-world case scenarios can benefit health professionals and students regarding experience in decision-making. In this work, players can decide on breast cancer biopsy procedures and the sequence they should handle each medical device. In addition, based on breast cancer findings, players can simulate and recommend Chemotherapy and Hormone therapy treatments, choosing routes of administration, doses and periodicity schemas. In particular, with the help of expert collaborators from the health area, we compiled and structured a representative and up-to-date collection of worldwide medications to treat the most common breast cancer types used in the game. Furthermore, to contribute to the players' learning process, the history of decision-making of each player over time is saved automatically. This feature allows visualizing each patient's breast cancer treatment journey along the years and learning based on trial and error, modifications, repetitions, searches, and replaying the game as needed using different players' decisions. Players work toward a health goal, choosing actions and experiencing the consequences of those actions through active learning.
使用真实案例场景的基于游戏的模拟可以使卫生专业人员和学生在决策方面受益。在这项工作中,玩家可以决定乳腺癌活检程序和他们应该处理每个医疗设备的顺序。此外,根据乳腺癌的研究结果,玩家可以模拟和推荐化疗和激素治疗,选择给药路线,剂量和周期模式。特别是,在来自卫生领域的专家合作者的帮助下,我们编制并构建了一个具有代表性和最新的全球药物集合,用于治疗游戏中最常见的乳腺癌类型。此外,为了促进玩家的学习过程,每个玩家在一段时间内的决策历史被自动保存。该功能允许可视化每个患者多年来的乳腺癌治疗历程,并基于尝试和错误,修改,重复,搜索以及根据需要使用不同玩家的决定重玩游戏来学习。玩家朝着健康目标努力,通过主动学习选择行动并体验这些行动的后果。
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引用次数: 0
Need for Human Extended Reality Interaction (HXRI) Framework for the design of Extended Reality-based Training Environments for Surgical Contexts 需要人类扩展现实交互(HXRI)框架为外科背景下的扩展现实为基础的训练环境的设计
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978563
Avinash Gupta, J. Cecil, M. Pirela-Cruz, S. Kennison, N. A. Hicks
There is a rapid increase in the use of Extended Reality (XR) based simulators for surgical training. Researchers have developed XR-based simulators for various surgical fields such as laparoscopic surgery, brain surgery, and eye surgery, among others. However, there is a lack of effort in developing a holistic framework to support the creation of such XR-based simulators. The objective of this paper is to demonstrate the need for a framework by integration of various elements such as Human-Computer Interaction (HCI), participatory design, information modeling, and computational approaches to support the creation of XR-based simulators. A detailed survey of the current state of the art for the development of XR-based simulators is presented in this paper followed by the gap in the current research. The need for a framework based on the current gap is also showcased in the paper. Finally, the proposed Human eXtended Reality Interaction (HXRI) framework for the creation of XR-based training environments for surgical contexts is discussed.
