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Serious Games and Applications for Health (SeGAH), 2011 IEEE 1st International Conference on

Date 16-18 Nov. 2011

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Displaying Results 1 - 25 of 35
  • SeGAH 2011 programme

    Publication Year: 2011 , Page(s): 1 - 6
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  • Simulating visual impairments using the Unreal Engine 3 game engine

    Publication Year: 2011 , Page(s): 1 - 8
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (307 KB) |  | HTML iconHTML  

    This paper describes the development of a visual impairment simulator created using the Unreal Engine 3 game engine. A game mod based upon the Unreal Tournament 3 game was produced which harnessed the game engines post process chain functionality to reproduce the appearance of a series of visual impairments. This virtual reality environment was then tested by 3 different user groups: A set of professionally qualified opticians, a visually impaired consultant who runs impairment awareness workshops, and a group of students. The paper concludes that the Unreal Engine 3 was a suitable platform for developing an effective and accurate simulation of visual impairments. It also demonstrates that, following exposure to the virtual environment, users of the simulation reported and demonstrated a greater awareness of the nature of visual impairments. Furthermore they reported improved understanding of the difficulties visually impaired people face. View full abstract»

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  • An intelligent and persistent browser-based game for oil drilling operators training

    Publication Year: 2011 , Page(s): 1 - 9
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (402 KB) |  | HTML iconHTML  

    Oil exploration has become a steadily growing business. This is due to the ever increasing demand for oil derivatives in the international market. The extraction of this mineral, however, is not an easy process. It poses many hazards which may threaten the environment and the lives of workers at an oil well. In order to reduce the chances of accidents and failures, a continued training program is highly recommended. This paper presents a serious game which simulates a drilling rig. In this game players are exposed to various circumstances in which they can exercise their knowledge about their work and learn what to do in troublesome events. Artificial Intelligence techniques are applied to the game in order to accomplish that feature. Due to the fact that oil and gas exploration activities are defined in project structures, the project-based learning theory is applied to support this work. The application also includes instant interactions among several players in a virtual 3D environment. The game is web-based, which allows players to remotely execute it on different platforms. View full abstract»

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  • Military war games edutainment

    Publication Year: 2011 , Page(s): 1 - 7
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (323 KB) |  | HTML iconHTML  

    Videogames already have their own space on people's lives (as well as films, music, etc). Serious games are able to provide players an interactive environment where they can have a new personal fulfillment, and try to achieve certain proposes as if they were real. First Person Shooters (FPS) represent a way of virtual reality, where the player is led to explore in a 360° virtual geography experience, in a war environment, designed to provide sensations that in the extreme and in reality could cost his life. The U.S. Department of Defense has, since the year 2002, a new tool for promotion and recruitment of civilians into the army. This is an online game in which the user is invited to experience the life of a soldier of the regular army: The America's Army game, which is considered the first combat serious game. Due to its popularity and purpose we promote a study where was analyzed the extent to which the use of the game influence the behavior of its users. View full abstract»

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  • Smartphone's physiatric serious game

    Publication Year: 2011 , Page(s): 1 - 8
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (720 KB) |  | HTML iconHTML  

    Games are not just fun, they can also be used to generate serious benefits for people. The current popularity of smartphones endowed with sensorial, computational and communication capabilities is generating new potential. An interesting case study regards serious games for healthcare purposes and, to this aim, we focus on physiatric rehabilitation of articulations and show how to create a smartphone's serious game for this purpose. In essence, we developed a prototype for a new generation of gametherapies; our application represents a step forward with respect to traditional therapies as it allows for low-cost, ubiquitous exercises with the support of both instantaneous digital feedback from the application and continuous monitoring/interaction with a remote doctor. View full abstract»

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  • The psychology serious game prototype for preschool children

    Publication Year: 2011 , Page(s): 1 - 4
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (337 KB) |  | HTML iconHTML  

    Computer games are more and more used for serious purposes not only for entertainment. In few last years we can observe very fast market development of serious games. They are used to education, simulation, research, health and therapy purposes. This paper describes the prototype of the game in psychology Mission - Master Your Fear. This game is a serious game based on a specialist scenario with some therapeutic goals. This game focuses on issues and problems of preschool children. View full abstract»

