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Comparative Evaluation of AR-based, VR-based, and Traditional Basic Life Support Training 基于ar、vr和传统基础生命维持训练的比较评价
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978596
Enes Yigitbas, S. Krois, Timo Renzelmann, Gregor Engels
Basic life support (BLS) is crucial in the emergency response system as sudden cardiac arrest is still a major cause of death worldwide. In the majority of cases, cardiac arrest is witnessed out-of-hospital where execution of BLS including resuscitation through by-standers becomes indispensable. However, survival rates of cardiac arrest victims could significantly increase if people were more familiar with the BLS process. In this context, technology-enhanced BLS training approaches utilizing Augmented (AR) and Virtual Reality (VR) have been proposed in recent works. However, most of these approaches are not compliant with the medical BLS guidelines or focus only on specific steps of BLS training such as resuscitation. Furthermore, most of the existing training approaches do not focus on automated assessment to enhance training effectiveness through fine-grained real-time feedback. To overcome these issues, we present a novel AR- and VR-based training environment which supports a comprehensive BLS training compliant with the medical guidelines. Our training environment combines AR-NR-based BLS training with an interactive haptic manikin that supports automated assessment, real-time feedback, and debriefing in an integrated environment. We have conducted a usability evaluation where we analyze the training effectiveness and cognitive workload of BLS training based on our AR and VR environment against traditional BLS training. Results of the evaluation indicate that AR and VR technology have the potential to increase engagement in BLS training and reduce the cognitive workload compared to traditional training.
由于心脏骤停仍然是世界范围内死亡的主要原因之一,基本生命支持(BLS)在应急响应系统中至关重要。在大多数情况下,心脏骤停发生在院外,此时执行BLS(包括通过旁观者进行复苏)是必不可少的。然而,如果人们更熟悉BLS程序,心脏骤停患者的存活率可能会显著提高。在此背景下,最近的工作中提出了利用增强(AR)和虚拟现实(VR)的技术增强的BLS培训方法。然而,这些方法大多不符合医疗BLS指南,或者只关注BLS培训的具体步骤,如复苏。此外,大多数现有的培训方法没有通过细粒度的实时反馈来关注自动化评估以提高培训效果。为了克服这些问题,我们提出了一种新的基于AR和vr的培训环境,该环境支持符合医疗指南的全面BLS培训。我们的培训环境将基于ar - nr的BLS培训与交互式触觉模型相结合,该模型支持集成环境中的自动评估、实时反馈和汇报。我们进行了可用性评估,分析了基于AR和VR环境的劳工统计局培训与传统劳工统计局培训的培训效果和认知工作量。评估结果表明,与传统培训相比,AR和VR技术具有提高劳工统计局培训参与度和减少认知工作量的潜力。
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引用次数: 1
Exploring user profiles for healthy gamification 探索用户配置文件以实现健康的游戏化
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978578
Laura van der Neut, R. V. Delden, T. Spil
Gamification in healthcare is still not widespread. One way to facilitate application of gamification is to understand the user via user profiles. This study introduces an easier way to categorize the user profiles in three groups instead of six (Hexad). Most of the survey's to categorize user groups are done with adolescents or students. This study takes a much more realistic sample of 274 Dutch households. The results show that designing within gamified mechanics based on a user profiles main motivation is an effective strategy for personalization. Based on these findings we propose a new user profiles model with three user profiles for healthcare that are mainly autonomy driven (Blue), competence driven (Red) and purpose driven (Green). Furthermore, the results indicate a more generic path towards including essential elements to create a basic understanding, get users involved, and provide them with content fitting their motivations. Further study is needed to show if the model can be used in various environments. The first test at an energy provider shows positive results.
