28 research outputs found

    Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project

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    Eldergames is a EU-funded project to develop games using advanced visualisation and interaction interfaces to improve the cognitive, functional and social skills of older users. The project merges two major areas to which technology for elderly people is applied: health and social engagement. Its platform will allow users to improve their cognitive skills and individual well-being by playing on a mixed-reality platform; in addition, it will offer the unusual experience of communicating with people located in other countries without the need to share the same language. After introducing the field of gerontology and the project, this paper describes the main cognitive abilities that change with aging (perception, attention, memory, and other more specific processes such as decision-making), and that have to be taken into account while designing a technology for elderly people. Some guidelines that are specifically meant to ensure usability of these products are listed in the conclusions

    Effects of Social Conditions in a Virtual Exergame for Cognitive Rehabilitation in Multiple Sclerosis

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    Rehabilitation is essential for individuals with multiple sclerosis (MS) to improve their quality of life and mitigate the progression of the disease. Cognitive deficits, which commonly affect MS patients, significantly impact daily functioning and well-being. This paper focuses on the development of a digital version of the Tangram puzzle using virtual reality (VR) to promote logical reasoning, attention, and social interactions to enhance engagement in cognitive rehabilitation for MS patients. The developed simulation integrates social presence in the form of a non-playable character (NPC) intending to improve player performance and motivation to ultimately promote engagement and adherence to treatment. A user study involving different game modes with the NPC in either a supporting or interfering role, was conducted to evaluate the effectiveness and usability of the Tangram VR exergame. After collecting and analyzing questionnaire scores and performance data, our results suggest that the application was well-received by users, and the introduction of an NPC had an impact in terms of execution times and sense of frustration, depending on its behaviour. Nonetheless, only a limited set of significant differences between modes was found, suggesting that further study is necessary to validate the results fully

    A Serious Game for Using Socio-Economic and Trust Based Decision-Making Scenarios for Elicitation of Emotional Responses

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    The relationship between Decision-Making and emotions has been investigated in literature both through theoretical and empirical research. Particularly, some paradigms have been defined, rooted in the Game Theory, that use socio-economic and/or trust based contexts to produce specific emotional responses in people. However, experiments with such game paradigms have most frequently been carried out in controlled settings only. As these methods have a potential usefulness in a variety of areas, we are interested in verifying their applicability “in the wild”. To this end, we have developed a mobile game that integrates in a single plot four of the above mentioned socio-economic and trustbased game paradigms and aims at eliciting specific types and valences of emotions in different interactions. The paper discusses the outcomes of an experiment we carried out with eight participants in order to preliminarily test the usability of our game in authentic contexts of use. The results confirm that the designed game interactions are able to elicit emotional responses in the participants, also in ecological settings, that were expected based on the literature

    Applications of Serious Games as Affective Disorder Therapies in Autistic and Neurotypical Individuals: A Literature Review

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    Affective disorders can greatly influence the everyday lives of neurotypical and autistic individuals. As platforms that promote engagement, computer-based serious games (CSGs) have been previously proposed as therapies to treat affective disorders for both populations. However, these CSGs were assessed on a wide variety of experimental conditions, and there is a lack of comparative studies on their effectiveness. In this study, we identified and analyzed 37 interventions of CSGs for affective disorders in autistic and neurotypical individuals from 507 initial search results from four databases (Embase, Scopus, Web Of Science and IEEE Xplore), using concepts such as 'serious-games', 'affective-disorders', 'autism' and 'neurotypical'. A total of 21 different CSGs were identified that were evaluated with 30 different outcome measures in the reviewed interventions. A positive impact was reported in 22 of them; specifically, all instances of depression interventions reported a positive impact of CSG therapies. Our comparative analysis indicates that CSG applications could be effective in treating affective disorders in autistic and neurotypical individuals. Additionally, our analysis identifies CSG design characteristics that might be useful in applications involving depression, anxiety and phobias. Based on these characteristics, we provide a set of recommendations for CSG interventions for affective disorder therapies

    Digital Twins and Healthcare: Quick Overview and Human-Centric Perspectives

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    International audienceDigital Twins constitute a class of innovative data-intensive network-based computing solutions based on real-time interactive simulations of physical systems-Physical Twins-in multiple domains, representing and predicting the states of complex systems (from bacteria to cities). However, the variety of Digital Twins proposed in literature makes difficult to shape a general definition for this class of computational tools (possibly merging with phygital systems). On the other hand, this is a sign of the versatility of Digital Twins, in both their own capability to solve heterogeneous problems in real world and to inspire novel approaches to handle the uncertainty in complex systems. Such advantages are also explored in fields like healthcare, especially considering domains of Digital Health and mHealth. Indeed, major efforts in research are pushing the methodological and technological boundaries of biomedical sciences, translational research, and precision medicine. Such efforts should be pursued for implementing Digital Twins helping, for instance, the humancentric optimization of the resources allocation in healthcare settings (hospitals, homes, and cities). This chapter will present the opportunity and the ethical issues of using these systems for foreseeing the future states of a person or a population (a need that certainly was highlighted during the COVID-19 pandemic) or a system including a medical device and its user

    Comparative usability and performance evaluation of surgeon interfaces in laser phonomicrosurgery

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    Robot-assisted surgical procedures, such as Laser Phonomicrosurgery (LP), suffer from susceptibility to variation in surgeon skill and equipment characteristics. Ergonomic and human-centered approaches acquire increased importance in the design of surgeon-machine interfaces. This paper proposes a protocol for comparative evaluation of surgeon-machine interfaces based on two criteria: (i) the subjective evaluation of their usability using questionnaires, and (ii) the objective evaluation of their performance using an imaging-based feature extraction method. Two interfaces in LP, the traditional ("AcuBlade") interface and the novel ("Virtual Scalpel") interface, were evaluated to demonstrate the effectiveness of the proposed scheme. A series of experimental trials were conducted using the interfaces in surgery-like tasks in a controlled environment. The subjective evaluation pointed to the superiority of the Virtual Scalpel interface (score: 83.06) in terms of confidence and ease of use, and learnability, over the AcuBlade interface (score: 65.56). The objective evaluation showed the Virtual Scalpel interface having an overall score (55.96) significantly superior to the AcuBlade (51.37). It is thus shown that the multidimensional evaluation approach allowed to clearly distinguish between levels of perceived usability and effective performance of surgeon-machine interfaces from a user-centered perspectiv
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