Pub Date : 2022-08-10DOI: 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.
{"title":"Impact of Posture on Heart Rate Variability of Individuals under Mental Workload Conditions","authors":"Lavanya Govindan, Vaishali Balakarthikeyan, V. Sricharan, S. Preejith, M. Sivaprakasam","doi":"10.1109/SEGAH54908.2022.9978565","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978565","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"26 5 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":"125682611","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/SEGAH54908.2022.9978591
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.
{"title":"Using Gamification for Assessing Soft Skills: A Serious Game design","authors":"Luca Altomari, Natalia Altomari, G. Iazzolino","doi":"10.1109/SEGAH54908.2022.9978591","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978591","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"165 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":"114182226","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/SEGAH54908.2022.9978567
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.
{"title":"A modifiable virtual reality game for neurological physiotherapy - Multiprofessional development and pilot testing","authors":"Anja Poberznik, J. Huhtasalo, Taina Jyräkoski, Sanna Seppä, Jani Lahti, A. Tavakoli, J. Virkki, S. Merilampi","doi":"10.1109/SEGAH54908.2022.9978567","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978567","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"12 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":"123644996","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/SEGAH54908.2022.9978549
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.
{"title":"Evaluation of CogWorldTravel: A Serious Game for Cognitive Screening","authors":"Fernanda T. Oliveira, J. Garcia, V. Gay","doi":"10.1109/SEGAH54908.2022.9978549","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978549","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"179 1-2 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":"116638915","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/SEGAH54908.2022.9978590
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.
{"title":"Experiencing Age-Related Movement Impairment Through Visual Delegation in VR Can Substitute Haptic Impairments of an Age Simulation Suit","authors":"Sebastian Misztal, Guillermo Carbonell, Jonas Schild","doi":"10.1109/SEGAH54908.2022.9978590","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978590","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"32 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":"122652119","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/SEGAH54908.2022.9978558
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.
{"title":"Decision-Making Game for Simulation of Breast Cancer Biopsy and Treatment","authors":"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","doi":"10.1109/SEGAH54908.2022.9978558","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978558","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"2004 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":"116896056","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/SEGAH54908.2022.9978563
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.
{"title":"Need for Human Extended Reality Interaction (HXRI) Framework for the design of Extended Reality-based Training Environments for Surgical Contexts","authors":"Avinash Gupta, J. Cecil, M. Pirela-Cruz, S. Kennison, N. A. Hicks","doi":"10.1109/SEGAH54908.2022.9978563","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978563","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"14 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":"131757369","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/SEGAH54908.2022.9978601
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.
{"title":"AI-Based Pill Detection and Deblistering Spot Finder System for Smart Medication Dispenser","authors":"J. F. Pinto, J. Vilaça, N. Dias","doi":"10.1109/SEGAH54908.2022.9978601","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978601","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"192 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":"116146356","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/SEGAH54908.2022.9978303
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.
{"title":"A Web and Nonimmersive VR Approach for Reminiscence Therapy: A Caregiver Perspective Comparison","authors":"Winnie Sun, R. Akhter, A. Uribe-Quevedo, D. Presas, R. Liscano, S. Horsburgh","doi":"10.1109/SEGAH54908.2022.9978303","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978303","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"34 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":"126132031","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/SEGAH54908.2022.9978551
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.
{"title":"The effect of different sensory modalities on inattentional blindness in a virtual environment for attentional loss improvement","authors":"Yanqiu Tian, Tien-Thong Nguyen Do, Yu-kai Wang, Chin-Teng Lin","doi":"10.1109/SEGAH54908.2022.9978551","DOIUrl":"https://doi.org/10.1109/SEGAH54908.2022.9978551","url":null,"abstract":"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.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"59 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":"130826137","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}