1,603 research outputs found

    Game Changer: Investing in Digital Play to Advance Children's Learning and Health

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    Based on a literature review and interviews with digital learning experts, explores how digital games can foster skills and knowledge for better academic performance and health. Makes recommendations for government research, partnerships, and media

    Modelling the recommendation technique for achieving awareness in serious game for obesity

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    Obesity among children is increasing alarmingly. Therefore it is crucial to instill the awareness about the danger of being obese to the children. To instill the awareness is a challenge. A good approach is required for the message to be accepted and conceptualized by the children. Serious game has been an important mechanism to assist the achievement of many serious purposes other than for entertainment and enjoyment. This paper proposes the implementation of content-based recommendation technique in serious game for obesity awareness among children. Several recommendation techniques for awareness had been studied and the content-based recommendation technique is found to be suitable to be implemented in games. The game was developed according to game development approach and fulfilled the game characteristics. For this preliminary study, 10 children participated in the experiment to determine the effectiveness of the game. The participants were given a pre-and post test to answer before and after playing the game. The result of the test shows that participants achieved the obesity awareness after playing the game. The content-based recommendation technique is applicable to be adopted in serious games to instill awareness in the players

    Anticipatory Mobile Computing: A Survey of the State of the Art and Research Challenges

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    Today's mobile phones are far from mere communication devices they were ten years ago. Equipped with sophisticated sensors and advanced computing hardware, phones can be used to infer users' location, activity, social setting and more. As devices become increasingly intelligent, their capabilities evolve beyond inferring context to predicting it, and then reasoning and acting upon the predicted context. This article provides an overview of the current state of the art in mobile sensing and context prediction paving the way for full-fledged anticipatory mobile computing. We present a survey of phenomena that mobile phones can infer and predict, and offer a description of machine learning techniques used for such predictions. We then discuss proactive decision making and decision delivery via the user-device feedback loop. Finally, we discuss the challenges and opportunities of anticipatory mobile computing.Comment: 29 pages, 5 figure

    Utilizing a Modular Approach to Gamification to Improve Nutrition and Fitness in Children

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    Obesity is a worldwide epidemic that affects adults and children, impacts over 30% of the population in several states of the U.S., damages national economies, and is a factor in four out of the six of the leading causes of death, including diabetes and heart disease. Obesity is preventable: solution approaches include better education, more exercise, better nutrition, and changing eating habits. Still, it is difficult for many people to remain interested enough to educate themselves and to learn new behaviors to change their eating and exercise habits. Gamification is a relatively new research area that involves using video game mechanisms to make applications such as work, education, and behavior change seem less like a job and more like entertainment. The objective of this thesis is to develop a system for gamifying the process of education and behavior change aimed at reducing obesity in children. The approach involved identifying requirements, developing a methodology, implementing a suite of games, developing a common application program interface and integration framework so that metrics from the games could form a user progress model that is securely sharable with parents, educators, and health professionals. The idea is that as users get better at playing the game, they will get healthier. We specified the following requirements for the framework and suite of games: large domain coverage in the areas of nutrition and fitness; extensibility and scalability; user diversity; measurability and metrics; and security and privacy. A working prototype at http://www.edufitment.com demonstrates the framework and the games developed so far. Future work will involve refining the game content coverage with the help of domain experts, adding more games, and deploying and testing the framework on the Internet

    Smart sensing systems for in-home health status and emotional well-being monitoring during COVID-19

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    The COVID-19 pandemic has restricted the mobility of the population. The experts propose several solutions in order to decrease the number of patients infected with this new virus by treating and monitoring them within the comfort of their own home. A new direction for the research has been identified including healthcare smart sensing systems which can provide medical diagnoses, surveillance, and treatment partially or totally remotely. The field of wearable, smart sensing solutions is becoming nowadays a widely accepted solution characterized also by the increased level of acceptance with regard to home health status monitoring. Pervasive computing and wearable solutions are frequently a topic included in current projects and are expected in new future developments, particularly in the pandemic context which forces people to remain mostly at home. As part of wearable devices the design of textiles, computer science, and smart materials are the three major development directions. The latest developments associated with the monitoring of health status and emotional well-being are presented and discussed in this chapter.info:eu-repo/semantics/submittedVersio

    Exploring the Benefits of Using Gamification and Videogames for Physical Exercise: a Review of State of Art

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    There is a lack of motivation in children and adolescents to do physical exercise and at the same time a worldwide obesity epidemic. Gamification and active videogames can be used to increase the motivation of young people, promoting healthy habits. In this work we explore different studies on active videogames, eSports and gamification applied to physical exercise and health promotion. Main findings include positive effects in a reduction in body weight and in the promotion to continue performing of physical exercise. It also contributes to increase the motivation in children and adolescents to practice exercise. The personalization of user experience and emerging technologies (big data, wearables, smart technologies, etc.) are presented as promising opportunities to keep the engagement in game-based program and gamification of physical exercise

    A Serious Game for the Cardiovascular System Anatomy: A case study of the performance effects on health sciences students