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  • Change your lifestyle or your game is over: The design of a serious game for diabetes

    Publication Year: 2011 , Page(s): 1 - 7
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (463 KB) |  | HTML iconHTML  

    Diabetes mellitus is one of the chronic diseases that leads to great concerns worldwide. This study uses a model of lifestyle change to enhance serious gaming in healthcare. Seven healthcare providers were interviewed in a pre-study, Six patients tested the prototype in a focus group and nine patients co-operated in an evaluation. The theoretical contributions show that it is difficult to design a single game that meets all users needs. One solution is to design a modular application were adaptations can be made in order to meet the patient specific needs, in the presence of the play, meaning and reality components, but also in functionality. Different functionality is needed for non-intenders (play), intenders (meaning) and actors (reality). Practical contributions of this study give the health care providers more insight in the daily activities and personal measurements of the patients and it improves the possibilities for self-management for the patients themselves. View full abstract»

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  • A serious game prototype for education of medical doctors and students on insulin management for treatment of diabetes mellitus

    Publication Year: 2011 , Page(s): 1 - 4
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (262 KB) |  | HTML iconHTML  

    This paper describes the construction of a serious game prototype for training doctors and medical students about insulin management for the treatment of diabetes mellitus (DM). There are a few simulators that are educationally useful for this aim, but they are little attractive for the user, so we intend to create a tool that includes game elements to make it more fun and appealing. A series of hypothetical, clinical cases with increasing complexity are used to develop a minimum curriculum for training, incorporating all the principal aspects of insulin therapy for DM in the context of primary health care. We chose to develop an Adventure game, based on a minimum curriculum of contents about insulin management. The game presents a series of clinical scenarios and asks the players to make decisions about the best diagnostic and therapeutic options for each case. After each decision, the players receive feedback, comparing their decisions with the recommendations from the best-quality medical literature, and have access to additional educational resources (texts, algorithms, links to guidelines). View full abstract»

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  • Central Hospital — Master of Resuscitation: An immersive learning approach

    Publication Year: 2011 , Page(s): 1 - 4
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (526 KB) |  | HTML iconHTML  

    Medical knowledge has increased exponentially in the last decades. Healthcare professionals face a life-time challenge in medical education right from the beginning of medical school. They experience serious difficulties to keep updated. Traditional adult education, largely used in medical training, shows little effectiveness. Problem-based-learning has been proposed as a student-centered pedagogy to overcome failure of traditional medical instruction. In recent years there has been a growing interest in using video games for educational purposes. Stand Clear is developing an on-line, game-based learning tool for medical education and training. These games combine the concepts of serious games with the concepts of casual games. By associating clinical simulation and a problem centered approach to whenever-wherever-availability, it will perfectly fit into what the authors believe will be the future of pre- and postgraduate lifetime education. View full abstract»

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  • Hand hygiene training through a serious game: New ways of improving Safe Practices

    Publication Year: 2011 , Page(s): 1 - 2
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (201 KB) |  | HTML iconHTML  

    The Andalusian Patient Safety Observatory (Spain) has developed a serious game to promote hand hygiene among health care professionals and citizens. We have used this new methodology, based on simulation and interaction, to create a non-risk environment, where users have to decide when and how must perform hand hygiene, with no adverse effect from their actions. Prior to the ludic part, there is a theoretical introduction with contents from the World Health Organization, specially the “5 Moments for Hand Hygiene”. This methodology keeps easily users' interest and reinforces their knowledge without a big effort by them. This ludic approach allows us to attract also patients. After some successful preliminary results (25.000 visits in one month), we have started to work on a second serious game, focused on Safe Medication Practices. View full abstract»

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  • Endoscopy — Brief historical survey, developments and therapeutics

    Publication Year: 2011 , Page(s): 1 - 4
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    Rapid increase of elder population and the appearance of more diseases needs the creation of new medical devices, as minimal invasive as possible. Nowadays, the endoscopic capsule allows good image and much less stress and pain to the patient than traditional endoscopic catheters. The endoscopy to become as developed as today had many improvements. We present on this paper a brief survey of the historical background of equipment developments, some of the most commonly used endoscopic procedures, their drawbacks and virtues. View full abstract»