医疗保健领域的游戏化仍未普及。促进游戏化应用的一种方法是通过用户档案了解用户。这项研究引入了一种更简单的方法,将用户配置文件分为三组而不是六组(Hexad)。大多数对用户群体进行分类的调查都是针对青少年或学生的。这项研究采用了更为现实的274个荷兰家庭样本。结果表明,基于用户主要动机的游戏化机制设计是一种有效的个性化策略。基于这些发现,我们提出了一个新的用户档案模型,其中包含三个医疗保健用户档案,主要是自主性驱动(蓝色)、能力驱动(红色)和目的驱动(绿色)。此外,研究结果还指出了一条更通用的路径,即包含基本元素,以创建基本理解,让用户参与其中,并为他们提供符合其动机的内容。需要进一步的研究来证明该模型是否可以在各种环境中使用。在一家能源供应商进行的第一次测试显示出积极的结果。
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引用次数: 1
Lifestyle Assessment of Large Scale Population using Repose - A Heart Rate Variability based Lifestyle Assessment Platform 使用rest -基于心率变异性的生活方式评估平台对大规模人群进行生活方式评估
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978302
Swaathi Venkat, Dhinesh Ramasamy, S. Vijayarangan, Deepak Vagish, Teja Prakash Kakarla, S. Preejith, M. Sivaprakasam
In today's fast-paced and pandemic-hit world, there is an obstinate need for a lifestyle assessment for every individual to understand and assess their overall well-being. It is harder to define mental health than physical health because most of the psychological diagnoses depend on an individual's perception based on their personal experiences. There are numerous questionnaire-based lifestyle assessment surveys available but they are subjective in nature and are highly prone to perception bias. The need of the hour is physiology-based methods that are objective and hence reliable. Repose is Asia's first Heart Rate Variability (HRV) based lifestyle assessment platform using the Electrocardiogram (ECG) signal. The platform consists of a chest-based wearable device, mobile application and web application and is capable of recording data continuously for 24 hours and provide reports for the same. The key pillars of lifestyle namely, stress, recovery, sleep and physical activity are quantified and valuable insights are provided to the user. This paper explains the utility and usability of Repose platform and the statistical observations of the results obtained using the Repose platform for a large scale population. The statistical results for 24-hour lifestyle assessments for 492 subjects for the duration spent in stress recovery regions and sleep quality and insights on physical activity are presented in this paper.
在当今快节奏和大流行病肆虐的世界,迫切需要对每个人的生活方式进行评估,以了解和评估他们的整体福祉。心理健康比身体健康更难定义,因为大多数心理诊断依赖于个人基于个人经历的感知。有许多基于问卷的生活方式评估调查,但它们本质上是主观的,很容易产生感知偏差。当前需要的是客观可靠的基于生理学的方法。Repose是亚洲首个基于心率变异性(HRV)的生活方式评估平台,使用心电图(ECG)信号。该平台由基于胸部的可穿戴设备、移动应用和web应用组成,能够24小时不间断记录数据并提供报告。生活方式的关键支柱,即压力、恢复、睡眠和体育活动被量化,并为用户提供有价值的见解。本文阐述了Repose平台的实用性和可用性,并对Repose平台在大规模人群中获得的结果进行了统计观察。本文介绍了对492名受试者进行24小时生活方式评估的统计结果,其中包括在压力恢复区域花费的时间、睡眠质量和对体育活动的见解。
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引用次数: 1
Federated Learning Framework for Mobile Sensing Apps in Mental Health 心理健康移动传感应用的联邦学习框架
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978600
Banuchitra Suruliraj, Rita Orji
Mental health issues are negatively impacting people, the economy and life expectancy. Several mobile applications are developed to aid mental health treatment and mobile sensing applications help remotely monitor patients with mental illness, understand key factors like sleep and exercise, and deliver effective treatment methods. Though new smartphones are increasingly efficient, the majority of mental health applications transfer data to centralized servers for processing. In this paper, we propose a Federated Learning framework for Mental Health Monitoring Systems (MHMS) to preserve user data privacy, reduce network usage and improve performance. To detect depression using the Federated Learning framework we defined a mobile application architecture, and developed two versions of applications that collect three types of sensing information such as location, accelerometer and calls. We defined epochs and developed an anomaly detection algorithm that helps to label local data to train models. We conducted a preliminary study for 6 weeks using two app versions. The results from the study indicate the app implementing the Federated Learning framework is capable of continuously tracking data utilizing less power, storage space and internet data. It also preserved users' privacy. In future, we are planning to implement Federated Learning to run large-scale studies with improved server-side federated averaging methods.
