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Exploring the Usage of 3D Virtual Worlds and Kinect Interaction in Exergames with Elderly [chapter]

Hugo Paredes, Fernando Cassola, Leonel Morgado, Fausto de Carvalho, Silvia Ala, Francisco Cardoso, Benjamim Fonseca, Paulo Martins
2014 Lecture Notes in Computer Science  
The combination of the potentialities of the interactive technologies, like exergames and the emerging motion capture devices with the ability of 3D virtual worlds for socialisation and context, can produce  ...  The OnlineGym is an exploratory project based on an online 3D virtual worlds platform that allows users to interact with the system through the use of a motion capture device.  ...  This work is funded by Portugal Telecom Inovação under the Innovation Plan of the PT Group, and by FEDER funds through the Programa Operacional Fatores de Competitividade COMPETE and National Funds through  ... 
doi:10.1007/978-3-319-08596-8_47 fatcat:562lzt2iorbprkcaek7e5inncq

Systematic review of Kinect applications in elderly care and stroke rehabilitation

David Webster, Ozkan Celik
2014 Journal of NeuroEngineering and Rehabilitation  
The paper concludes with overall remarks regarding use of Kinect in elderly care and stroke rehabilitation applications and suggestions for future work.  ...  In this paper we present a review of the most current avenues of research into Kinect-based elderly care and stroke rehabilitation systems to provide an overview of the state of the art, limitations, and  ...  The authors would like to thank the anonymous reviewers for their constructive and insightful comments and suggestions.  ... 
doi:10.1186/1743-0003-11-108 pmid:24996956 pmcid:PMC4094409 fatcat:w2fbl6vlwvbazawhc3lv4k3zoa

Modulation of Physiological Responses and Activity Levels during Exergame Experiences

John Edison Munoz Cardona, Monica S. Cameirao, Teresa Paulino, Sergi Bermudez i Badia, Elvio Rubio
2016 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)  
To investigate the role of physiological computing in those aspects, we employed a repeated measures design exploring changes in physiological responses caused by the gaming and exercising components of  ...  Seventeen older adults (64.5±6.4 years) interacted with a videogame in two modes (Control, Exergaming) in different difficulty levels.  ...  Hence, the potential of these signals in an Exergaming context and their real-world usage is still an open challenge.  ... 
doi:10.1109/vs-games.2016.7590353 dblp:conf/vsgames/CardonaCPBR16 fatcat:5t32j63wxbdbfoa6jsmejcvjwq

The Blexer system – Adaptive full play therapeutic exergames with web-based supervision for people with motor dysfunctionalities

Martina Eckert, Ignacio Gomez-Martinho, Cristina Esteban, Yadira Peláez, Mónica Jiménez, Maria-Luisa Martín-Ruiz, Maite Manzano, Alicia Aglio, Victor Osma, Juan Meneses, Luis Salgado
2018 EAI Endorsed Transactions on Serious Games  
Opposed to similar approaches found in literature, our system does not rely on pathology specific mini-games but focus on the design of generic "Full-Play" games, with a complete and compelling gaming  ...  The principles of eight Core Drives defined in the Octalysis framework have been applied in the design of the first prototype game "Phiby's Adventure" presented here.  ...  One of the authors, Alicia Aglio, was financed by the Spanish Conserjería de Educación Juventud y Deporte de la Comunidad de Madrid: PEJD-2017-PRE/TIC-4825.  ... 
doi:10.4108/eai.13-7-2018.155085 fatcat:di4lv6b53nhy3aittui5plyewe

Design of an Agent-Based Learning Environment for High-Risk Doorstep Scam Victims [chapter]

Laura M. van der Lubbe, Tibor Bosse, Charlotte Gerritsen
2018 Communications in Computer and Information Science  
Doorstep scams are scams, often happening at the front door, in which a con artist has a convincing, but fraudulent, story with the purpose of coming into your house and/or stealing money.  ...  In order to create a training application, field research has been done to the content and progress of doorstep scams, which is used to create interactive scenarios.  ...  With this training, people learn how to interact (what to say and how to use their voice) with the use of virtual agents in a simulated world, in order to improve their resilience against doorstep scams  ... 
doi:10.1007/978-3-319-94779-2_29 fatcat:ez5sxxdoznbrpggi3pjdyyezsi

Exergames for telerehabilitation [article]

Satish Reddy Bethi
2020 arXiv   pre-print
Specifically, it demonstrates wearable inertial sensors for exergames consisting of an animated virtual coach for providing patients with instructions for performing range of motion exercises.  ...  Leveraging these technological marvels in the healthcare industry has led to the development of telehealth allowing patients and clinicians to receive and administer treatment remotely.  ...  MOCAP is an interdisciplinary research topic that focuses on quantifying motion and enabling interaction in real and virtual environments.  ... 
arXiv:2006.10110v1 fatcat:vj3s3mlf3zftbnaxbah4lhabzy

Systematic Review of Design Guidelines for Full-Body Interactive Games

Sruti Subramanian, Nina Skjæret-Maroni, Yngve Dahl
2021 Interacting with computers  
In conclusion, the current review paints a somewhat questionable picture of the present state of the corpus of design guidelines for full-body games, with relatively large differences in the quality of  ...  In the longer run, these quality issues risk watering out the original meaning of the term design guideline and reducing the potential value design guidelines can offer in development of full-body interactive  ...  Player representation and game world This section describes the guidelines concerning the design of the virtual game world, that is, the screen-based representation of the game setting, and how the players  ... 
doi:10.1093/iwc/iwaa026 fatcat:mtajd325jnfs3oja3soi3wgwry