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  • Wiitherapy on seniors — Effects on physical and metal domains

    Publication Year: 2011 , Page(s): 1 - 5
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (589 KB) |  | HTML iconHTML  

    The aging population is in demand of new tools for better quality of life. Technology has this power. Aim: This study aimed to assess the impact of using Nintendo Wii® in the elderly. Methods: The impact in balance was measured using Berg scale, the activities of daily living using Barthel, cognitive status using MMSe and perceived health status using SF-36. A sample of 65 seniors from a nursing home was randomly allocated to 3 groups: Wii with the supervision of a Physiotherapist (Group A; n=23), Wii without supervision (Group B; n=20), and just Geriatric Gymnastics (Group C; n=22) during 20 sessions. Results: Better attendance and satisfaction were obtained in Group A. In physical terms significant better results were found in SF 36 on Group A and in Berg score of Group C. In mental assessment, a significant worse result was obtained in SF36 of Group A. Also significantly better results in Vitality and Mental Health of Group B were obtained. In therapy exposure, there were significantly better results in group A of the SF36 in individuals with more than 750 minutes (15 sessions). There were no accidents and/or injury registered during the sessions. Conclusion: The supervised use of the Wii, improves the physical component of the elderly and it also can be a motivating factor for exercise practice. This activity can bring better perception of the vitality of the elderly and physical functioning. In other aspects it may also have a depressive effect on some participants. This study highlights the importance of expert supervision when using a Wii as a therapeutic instrument in a senior population. View full abstract»

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  • Aims vs. technology: Pedagogical view to the use of educational applications in safety critical contexts

    Publication Year: 2011 , Page(s): 1 - 7
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (291 KB) |  | HTML iconHTML  

    Interactive technology for education has formed into a relatively independent domain of research and development. Interactive technology is often seen as a context independent tool. However, we argue that education in different contexts may have so different and incommensurable aims that no single technology can be announced as good or bad per se in terms of learning. The development of educational application should not be based on the technology to be applied, but by careful analysis of learning aims. When formulated in an appropriate way, learning aims work as a relevant basis in all stages of the design process of an educational application. The formulation of aims is therefore critical to the success of the whole application development project. In the current study, we illustrate the complexity of design of educational applications with one design case. This case study concerns the training of nurses who work in an operating room. As such, the case best enlighten the education in skills needed in safety critical contexts. View full abstract»

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  • Help system for medical diagnosis of the electrocardiogram

    Publication Year: 2011 , Page(s): 1 - 8
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1125 KB) |  | HTML iconHTML  

    This presentation is part of a work that aims to create an interactive learning medical system of ECG events and pathologies diagnose. The system can be seen as an interactive game in wish the user will practice with ECG signal of several pathologies For this purpose an algorithm was developed that detects the events of the ECG in MATLAB. This paper is focus on the discussion of the algorithm, connections between the ECG and the heart physiology listing several pathologies and their respective ECG patterns. A preparatory smoothing of the signal is performed. The algorithm is now only applicable to the normal ECG. It is based in correlation of events within a period of the ECG, and finds the P wave and T wave searching the peaks under a confined region of the smoothed signal. View full abstract»

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  • Serious game as a tool to intellectual disabilities therapy: Total challenge

    Publication Year: 2011 , Page(s): 1 - 7
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (878 KB) |  | HTML iconHTML  

    Nowadays there are games that involving a challenge and using a reward system are designed to solve problems in several areas. These games, called serious games, do not put aside the entertainment, although this is not their main purpose. Among the problems that can be solved or at least mitigated with the help of serious games, there are highlighted those involving health care and especially intellectual disabilities. Despite the existence of a variety of serious games intended to minimize health problems, there is still much work to be conducted within the problems related to intellectual deficiency. Thus, this study intends to investigate the evolution of patients with intellectual disabilities using a serious game capable of monitoring their evolution, concerning memory, decision-making time, capacity of observation, learning and applying knowledge. View full abstract»

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  • Computer surgery 3D simulations for a new teaching-learning model

    Publication Year: 2011 , Page(s): 1 - 4
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (296 KB) |  | HTML iconHTML  

