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Serious Games Application for Memory Training Using Egocentric Images [article]

Gabriel Oliveira-Barra and Marc Bolaños and Estefania Talavera and Adrián Dueñas and Olga Gelonch and Maite Garolera
2017 arXiv   pre-print
Our model presents the first method used for automatic egocentric images selection applicable to serious games.  ...  To do so, we introduce a novel computer vision technique that classifies rich and non rich egocentric images and uses them in serious games.  ...  The authors gratefully acknowledge the support of NVIDIA Corporation with the donation of the Titan Xp GPU used for this research.  ... 
arXiv:1707.08821v1 fatcat:gwjj5ht53naspj7af5a7wii5gy

A Succinct Overview of Virtual Reality Technology Use in Alzheimer's Disease

Rebeca I. García-Betances, María Teresa Arredondo Waldmeyer, Giuseppe Fico, María Fernanda Cabrera-Umpiérrez
2015 Frontiers in Aging Neuroscience  
., diagnosis, patient cognitive training, caregivers' education, etc.), focus feature (e.g., spatial impairment, memory deficit, etc.), methodology employed (e.g., tasks, games, etc.), immersion level,  ...  Important improvements are needed to make VR a better and more versatile assessment and training tool for AD.  ...  used in this study.  ... 
doi:10.3389/fnagi.2015.00080 pmid:26029101 pmcid:PMC4428215 fatcat:nvt5otljarh4nmf4ffc2tte3tu

The Effectiveness of Home-Based Training Software Designed to Influence Strategic Navigation Preferences in Healthy Subjects

Milan N. A. van der Kuil, Andrea W. M. Evers, Johanna M. A. Visser-Meily, Ineke J. M. van der Ham
2020 Frontiers in Human Neuroscience  
One approach to the rehabilitation of navigation impairments is to train the use of compensatory egocentric or allocentric navigation strategies.  ...  However, using the current approach, only a preference shift from an allocentric to an egocentric navigation strategy could be achieved.  ...  To this end, a home-based navigation training was developed in the form of a serious game.  ... 
doi:10.3389/fnhum.2020.00076 pmid:32256327 pmcid:PMC7092635 fatcat:winbxpu5ljhclldbhevwuxqlni

Cognitive Training Using Fully Immersive, Enriched Environment Virtual Reality for Patients With Mild Cognitive Impairment and Mild Dementia: Feasibility and Usability Study

Seo Jung Yun, Min-Gu Kang, Dongseok Yang, Younggeun Choi, Heejae Kim, Byung-Mo Oh, Han Gil Seo
2020 JMIR Serious Games  
Cognitive training using virtual reality (VR) may result in motivational and playful training for patients with mild cognitive impairment and mild dementia.  ...  Physiatrists, OTs, and patients with mild cognitive impairment and mild dementia received 30 minutes of VR training to evaluate the feasibility and usability of the test for cognitive training.  ...  The authors thank Neofect (Gyeonggi-do, Korea) and Wysiwyg studios (Seoul, Korea) for creating the VR cognitive training system to meet the specifications.  ... 
doi:10.2196/18127 pmid:33052115 fatcat:435yyujj3ng6flwdcndetrmdem

A framework and immersive serious game for mild cognitive impairment

Sum-Yuet Joyce Lau, Harry Agius
2021 Multimedia tools and applications  
Consequently, to optimise the advantages of serious games for MCI, we propose the MCI-GaTE (MCI-Game Therapy Experience) framework that may be used to develop serious games as effective cognitive and physical  ...  Together, they provide support for rehabilitation needs and may also serve as a set of comprehensive and established criteria by which an MCI serious game may be evaluated.  ...  If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly  ... 
doi:10.1007/s11042-021-11042-4 fatcat:x4xl6bu7ijabvelnpyk7c2nbbu

Multimodality with Eye tracking and Haptics: A New Horizon for Serious Games?

Shujie Deng, Julie A. Kirkby, Jian Chang, Jian Jun Zhang
2014 International Journal of Serious Games  
devices in order to provide applicable multimodal frameworks for learning-based games.  ...  We initially outline studies that have used eye tracking and haptic feedback independently in serious games, and then review some innovative applications that have already combined eye tracking and haptic  ...  Magic pointing In training and learning, accuracy and measurement of performance are key elements for serious games.  ... 
doi:10.17083/ijsg.v1i4.24 fatcat:dvekz4eyu5hlzhlggkmdgfhy3u

Current Cognition Tests, Potential Virtual Reality Applications, and Serious Games in Cognitive Assessment and Non-Pharmacological Therapy for Neurocognitive Disorders

Roger Jin, Alexander Pilozzi, Xudong Huang
2020 Journal of Clinical Medicine  
We evaluate the current state of the art of cognitive assessment for major NCDs, and then briefly glance ahead at potential application of virtual reality (VR) technologies in major NCD assessment and  ...  in cognition training of visuospatial reasoning in a 3D environment, as well as in the alleviation of depression and other symptoms of cognitive disorders.  ...  Acknowledgments: The authors would like to thank the MIT externship program for allowing R.J. to be a student intern at the Massachusetts General Hospital (MGH).  ... 
doi:10.3390/jcm9103287 pmid:33066242 fatcat:yf5s346amvcpbaobeayijrnz3u

Neurophysiological methods for monitoring brain activity in serious games and virtual environments: a review

Manuel Ninaus, Silvia Erika Kober, Elisabeth V.C. Friedrich, Ian Dunwell, Sara De Freitas, Sylvester Arnab, Michela Ott, Milos Kravcik, Theodore Lim, Sandy Louchart, Francesco Bellotti, Anna Hannemann (+4 others)
2014 International Journal of Technology Enhanced Learning  
The information gained from fMRI can be used, for example, to improve the effectiveness of serious games or how games affect the player's brain. fMRI applications in game-based learning: For instance,  ...  Additionally, real-time strategy video games can train executive control functions, such as task switching, working memory, visual short-term memory and reasoning (Basak et al., 2008) .  ... 
doi:10.1504/ijtel.2014.060022 fatcat:7dvks2kkhfentmkrdhgp6xcwfm