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    The study aims to investigate the effects of a serious game on the performance of health science students in the education of the cardiovascular system anatomy. Experiments were performed using a serious game to teach the cardiovascular system anatomy to Physiotherapy undergraduate students. Data collection was performed through pre and post-tests with a study group using knowledge questionnaires of the cardiovascular system anatomy. In addition, a usability scale and open-ended questions were answered by students and human anatomy experts following experiments in the computer lab. From the data analysis, it has been observed an increase in the educational performance of the students with the use of the serious game to aid teaching of the cardiovascular system anatomy in a virtual 3D Web environment

    The design and implementation of serious games for driving and mobility

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    The automotive and transportation sectors are showing consistent improvements in trends and standards concerning the safe and convenient travel of the road users. In this growing community of road users, the driver performance is a notable factor as many on-road mishaps emerge out of poor driver performance. In this research work, a case-study and experimental analysis were conducted to improve driver performance through the deployment of serious games. The primary motive of this work is to stimulate the on-road user performance through immediate feedback, driver coaching, and real-time gamification methods. The games exploit the cloud-based architecture to retrieve the driver performance scores based on real-time evaluation of vehicle signals and display the outcomes on game scene by reflecting the game parameters based on real-world user performance (in the context of driving and mobility). The deployment of games in cars is the topic of interest in current state-of-the-art, as there are more factors associated with it, such as safety, usability, and willingness of the users. These aspects were taken into careful consideration while designing the paradigm of gamification model. The user feedback for the real-time games was extracted through pilot tests and field tests in Genova. The gamification and driver coaching aspects were tested on various occasions (plug-in and field tests conducted at 5 European test sites), and the inputs from these field tests enabled to tune the parameters concerning the evaluation and gamification models. The improvement of user behavior was performed through a virtuous cycle with the integration of virtual sensors to the serious gaming framework. As the culmination, the usability tests for the real-time games were conducted with 18 test users to understand the user acceptance criteria and the parameters (ease of use and safety) that would contribute to the deployment of games. Other salient factors such as the impact of games, large-scale deployment, collaborative gaming and exploitation of gaming framework for 3rd party applications were also investigated in this research activity. The analysis of the usability tests states that the user acceptance of the implemented games is good. The report from usability study has addressed the user preferences in games such as duration, strategy and gameplay mechanism; these factors contribute a foundation for future research in implementing the games for mobility

    IoT Based Virtual Reality Game for Physio-therapeutic Patients

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    Biofeedback therapy trains the patient to control voluntarily the involuntary process of their body. This non-invasive and non-drug treatment is also used as a means to rehabilitate the physical impairments that may follow a stroke, a traumatic brain injury or even in neurological aspects within occupational therapy. The idea behind this study is based on using immersive gaming as a tool for physical rehabilitation that combines the idea of biofeedback and physical computing to get a patient emotionally involved in a game that requires them to do the exercises in order to interact with the game. This game is aimed towards addressing the basic treatment for ‘Frozen Shoulder’. In this work, the physical motions are captured by the wearable ultrasonic sensor attached temporarily to the various limbs of the patient. The data received from the sensors are then sent to the game via serial wireless communication. There are two main aspects to this study: motion capturing and game design. The current status of the application is a single ultrasonic detector. The experimental result shows that physio-therapeutic patients are benefited through the IoT based virtual reality game

    Catarina I. Reis 1,* , Cláudia Pernencar 2,3, Marta Carvalho 1 , Pedro Gaspar 1 , Ricardo Martinho 4,5 , Roberta Frontini 1,6, Rodrigo Alves 1 and Pedro Sousa

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    Obesity is a chronic condition that influences the quality of life of patients and families while increasing the economic burden for the world population. Multidisciplinary prevention programs are crucial to address it, allowing an early introduction of healthy behaviors into daily habits. Mobile health interventions provide adequate support for these programs, especially considering the gamification techniques used to promote users’ engagement. TeenPower is a multidisciplinary mHealth intervention program conducted in Portugal during 2018 to empower adolescents, promoting healthy behaviors while preventing obesity. An agile software development process was applied to the development of the digital platform that holds a web-based application and a mobile application. We also propose a model for future developments based on the user-centered design approach adopted for this development and the assessment conducted in each phase. The user-centered design approach model proposed has three distinct phases: (1) design study; (2) pre-production usability tests; and (3) post-production data. Phase 1 allowed us to obtain the high-fidelity version of the graphical user interfaces (n = 5). Phase 2 showed a task completion success rate of 100% (n = 5). Phase 3 was derived from statistical analysis of the usage of the platform by real end users (n = 90). We achieved an average retention rate of 35% (31 out of 90 participants). Each technique has provided input for the continuous design and improvement of the platform. This allowed the creation of a tailored platform that could meet users’ expectations. Nevertheless, the retention rate decreased significantly over a short period of time, revealing the need for further work in the improvement of the gamification experience.info:eu-repo/semantics/publishedVersio
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