    Using 3D computer simulations for training surgeons is not new, but neither is the use of e-learning for improving students knowledge acquisition. What we propose is to use 3D computer simulations in such a versatile way that those simulations could act as learning objects designed directly by those who own the experience we want to be transmitted. In order to achieve this goal, it is necessary to create a model in charge of communicating learning objects and simulators. This model ensures that, on the one hand, the simulation offers an interface to the learning process stable enough not to be affected by every small change. On the other hand, the model also ensures that the simulation offers a mechanism for adopting changes in the learning process. The key to solve this contradiction is to take the complex behavior of the simulation objects out of their control, leaving in them just very basic behaviors. This paper presents the problem and the design proposed to solve it in a more detailed way. View full abstract»

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  • A laparoscopic surgery training interface

    Publication Year: 2011 , Page(s): 1 - 7
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (486 KB) |  | HTML iconHTML  

    Laparoscopy is a surgical procedure on which operations in the abdomen are performed through small incisions using several specialized instruments. The laparoscopic surgery success greatly depends on surgeon skills and training. To achieve these technical high-standards, different apprenticeship methods have been developed, many based on in vivo training, an approach that involves high costs and complex setup procedures. This paper explores Virtual Reality (VR) simulation as an alternative for novice surgeons training. Even though several simulators are available on the market claiming successful training experiences, their use is extremely limited due to the economic costs involved. In this work, we present a low-cost laparoscopy simulator able to monitor and assist the trainee's surgical movements. The developed prototype consists of a set of inexpensive sensors, namely an accelerometer, a gyroscope, a magnetometer and a flex sensor, attached to specific laparoscopic instruments. Our approach allows repeated assisted training of an exercise, without time constraints or additional costs, since no human artificial model is needed. A case study of our simulator applied to instrument manipulation practice (hand-eye coordination) is also presented. View full abstract»

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  • Serious games in cognitive training for Alzheimer's patients

    Publication Year: 2011 , Page(s): 1 - 8
    Cited by:  Papers (4)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (460 KB) |  | HTML iconHTML  

    Research on progressive dementia increased significantly in the past years due to the urgency of the aging population. Patients suffering from such dementia, for instance Alzheimer's disease, lose efficiency in cognitive spheres such as memory, planning skills, initiative and perseverance. Some researchers tried to evaluate the potential of close-to-reality simulations and generic video games for brain training to stimulate the cognitive abilities of AD patients. Using recent advances in artificial intelligence such as learning, activity recognition and guidance to enhance this concept of training, we are proposing, in this paper, a detailed explanation of an adapted serious game we designed for this purpose. A prototype has been developed showing how to exploit AI techniques to create an affordable and accessible tool for cognitive training and allowing in-game estimation of the patient's cognitive performance. View full abstract»

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  • Game of gifts purchase: Computer-based training of executive functions for the elderly

    Publication Year: 2011 , Page(s): 1 - 8
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1081 KB) |  | HTML iconHTML  

    This paper presents a game that is integrated into a computer-based training program for several cognitive tasks in the elderly. People with Age-Associated Cognitive Decline (AACD) and people with Mild Cognitive Impairment (MCI) are its target population. The game, which is specially intended to improve or maintain executive functioning, requests users to buy some gifts to some imaginary close relatives, taking into account a budget that should not be exceeded and some specified criteria about their preferences. The aim is the training of users' planning ability, as well as the needed organization to achieve the planned goals. In addition to give details of the design and implementation of this game, the paper presents its validation, using standardized neuropsychological measures. To do that, an experimental pilot study has been carried out with 20 people over 60 years. Once the game has been validated, more people are using it. View full abstract»

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  • Simulating a Portuguese hospital master surgery schedule

    Publication Year: 2011 , Page(s): 1 - 4
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (276 KB) |  | HTML iconHTML  

    Hospital performance is a critical issue in society and its assessment must be tactfully studied in order to evaluate future decisions. In this paper we report an operating theatre study based on a simulation model, describing one of the biggest public hospitals in the north of Portugal. The model encompasses several operating rooms shared among different medical services and considers the arrival of both elective and emergency patients. We focus on a critical planning problem of the operating theatre, the allocation of medical services to operating rooms and shifts. With a discrete-event simulation model we assess the performance of the current schedule distribution and perform a set of tests in order to find a better master surgery schedule. Experiments show improvement opportunities by balancing surgical services capacities. View full abstract»

