27 research outputs found
Volcano: An interactive sword generator
In this work, we introduce Volcano, a tool for the procedural generation of 3D models of swords. Unlike common procedural content generation tools, it exploits interactive evolution to reduce as much as possible the effort of the users during the generation process. Indeed, Volcano allows to forge the desired type of swords through a rather simple visual exploration of the design space. The 3D models generated with the tool can be directly used as game assets or further developed with a standard modeling software. A prototype of Volcano was tested by 30 users, including both students and game developers. The feedbacks received are very positive: tools like Volcano might be useful both for players, to create user contents, and for developers, to speed-up the design of game contents
Experimental investigation of silicon photomultipliers as compact light readout systems for gamma-ray spectroscopy applications in fusion plasmas
A matrix of Silicon Photo Multipliers has been developed for light readout from a large area 1 in. x 1 in. LaBr3 crystal. The system has been characterized in the laboratory and its performance compared to that of a conventional photo multiplier tube. A pulse duration of 100 ns was achieved, which opens up to spectroscopy applications at high counting rates. The energy resolution measured using radioactive sources extrapolates to 3%-4% in the energy range E gamma = 3-5 MeV, enabling gamma-ray spectroscopy measurements at good energy resolution. The results reported here are of relevance in view of the development of compact gamma-ray detectors with spectroscopy capabilities, such as an enhanced gamma-ray camera for high power fusion plasmas, where the use of photomultiplier is impeded by space limitation and sensitivity to magnetic fields
The design of a comprehensive game engine for rehabilitation
Physical and cognitive rehabilitation under the form of therapeutic videogames has been growing in popularity over the last years. Many rehabilitation games (or exergames) have been created with the intent to promote functional rehabilitation in a highly motivational environment. However, such exergames are often created as standalone products typically designed to target a specific exercise. Accordingly, they are usually difficult to integrate in a more structured therapy and also have very different and varied features. There is therefore a need in this area for a more holistic approach with game engines specifically designed for rehabilitation that would represent the next step in this field to guarantee efficacy, accessibility and motivational factors of exergames. In this paper, we present our Intelligent Game Engine for Rehabilitation (IGER) that tries to address these issues; we highlight the features it supports, we present some of the games we created with it, and the initial results we achieved so far
An intelligent game engine for the at-home rehabilitation of stroke patients
The recent availability of advanced video game interfaces (such as the Microsoft Kinect, the Nintendo WiiMote and Balance Board) is creating interesting opportunities to provide low-cost rehabilitation at-home for patients. In this context, video games are rising as promising tools to guide patients through their recovery experience and to increase their motivation throughout the rehabilitation path. However, to be applied to clinical scenarios, video games must be designed to adhere to the clinical requirements and to meet doctors/patients expectations. They also need to be integrated within multi-level platforms that can allow different levels of monitoring, e.g., at a personal level by the therapist, at the hospital level by the doctors, and at the regional level by the government agencies. In this paper, we overview an intelligent game engine for the at-home rehabilitation of stroke patients The engine provides several games that implement actual rehabilitation exercises and have been developed in strict collaboration with therapists. It is integrated in a patient station that provides several types of monitoring and feedback using virtual and/ or human therapists
IGER: An Intelligent Game Engine for Rehabilitation
We present here a novel game engine, designed specifically to guide rehabilitation at home. Besides the classical functionalities: animation, rendering, collision detection and so forth, adaptation to the patient status and monitoring are embedded inside the engine. Moreover, a virtual therapist is also provided that can advice and support the patient throughout the rehabilitation sessions. Some game examples built on this engine are described
IGER: A Game Engine Specifically Tailored to Rehabilitation
Exergames for rehabilitation, both in the physical and cognitive fields, have been the target of much research in the last years. Such exergames, however, are often created for a specific impairment and cannot be generalized to other domains. More generally speaking, the lack of shared design and development guidelines for rehabilitation games can be highlighted. The Intelligent Game Engine for Rehabilitation (IGER) described here has been developed with the intent to provide a framework for building rehabilitation exergames that are functional, accessible and entertaining. Several features, mandatory for rehabilitation, have been incorporated: configuration, adaptation, monitoring, data logging and feedback through a virtual therapist. Besides describing how these features have been implemented in IGER, we describe here also a few games we created with it and their rationale