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We present an interactive game for assessing auditory and spatial memory. We compared the performance of children with and without inattention using the game and using a variety of classical tools for assessment of auditory and spatial memory. The children with inattention showed statistically worse performance in the game. There were no statistically significant differences between the two groups...
Natural User Interfaces and advanced displays can be combined to provide rich learning experiences. In this paper, we present the development and validation of a serious game that combines autostereoscopy and Natural User Interfaces for dental learning in higher education. The game includes two modes: neutral and real-world background. A comparative study to check different aspects was carried out...
One of the difficulties when testing algorithms for information retrieval, is having benchmark datasets to determine their effectiveness, since for several indicators used in this discipline, it is necessary to know in advance results for a query given and that the same results are evaluated by experts on the subject under investigation. This paper describes the collaborative implementation of a dataset...
In this article we study the negative effects of applying motivating e-Learning tools as a method to increase students' engagement through their learning process. In particular, we demonstrate that increasing students' motivation can have a negative effect on students' efficiency if they engage with the applications in a wrong way. In our carried out experience, we have used a virtual reconstruction...
This paper presents an experiment in which people with intellectual disabilities played 3 apps with different levels and purposes on an iPad Air. As part of the game they were required to interact with Sphero and the activities they tried to perform required motor skills, attention and memory. We have selected two groups of participants according to their level of support needs. The results show the...
This work in progress is focused on adapted design of a set of games for people with cerebral palsy. In the specification all the stakeholders (family, therapeutics and monitors) have participated. In the games set 4 levels of complexity have been proposed, and also the different types of interaction: touchscreen, push buttons, etc. The evaluation of the 4 prototypes will be held including not only...
An augmented brain computer interface that can detect users' brain states in real-life situations has been developed using wireless EEG headsets, smart phones and ubiquitous computing services. This kind of wearable natural user interfaces will have a wide-range of potential applications in future smart environments. This paper describes its ubiquitous system architecture and introduces its enabling...
The Project described by means of this article consists on the design and implementation of an application within the field of the serious games. A game aimed at instilling healthy eating habits to children/adolescents with ID.
This paper describes a work in progress focused on establishing an adapted serious game which is used to evaluate the social competences in children with Autism Spectrum Disorder (ASD) between 5 and 8 years old. This type of children has difficulties to interact with other people. Objective measurements obtained by the eye tracker and the serious game demonstrate the differences between ASD children...
Many neurodegenerative disorders affect cognitive and memory functions. This paper presents work in progress of a tool which helps in the treatment of such disorders. To achieve the platform, a multidisciplinary development team was cooperated with. The proposed system involves users in different situations by means of exercises. It is demonstrated that if the person works the cognitive area, he/she...
Attention Deficit Hyperactivity Disorder (ADHD) appears at an early age and it is characterized by the inability to pay attention, impulsiveness, and hyperactivity. Systematic diagnosis tools based on tests and questionnaires are extremely useful in the detection and diagnosis of ADHD, especially when they are used at early stages. This work in progress leads with the game and technological adaptation...
Proposed paper presents the design and development of a set of games intended for the diagnosis of dyslexia in children at the reading stage. Dyslexia is a problem for reading and writing and high rates of academic failure are associated with it if it is not diagnosed and treated correctly. The system proposed here intends to improve and facilitate the task of diagnosis by implementing traditional...
Serious games have been expanding to include diagnostic and therapeutic applications. At the same time Health Informatics and health information systems are getting more attention and usage. Integrating serious games for health with Health information systems is a necessity to create a more effective user experience and health outcomes. This paper provides an overview of main components of each domain...
The study of cognitive states has attracted the attention of artificial intelligence researchers searching for mechanisms to enable brain-computer communication. With the advent of portable brain-computer interfaces, it is now possible to study human behaviors towards using cognitive states in gaming environments. NeuroSky's Mindset is a device with the operating principle of enabling portable EGG...
This review sets out the lines of development and research currently being conducted into Serious Games which pursue some form of benefit in the field of personal health. Although video games are traditionally associated with software developments, developing them in the social and health-care field involves studying the associated hardware and paying attention to aspects related to interaction with...
This paper presents a game designed to improve the quality of life of people with severe disabilities for using a computer mouse or keyboard. The game has been designed using biofeedback and BCI technology included in a machine learning algorithm and integrated into a game interface using the SDL library. The results have been entirely satisfactory because the success rate in trained patients is over...
This paper presents a game for kids with autism. The system provides a solution to the learning and enhancement of habitual language in kids and teenagers with an autism spectrum using a simple and easy game focused on their personal needs and characteristics. This game is composed by two separated applications: the management application and physical game. The results are represented as a bar chart...
Within the group of individuals with ASD there are a number of people who interact well with the new technologies, which makes them the main beneficiaries of this project. The project described in this paper consists of designing and implementing a multimedia application within the framework of Serious Games. The main aim is to create a system composed of a set of Serious Games oriented to first aid...
As a part of the final goal of introducing robots in the human environment, it also comes the problem of the close interaction between these two beings. Close cooperative activities illustrate well this problem and rises new challenges to solve. In this report we show the current work of the development of a system for acquiring information directly from human focused on a classic interaction game...
This paper presents a model of motivation based on empathy for artificial intelligence (AI)-driven avatars in virtual worlds. The model is theoretically inspired, based on understanding and sharing other peoplepsilas intentions. The AI architecture presented is aimed at providing an avatar with the capabilities of motivational coaching in learning situations. The model consists of two general modules...
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