A Usability Study of a Serious Game in Cognitive Rehabilitation: A Compensatory Navigation Training in Acquired Brain Injury Patients

Milan N. A. van der Kuil, Johanna M. A. Visser-Meily, Andrea W. M. Evers, Ineke J. M. van der Ham
2018 Frontiers in Psychology  
No effect of feedback timing was found on performance and motivation in games designed to train navigation abilities. Overall appreciation of the serious game was positive.  ...  The effect of feedback timing on performance and motivation was examined in a navigation training game. Subjective usability ratings of all design options were assessed using questionnaires.  ...  authors wish to thank the Jacqueline Sibbel en Tjamke Strikwerda, occupational therapists at the Department of Rehabilitation, Physical Therapy Science and Sports of the University Medical Center Utrecht, for  ... 
doi:10.3389/fpsyg.2018.00846 pmid:29922196 pmcid:PMC5996119 fatcat:yqgyyuw5n5gzrhxqr3jmw7dhnu

The potential of virtual reality for spatial navigation research across the adult lifespan

Nadine Diersch, Thomas Wolbers
2019 Journal of Experimental Biology  
Older adults often experience serious problems in spatial navigation, and alterations in underlying brain structures are among the first indicators for a progression to neurodegenerative diseases.  ...  In addition, the importance of body-based or visual cues for navigation varies between animal species.  ...  In addition, VR paradigms are increasingly used for the implementation of training and rehabilitation regimes (see Lange et al., 2010 , for a review on the application of VR for sensorimotor rehabilitation  ... 
doi:10.1242/jeb.187252 pmid:30728232 fatcat:qrijeo3f45fjthhl7g54wkxbgi

Applications of Virtual Reality Technology in Brain Imaging Studies [chapter]

Ying-hui Chou, Carol P., David J., Allen W., Nan-kuei Che
2012 Virtual Reality in Psychological, Medical and Pedagogical Applications  
These imaging modalities include structural MRI [2] and diffusion tensor imaging (DTI) [3] that are used to measure brain anatomical structure, and positron emission tomography (PET) [4] , functional MRI  ...  Many imaging modalities have been employed in virtual reality studies reviewed in this chapter.  ...  Acknowledgement This chapter was support by research grant R01-NS074045 from National Institute of Neurological Disorders and Stroke (NKC), and research grant R01 AG039684 (DJM) and training grant T32  ... 
doi:10.5772/48445 fatcat:cwmcgtrzifa2bc654xw6arhnk4


Nadia Akma Ahmad Zaki, Tengku Siti Meriam Tengku Wook, Kartini Ahmad
2017 Journal of Information and Communication Technology  
These guidelines would be useful for researchers and game designers to design TSG for CSLD focusing on cognitive stimulation.  ...  Although numerous studies have been conducted on guidelines for designing serious games, to date, studies on the specific TSG's design guidelines for stimulating the cognitive ability of children with  ...  in the game activities. d) Avoid cluttering user's memories with complicated procedures for carrying out tasks. e) The game should incorporate both sound and images to ensure effective learning process  ... 
doi:10.32890/jict2017.16.2.8233 fatcat:k7jgwwe77javjmjhsh2xyrwhmq

Scoping Review of Systems to Train Psychomotor Skills in Hearing Impaired Children

Victor Peñeñory, Cristina Manresa-Yee, Inmaculada Riquelme, Cesar Collazos, Habib Fardoun
2018 Sensors  
Objectives: The aim of this work is to provide a scoping review to compile and classify the systems helping train and enhance psychomotor skills in hearing impaired (HI) children.  ...  the queries using keywords, analyze the quality of the works found using the PEDro Scale, classify the works based on psychomotor competences, analyze the interactive systems (e.g., sensors), and the achieved  ...  Acknowledgments: We thank the Universidad de San Buenaventura, Universidad del Cauca (Colombia) and Ahlia University (Bahrain) for its support of the project.  ... 
doi:10.3390/s18082546 pmid:30081512 fatcat:koy3yxzsovbbzgizhunt6xmqdu


R. J. W. Sluis, I. Weevers, C. H. G. J. van Schijndel, L. Kolos-Mazuryk, S. Fitrianie, J. B. O. S. Martens
2004 Proceeding of the 2004 conference on Interaction design and children building a community - IDC '04  
Such environments are considered potentially interesting for many different applications.  ...  In this paper, we address the question of whether or not it makes sense to use such environments to design learning experiences for young children.  ...  The support of publisher Zwijsen was highly appreciated for providing us with the original pictures and sounds needed for the application's content.  ... 
doi:10.1145/1017833.1017843 dblp:conf/acmidc/SluisWSKFM04 fatcat:fztrfzszwndphbshhorzwiq4l4

Creating Immersive Virtual Environments Based on Open Geospatial Data and Game Engines

Julian Keil, Dennis Edler, Thomas Schmitt, Frank Dickmann
2021 KN - Journal of Cartography and Geographic Information  
The ability to use geospatial data to shape virtual 3D environments opens a multitude of possibilities for geographic applications, such as construction planning, spatial hazard simulations or representation  ...  Free geospatial data that can be used for spatial reconstructions is provided by numerous national and regional official institutions.  ...  Numerous examples show advantages of game engine capabilities for geographical applications.  ... 
doi:10.1007/s42489-020-00069-6 fatcat:npphrkeidbgapacxsvxytodlxi
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