Designing concurrent full-body gestures for intense gameplay

Chaklam Silpasuwanchai, Xiangshi Ren
2015 International Journal of Human-Computer Studies  
This paper investigates suitable simultaneous fullbody game gestures, with the aim of accommodating high interactivity during intense gameplay.  ...  alternative body parts, participants were asked to rate the suitability of each body part (one and two hands, one and two legs, head, eyes, and torso) for common game actions/commands; third, to explore  ...  Acknowledgments The authors would like to thank the members of The Center for Human Computer Interaction in Kochi University of Technology, particularly Okamoto Masashi, for their assistance.  ... 
doi:10.1016/j.ijhcs.2015.02.010 fatcat:746ew4bhj5gwrkgzkvihhayuja

Interactive and Connected Rehabilitation Systems for E-Health

T.T. Dao, H. Tannous, P. Pouletaut, D. Gamet, D. Istrate, M.C. Ho Ba Tho
2016 IRBM  
First, exergames were developed, using a codesign methodology, where the patients, experts and developers took part in the design and implementation procedures.  ...  This thesis was carried out in the eBioMed experimental platform of the Université de technologie de Compiège, and in the framework of the Labex MS2T.  ...  In addition to the physics modelling of the relationships between bones and joints, games with 3D interactive objects need to establish interaction rules between them.  ... 
doi:10.1016/j.irbm.2016.02.003 fatcat:id4nypuw7ffphdqiqjy3a6bzk4

Mapping Study on the Use of Digital Games for Persons with Disabilities in Upper Members

FLÁVIA G. FERNANDES, ALEXANDRE CARDOSO, RENATO A. LOPES
2019 Anais da Academia Brasileira de Ciências  
The game was developed with Unity game engine, supporting Kinect motion sensing input device and display devices like Smart TV 3D and Oculus Rift.  ...  ARTICLE A14 The article A14, "Motion Rehab AVE 3D: A VRbased exergame for post-stroke rehabilitation", presents Motion Rehab AVE 3D, a serious game for post-stroke reha-bilitation of patients with mild  ... 
doi:10.1590/0001-3765201920180936 fatcat:usysbxmoxnfjjfyyxthxywqfua

Informing the Design of Novel Input Methods with Muscle Coactivation Clustering

Myroslav Bachynskyi, Gregorio Palmas, Antti Oulasvirta, Tino Weinkauf
2015 ACM Transactions on Computer-Human Interaction  
We cluster muscle coactivation data from a 3D pointing task covering the whole reachable space of the arm.  ...  We identify 11 clusters of pointing movements with distinct muscular, spatio-temporal, and performance properties. We discuss their use as heuristics when designing for 3D pointing.  ...  Such computational analysis was performed by specifying a 3D representation of the interaction area and immersing it in the virtual space of the recorded trajectories.  ... 
doi:10.1145/2687921 fatcat:nh4zocrpn5g43hbtqneregb2jm

A serious game to improve the verbal resilience against doorstep scams

Laura Van der Lubbe, Charlotte Gerritsen, Tibor Bosse
2020 International Journal of Serious Games  
In this research, a serious game is designed and evaluated for this purpose. The results of the evaluation are positive.  ...  Doorstep scams, scams in which con artists tell convincing but fraudulent stories in order to enter the house of a victim and/or steal personal belongings or information, have a high impact on victims.  ...  The development of the virtual training has been done with the help of Daniel Formolo and Marco Otte.  ... 
doi:10.17083/ijsg.v7i2.350 fatcat:op4sgkjdn5bkbfipi3czmnmnci

Robot games for elderly

Søren Tranberg Hansen
2011 Proceedings of the 6th international conference on Human-robot interaction - HRI '11  
the pure virtual domain into the physical world of exergaming.  ...  One of the first games for Kinect, is the virtual pet game Kinectimals where players can interact with virtual animals.  ...  The resulting pose estimates are used to identify humans who wish to be approached and interacted with.  ... 
doi:10.1145/1957656.1957808 dblp:conf/hri/Hansen11 fatcat:nbai3ephijc77lia2smnnaiv7e

Biofeedback Applied to Interactive Serious Games to Monitor Frailty in an Elderly Population

Serhii Shapoval, Begoña García Zapirain, Amaia Mendez Zorrilla, Iranzu Mugueta-Aguinaga
2021 Applied Sciences  
This article proposes an example of a multiplatform interactive serious game, which is an additional tool and assistant used in the rehabilitation of patients with musculoskeletal system problems.  ...  Following several laboratory tests and feedback analysis, the progress indicators are quite encouraging in terms of greater patient interest in this kind of interaction, and effectiveness of the developed  ...  Webcam + markers Vision-based interaction sensor Wii mote Modified algorithm based on Kinect body tracking technology Body position Balance indicators Usage of interaction objects related to  ... 
doi:10.3390/app11083502 doaj:ba1b07faf8dd4845ae8c8a51f15b046c fatcat:37zkuqefarfspovnj3m5ay34ey

Flow in gaming: literature synthesis and framework development

Fiona Fui Hoon Nah, Brenda Eschenbrenner, Qing Zeng, Venkata Rajasekhar Telaprolu, Sepandar Sepehr
2014 International Journal of Information Systems and Management  
In this article, we synthesise the literature on flow in gaming to discern existing research streams, and identify the antecedents, dimensions, and outcomes of flow which are then integrated into a framework  ...  Flow, a state of optimal experience where one is completely absorbed and immersed in an activity, is an important phenomenon for studying and designing games.  ...  Acknowledgements We would like to thank Rushika Singh at the Missouri University of Science and Technology for her help and involvement in the earlier part of this research project.  ... 
doi:10.1504/ijisam.2014.062288 fatcat:65lbr3jwrzeknklligmkhbqhya
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