心理健康问题对人们、经济和预期寿命产生了负面影响。开发了一些移动应用程序来帮助心理健康治疗,移动传感应用程序有助于远程监控精神疾病患者,了解睡眠和锻炼等关键因素,并提供有效的治疗方法。虽然新的智能手机越来越高效,但大多数心理健康应用程序将数据传输到集中服务器进行处理。在本文中,我们提出了一个用于心理健康监测系统(MHMS)的联邦学习框架,以保护用户数据隐私,减少网络使用并提高性能。为了使用联邦学习框架检测抑郁症,我们定义了一个移动应用程序架构,并开发了两个版本的应用程序,收集三种类型的传感信息,如位置、加速度计和电话。我们定义了时代,并开发了一种异常检测算法,该算法有助于标记局部数据以训练模型。我们使用两个应用版本进行了为期6周的初步研究。研究结果表明,实施联邦学习框架的应用程序能够利用更少的电力、存储空间和互联网数据持续跟踪数据。它还保护了用户的隐私。未来,我们计划使用改进的服务器端联邦平均方法实现联邦学习来运行大规模研究。
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引用次数: 0
Handy Juice Bar: a Hand Rehabilitation Game using Immersive VR and Finger Tracking 手持果汁吧:一款使用沉浸式VR和手指追踪的手部康复游戏
Pub Date : 2022-08-10 DOI: 10.1109/SEGAH54908.2022.9978599
Bianca Zhang, A. P. Bó, A. McKittrick, G. Tornatore, S. Laracy, Lexi Townsend, Mathilde R. Desselle
Virtual reality is a part of normal daily activities for many people. Over time this modality has been adopted into healthcare to complement interventions and treatments. Benefits of immersive Virtual Reality Rehabilitation (VRR) may include increased motivation and an improved transfer of skills to real-world daily tasks which fits with core principles of occupational therapy practice. The introduction of VR headsets featuring controller-free finger tracking has allowed for the development of VRR games that do not need VR controllers. This is beneficial as patients with upper limb trauma may have difficulties with or may be unable to use VR controllers. In this paper, we present the development of a VRR game called “Handy Juice Bar”. We outline the process of design and development of this VRR, as well as a preliminary study to evaluate the performance in the game of upper limb rehabilitation patients. Twenty participants were recruited at occupational therapy services of one acute and one subacute hospital.
虚拟现实是许多人日常活动的一部分。随着时间的推移,这种方式已被纳入医疗保健,以补充干预和治疗。沉浸式虚拟现实康复(VRR)的好处可能包括增加动机和改善技能转移到现实世界的日常任务,这符合职业治疗实践的核心原则。采用无控制器手指追踪功能的VR头显的推出,使得开发不需要VR控制器的VRR游戏成为可能。这是有益的,因为上肢创伤患者可能难以或无法使用VR控制器。在本文中,我们提出了一个VRR游戏“Handy Juice Bar”的开发。我们概述了该VRR的设计和开发过程,以及评估上肢康复患者在游戏中的表现的初步研究。在一家急症医院和一家亚急症医院的职业治疗服务部门招募了20名参与者。
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引用次数: 1
A guideline proposal for minimizing cybersickness in VR-based serious games and applications 减少基于vr的严肃游戏和应用中的晕动症的指导建议
Pub Date : 2022-07-13 DOI: 10.1109/SEGAH54908.2022.9978552
T. Porcino, Derek F. Reilly, E. Clua, D. Trevisan
Head-mounted displays (HMDs) are popular immersive tools in general, not limited to entertainment but also for education, military, and serious games for health. While these displays have strong popularity, they still have user experience issues, triggering possible symptoms of discomfort to users. This condition is known as cybersickness (CS) and is one of the most popular research topics tied to virtual reality (VR) issues. We first present the main strategies focused on minimizing cybersickness problems in virtual reality. Following this, we propose a guideline framework based on CS causes such as locomotion, acceleration, the field of view, depth of field, degree of freedom, exposition use time, latency-lag, static rest frame, and camera rotation. Additionally, serious games applications and broader categories of games can also adopt it. Additionally, we categorized the imminent challenges for CS minimization into four different items. Conclusively, this work contributes as a consulting reference to enable VR developers and designers to optimize their VR users' experience and VR serious games.
头戴式显示器(hmd)通常是流行的沉浸式工具,不仅限于娱乐,还用于教育,军事和健康严肃游戏。虽然这些显示器很受欢迎,但它们仍然存在用户体验问题,可能会引发用户不适的症状。这种情况被称为“晕屏”(CS),是与虚拟现实(VR)问题相关的最受欢迎的研究课题之一。我们首先提出了在虚拟现实中最小化晕动症问题的主要策略。在此基础上,我们提出了一个基于CS原因的指导框架,如运动、加速、视野、景深、自由度、曝光使用时间、延迟滞后、静态静止帧和相机旋转。此外,严肃游戏应用程序和更广泛的游戏类别也可以采用它。此外,我们将CS最小化迫在眉睫的挑战分为四个不同的项目。最后,本研究为VR开发者和设计师优化VR用户体验和VR严肃游戏提供了参考。
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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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