在外科训练中,基于扩展现实(XR)的模拟器的使用正在迅速增加。研究人员已经开发出基于x射线的模拟器,用于各种外科领域,如腹腔镜手术、脑部手术和眼科手术等。然而,在开发支持创建这种基于xr的模拟器的整体框架方面缺乏努力。本文的目的是通过集成各种元素(如人机交互(HCI)、参与式设计、信息建模和计算方法)来证明需要一个框架,以支持基于xr的模拟器的创建。本文详细介绍了基于xr的模拟器的发展现状,并指出了目前研究中的差距。本文还展示了对基于当前差距的框架的需求。最后,讨论了提出的人类扩展现实交互(HXRI)框架,用于为外科背景创建基于xr的训练环境。
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引用次数: 0
AI-Based Pill Detection and Deblistering Spot Finder System for Smart Medication Dispenser 基于人工智能的智能药物分配器药丸检测与消泡点查找系统
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978601
J. F. Pinto, J. Vilaça, N. Dias
When on a medication regime, it is of extreme importance to take the right pills, and to make sure the medication is free of any contaminant. Current medication dispensers aim to aid patients; however, they still have inherent operational flaws. When dealing with blisters, the manual refilling of a dispenser is a lengthy and error-prone task. Also, as medication inside dispensers is stored out of its blisters it is exposed to air and humidity, which hinder its potency. To solve these issues, we aim to develop a new medication dispenser which removes pills from their packaging only when needed. This paper presents a system to be implemented in said dispenser, which automatically detects pills and locates their best deblistering spot, so they can be extracted in the most efficient way. The proposed system can be split into two phases: On the first phase a custom-trained Mask-RCNN detects pills and classifies them according to their type. On the second stage, a custom image processing algorithm calculates the ideal location where pills can be deblistered. Firstly, a dataset containing images of different types of pill blisters was created and thoroughly annotated for Mask-CNN. Afterwards, Mask-RCNN was trained to detect pills and classify them according to their shape. From the resulting pill masks and classifications, an image processing algorithm is applied to calculate the ideal pill deblistering location according to previous research. By correctly identifying each pill inside a blister and finding the best spot to extract it, the system can be implemented in a new medication dispenser, which only needs to be supplied with blisters.
在服药的过程中,服用正确的药片,并确保药物不含任何污染物是非常重要的。目前的药物分配器旨在帮助患者;然而,它们仍然存在固有的操作缺陷。在处理水泡时,手动填充分配器是一项冗长且容易出错的任务。此外,由于分配器内的药物储存在其水泡之外,它暴露在空气和湿度中,这阻碍了其效力。为了解决这些问题,我们的目标是开发一种新的药物分配器,它只在需要时从包装中取出药片。本文介绍了一种用于该分配器的系统,该系统可以自动检测药丸并确定其最佳消泡点,从而以最有效的方式提取它们。提出的系统可以分为两个阶段:第一阶段,定制训练的Mask-RCNN检测药丸并根据它们的类型对它们进行分类。在第二阶段,一个定制的图像处理算法计算出药丸可以分解的理想位置。首先,创建包含不同类型药丸水泡图像的数据集,并对Mask-CNN进行全面注释。然后,训练Mask-RCNN检测药丸并根据形状对其进行分类。根据得到的药丸掩模和分类,在前人研究的基础上,应用图像处理算法计算理想的药丸去破位置。通过正确识别水疱内的每个药丸并找到提取它的最佳位置,该系统可以在一种新的药物分配器中实施,只需要提供水疱。
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引用次数: 0
A Web and Nonimmersive VR Approach for Reminiscence Therapy: A Caregiver Perspective Comparison 一个网络和非沉浸式虚拟现实方法的回忆治疗:一个看护者的角度比较
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978303
Winnie Sun, R. Akhter, A. Uribe-Quevedo, D. Presas, R. Liscano, S. Horsburgh
Reminiscence therapy (RT) is a multi-sensory treatment that uses a combination of sight, touch, taste, smell, and sound to help persons with dementia (PWD) remember events, people, and places from their past lives. Currently, RT relies on in-person sessions where albums, memorabilia, and media such as pictures and music are brought by the caregivers. However, such sessions have been negatively impacted by physical distancing and restricted access to institutionalized facilities with the goal of reducing exposure and potential outbreaks. Due to such restrictions, digital technologies such as mobile applications and immersive solutions including virtual and augmented reality, have started gaining momentum as supplementary tools for RT. This paper presents a caregiver perspective comparative study between a web RT application and its nonimmersive Virtual Reality counterpart to understand the limitations and opportunities both platforms present for facilitating engaging experiences for people with dementia towards recalling memories while easing the therapy process for the caregivers.
