36,575 research outputs found

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Educating Greek Students about Climate Change through Serious Games

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    In Greece, climate change is projected to have detrimental effects, disrupting agricultural production, wildlife species, public health and economic standing. Studies have shown that increasing education can help combat climate change. The goal of this project was to develop serious games about climate change as resources for the Environmental Education Centre of Eleftherio-Kordelio and educators throughout Greece. Using a knowledge survey, observations, and other forms of assessment, we developed, tested, and refined 6 serious games with 185 students. These games, along with 8 others, are presented in a booklet that can be disseminated to Greek educators

    Empowering children with ASD and their parents : design of a serious game for anxiety and stress reduction

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    Autism Spectrum Disorder (ASD) is characterized by social interaction difficulties and communication difficulties. Moreover, children with ASD often suffer from other co-morbidities, such as anxiety and depression. Finding appropriate treatment can be difficult as symptoms of ASD and co-morbidities often overlap. Due to these challenges, parents of children with ASD often suffer from higher levels of stress. This research aims to investigate the feasibility of empowering children with ASD and their parents through the use of a serious game to reduce stress and anxiety and a supporting parent application. The New Horizon game and the SpaceControl application were developed together with therapists and according to guidelines for e-health patient empowerment. The game incorporates two mini-games with relaxation techniques. The performance of the game was analyzed and usability studies with three families were conducted. Parents and children were asked to fill in the Spence's Children Anxiety Scale (SCAS) and Spence Children Anxiety Scale-Parents (SCAS-P) anxiety scale. The game shows potential for stress and anxiety reduction in children with ASD

    Educating Greek Students about Climate Change through Serious Games

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    In Greece, climate change is projected to have detrimental effects, disrupting agricultural production, wildlife species, public health and economic standing. Studies have shown that increasing education can help combat climate change. The goal of this project was to develop serious games about climate change as resources for the Environmental Education Centre of Eleftherio-Kordelio and educators throughout Greece. Using a knowledge survey, observations, and other forms of assessment, we developed, tested, and refined 6 serious games with 185 students. These games, along with 8 others, are presented in a booklet that can be disseminated to Greek educators

    Anxiety reducing through a neurofeedback serious game with dynamic difficulty adjustment

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    Presently, society has to deal with a large number of mental issues. Anxiety disorder is a serious concern, affecting millions of people’s lives and, although methods to tackle the problem currently exist, these main treatments are being linked to some issues and improvements must be found. One of the alternatives is Neurofeedback, a biofeedback treatment, completely non-invasive and showing impressive results so far. It uses a neuroheadset equipment to read the neural activity of the brain, giving the user visual feedback about it. The purpose this, is to train the users’ brain in specific regions and frequencies, allowing the subjects to learn how to voluntarily control its neural activity, even outside of the session. Current applications using this method might be too simple, which can become tedious and disengaging. Serious games can help with these issues, since it can bring enjoyment and engagement while doing this type of treatment. The interest in games’ capabilities in education has been increasing over the past years, since it has been proved that games are an excellent tool for education and skill learning. Joining these concepts of game and neurofeedback, this project aims to create a serious game prototype, applying the current treatment knowledge. The development process of a new game with neuroheadset integration, capable of reading the neural activity of the user while playing and giving the appropriate feedback, will be described in the present document. Since studies proved that a good balance between challenge and skill increases the learning performance, a dynamic difficulty adjustment system is implemented within the game, allowing the game to adapt itself to each user’s skill individually, and keeping the user in a challenging, motivating zone. At the end of the document, the results of pilot test on a few subjects are shown.Na sociedade actual o número de problemas relacionados com perturbações mentais tem sido cada vez mais relevante, sendo esse o caso da ansiedade. O distúrbio de ansiedade é um problema que atinge milhões de pessoas e, embora existam métodos para combater este problema, estudos comprovam que estes têm algumas lacunas que podem trazer outros problemas associados, sendo portanto necessário procurar melhorias aos métodos actuais. Uma das alternativas tem apresentado excelentes resultados e denomina-se Neurofeedback. Este é um tratamento de biofeedback, nãoinvasivo e que utiliza um equipamento neuroheadset para capturar a actividade neuronal, apresentando indicações visuais sobre o comportamento do utilizador. Isto é feito com o objectivo de treinar o cérebro do utilizador, em regiões e frequências específicas, para que este seja capaz de controlar voluntariamente a sua actividade neuronal. As aplicações actualmente utilizadas com este intuito podem se tornar aborrecidas e monótonas devido à sua simplicidade. Um jogo sério pode ajudar com estes problemas, uma vez que é capaz de trazer divertimento e motivação para este tipo de tratamento. O crescente interesse nas capacidades educativas dos jogos sérios, tem identificado estes como excelentes ferramentas para a educação. Este projecto pretende portanto criar um protótipo de um jogo sério, aplicando os conceitos de neurofeedback. Neste documento, é apresentado o processo de desenvolvimento de um novo jogo com integração de um neuroheadset, capaz de identificar a actividade neuronal do jogador dando respostas adequadas. Uma vez que estudos comprovam que um bom balanço entre desafio apresentado e técnica do utilizador aumenta a capacidade de aprendizagem, foi implementado também um sistema de ajuste de dificuldade dinâmica, permitindo uma adaptação do jogo a cada indivíduo e mantendo este numa zona motivante de equilíbrio entre desafio e proficiência. No final serão apresentados os resultados de um teste piloto efectuado em alguns indivíduos