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  • A serious computer game to assist Tai Chi training for the elderly

    Publication Year: 2011 , Page(s): 1 - 8
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1568 KB) |  | HTML iconHTML  

    This paper describes the development of a computer-based serious game to enable older individuals to practice Tai Chi at home on their own. The player plays the game by imitating Tai Chi movements presented by a virtual instructor on the screen. The proposed system is decomposed into two modules. The first module is the game design, i.e., the process of recording an instructor training Tai Chi. Acquired data are used to create gesture templates and a virtual instructor. The second module is the game play in which the player attempts to mimic the virtual instructor. Gestures are measured in real-time and then compared with the prerecorded Tai Chi gesture template corresponding to the displayed movement. Visual feedback indicates how well the player imitated the instructor. The proposed system is not designed to classify gestures but to evaluate the similarity of a given gesture with a gesture template. The Longest Common Sub-Sequence (LCSS) method is applied to compute such similarity. The proposed approach (1) facilitates the design of assessment tools in which the user has to follow a sequence of predefined movements and (2) applicable to other domains, such as telerehabilitation. View full abstract»

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  • Combining Web Squared and serious games for crossroad accessibility

    Publication Year: 2011 , Page(s): 1 - 4
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (2773 KB) |  | HTML iconHTML  

    The magic trick of the serious game approach lies in the fact that a positive aim can be reached by attracting people in an entertaining task. Yet, the real impact of this technology on our society will happen when it will be utilized to gather the contribution of thousands, maybe millions, of players all around the world to address crucial and unsolved problems. To this aim, we adopt the Web Squared paradigm, combining serious games with crowd-sourcing and automatic data gathering from smartphones' sensors. We show how this combination can create a major force able to tackle serious challenges considered too complex for single users and even for computers. As a proof-of-concept, we discuss a solution able to automatically generate a Google Maps-like service also including information about traffic lights with audible signals. As a final result, our solution improves crossroad accessibility for blind pedestrians by exploiting the latest Web Squared and serious game technology. View full abstract»

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  • Alternative Human-Machine Interface system for powered wheelchairs

    Publication Year: 2011 , Page(s): 1 - 5
    Cited by:  Papers (3)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (627 KB) |  | HTML iconHTML  

    In this paper Aescolapius is introduced as new HMI system, Human-Machine Interface, which controls the movement of a powered device, using common peripherals: an RGB camera, a microphone or a mobile phone. In order to test the feasibility of the system, Aescolapius has been integrated in a motorized wheelchair. The goal is to allow disabled people to have alternatives in guiding their wheelchairs: with head movements, using voice commands, sliding a finger across the touch screen of a mobile phone or tilting the phone. View full abstract»

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  • Playing Tetris with non-invasive BCI

    Publication Year: 2011 , Page(s): 1 - 6
    Cited by:  Papers (6)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (387 KB) |  | HTML iconHTML  

    This paper presents a non-invasive Brain Computer Interface (BCI) game that is inspired on the Tetris game. The BCI-Tetris is presented in three different versions. Two versions based on the P300 event related potential (ERP), and one version that combines the P300 ERP with the control of sensorimotor rhythms. The BCI-Tetris is being developed to be tested in pilot experiments with children with attention-deficit and hyperactivity disorder (ADHD). The results reported in this study with able-bodied participants show that the BCI-Tetris can be effectively controlled. View full abstract»

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  • Planning of a usability test for 3D controllers in Second Life / OpenSimulator virtual worlds

    Publication Year: 2011 , Page(s): 1 - 4
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (332 KB) |  | HTML iconHTML  

    3D interface devices are being announced as rendering virtual world navigation easier. We have prepared a usability testing framework for two such devices, SpaceNavigator and SpacePilot PRO, manufactured by 3Dconnexion. The paper summarizes the underlying concepts of usability testing and links them to the requirements of a virtual world 3D interface context. We detail the metrics to be employed and the reasoning behind their selection, and the planning which yielded the actual framework to be used for conducting the 3D interface usability tests in the Second Life virtual world. View full abstract»

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