回忆疗法(RT)是一种多感官疗法,通过视觉、触觉、味觉、嗅觉和声音的结合,帮助痴呆症患者回忆过去生活中的事件、人物和地点。目前,RT依赖于面对面的会议,由看护者带来专辑、纪念品和图片、音乐等媒体。然而,这些会议受到物理距离和限制进入制度化设施的不利影响,这些设施的目的是减少接触和潜在的疫情。由于这些限制,数字技术,如移动应用程序和沉浸式解决方案,包括虚拟和增强现实,已经开始获得作为辅助工具的势头。本文从护理者的角度对网络RT应用程序和非沉浸式虚拟现实应用程序进行了比较研究,以了解这两个平台在促进痴呆症患者回忆记忆的同时减轻护理者治疗过程中的局限性和机会。
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引用次数: 0
The effect of different sensory modalities on inattentional blindness in a virtual environment for attentional loss improvement 不同感觉模式对虚拟环境中非注意盲的影响,以改善注意力丧失
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978551
Yanqiu Tian, Tien-Thong Nguyen Do, Yu-kai Wang, Chin-Teng Lin
Failure to notice salient objects even looking directly at them happens when individuals' attention is preoccupied, known as inattentional blindness (IB). As a form of attentional loss, IB occurrence might cause severe outcomes due to limited cognitive resources. Varied methods have been explored to reduce the IB effect and avoid neglect of critical information. Attenuating attentional loss via aided guidance with different sensory modalities intervention could be a possible way to address this issue. This study investigates how different sensory modalities affect the cognitive performance and IB effect from behaviour and neural changes in the human brain and how could we apply this in attention training for attentional loss improvement. Two experimental sessions were conducted, with a multisensory oddball task designed in virtual reality (VR) as the main task to attract individuals' attention. In session 1, participants responded to the main task without being informed of the unexpected task-irrelevant patterns in the background, while in session 2, they were informed of the unexpected patterns but still attended to the main task. Thus, participants were divided into IB (unaware of the pattern) and Aware (aware of the pattern) groups based on their awareness of patterns in the first session. Our results revealed that this VR-based design successfully induced the IB occurrence, with four out of nine participants reporting being unaware of the unexpected patterns. Further, the multisensory oddball task showed better performance in cross-modal stimuli (visual-auditory, VA) with higher accuracy and shorter reaction time than in uni-modal (A or V) conditions. Interestingly, in session 1, the IB group showed better performance than the Aware group, indicating that the IB group was not distracted during the task since they were unaware of the patterns. These findings supported our aims to explore the impact of different sensory modalities on cognitive performance and provided a potential solution to attenuate attentional loss via manipulating the attentional set with different stimuli modalities.
当个体的注意力被占据时,就会无法注意到显著的物体,甚至无法直视它们,这被称为无意失明(IB)。作为注意力丧失的一种形式,由于认知资源有限,IB的发生可能导致严重的后果。已经探索了各种方法来减少IB效应并避免忽视关键信息。通过辅助指导和不同的感觉模式干预来减轻注意力损失可能是解决这一问题的一种可能方法。本研究探讨了不同的感觉模式如何影响人类大脑行为和神经变化的认知表现和IB效应,以及我们如何将其应用于注意力缺失改善的注意力训练。实验进行了两个阶段,在虚拟现实(VR)中设计了一个多感官古怪任务作为主要任务来吸引个体的注意力。在第一阶段,参与者对主要任务作出反应,但没有被告知背景中意外的与任务无关的模式,而在第二阶段,他们被告知意外的模式,但仍然参加主要任务。因此,根据参与者在第一次会议中对模式的认识,他们被分为IB(不知道模式)和Aware(意识到模式)组。我们的研究结果显示,这种基于vr的设计成功地诱导了IB的发生,九名参与者中有四名报告没有意识到意外的模式。此外,与单模态刺激(A或V)相比,多感官奇球任务在跨模态刺激(视觉-听觉,VA)条件下表现出更高的准确性和更短的反应时间。有趣的是,在第一阶段,IB组比有意识组表现得更好,这表明IB组在任务中没有分心,因为他们没有意识到这些模式。这些发现支持了我们探索不同感觉模式对认知表现的影响的目的,并提供了通过使用不同刺激模式操纵注意集来减轻注意力丧失的潜在解决方案。
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引用次数: 1
期刊
2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)
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