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Serious game as support for the development of computational thinking for children with hearing impairment

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    Computational thinking (CT) has been a topic of interest in research, not only in the field of computer science, but also in education, since it allows the development of a set of competencies in the child related to problem-solving and decision-making. However, few studies on CT are focused on children with disabilities. Developing computational thinking skills for children with hearing problems is a challenge, even more so when their language skills are limited. Following a methodology for conception of serious games for children with hearing impairment called MECONESIS (Acronym in Spanish, MEtodología para CONcepción de juEgos Serios para nIños con discapacidad auditiva), we designed the serious game Perdi-Dogs for children between 7 and 11 years old with hearing impairment. We considered a set of aspects, such as challenges/learning, control, rules, feedback, interaction, rewards, surprise, communication/language, and fantasy. Perdi-Dogs involves both a physical and a digital interface, specifically a physical board together with digital interaction, by means of a QR (Quick Response) code and vibrotactile feedback system. Perdi-Dogs simulates a real environment, using physical elements able to interact simultaneously with technology. Evaluation was carried out with a group of seven children between 7 and 11 years old from the Institute for Deaf and Blind Children (Colombia). The results showed a high motivation to play for all of the children involved in the experiment

    PhysioAR: smart sensing and augmented reality for physical rehabilitation

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    The continuous evolution of technology allows for a better analysis of the human being. In certain medical areas such as physiotherapy is required a correct analysis of the patient's evolution. The development of Information and Communication Technologies and recent innovations in the Internet of Things opens new possibilities in the medical field as systems of remote monitoring of patients with new sensors that allow the correct analysis of the health data of patients. In physiotherapy one of the most common problems in the application of treatments is the patient demotivation, something that today can be reduced with the introduction of Augmented Reality that provides a new experience to the patient. For this purpose, a system was developed that combines intelligent sensors with Augmented Reality application that will help monitor patient performance. This system is capable of monitoring lower limb movements acceleration, knee joint angle, patient equilibrium, muscular activity and cardiac activity using electromyography and electrocardiography with a wearable set of tools for easy utilization.A evolução continua da tecnologia permite cada vez mais uma melhor análise do ser humano. Em certas áreas médicas, como a fisioterapia, é necessária uma correta análise da evolução do paciente. O desenvolvimento das Tecnologias de Informação e Comunicação, e as inovações no domínio de Internet das Coisas novas possibilidades no ramo da medicina, como sistemas de monitorização remota de pacientes com novos sensores que permitem a correta análise dos dados de saúde dos pacientes. Na fisioterapia um dos problemas mais comuns na aplicação dos tratamentos é a desmotivação do paciente, algo que hoje pode ser reduzido com introdução da aplicação da Realidade Aumentada que proporciona uma nova experiência ao paciente. Para isso nesta dissertação foi desenvolvido um sistema que combina sensores inteligentes com Realidade Aumentada que vai ajudar o paciente monitorizando o seu desempenho. Este sistema é capaz de monitorizar o ângulo do joelho, captar acelaração de movimentos dos membros inferiores, equilíbrio do paciente, atividade muscular e atividade cárdica usando electromiografia e electrocardiografia num conjunto wearable de fácil utilização
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