Related papers: A Review on Serious Games for Phobia
Rising advancements and ICT have changed the way of life of society, every single logical zone are exploiting innovation to get a genuine improvement. Specialists understand the advantages of utilizing genuine games as a dependable device…
Sepsis is a dangerous condition that is a leading cause of patient mortality. Treating sepsis is highly challenging, because individual patients respond very differently to medical interventions and there is no universally agreed-upon…
Cognitive training has shown promising results for delivering improvements in human cognition related to attention, problem solving, reading comprehension and information retrieval. However, two frequently cited problems in cognitive…
Mild cognitive impairment is the early stage of several neurodegenerative diseases, such as Alzheimer's. In this work, we address the use of lifelogging as a tool to obtain pictures from a patient's daily life from an egocentric point of…
The ability to focus one's attention underlies success in many everyday tasks, but voluntary attention cannot be sustained for a long period of time. Several studies indicate that attention training using computer-based exercises can lead…
Meditation, or mindfulness, is widely used to improve mental health. With the emergence of Virtual Reality technology, many studies have provided evidence that meditation with VR can bring health benefits. However, to our knowledge, there…
The rapid development of technology has introduced new formats of human-computer interaction, which have in turn produced many new forms of media and a whole new field of interactive multimedia. One of the major mediums that has grown in…
Aging or sedentary behavior can decrease motor capabilities causing a loss of autonomy. Prevention or readaptation programs that involve practice of physical activities can be precious tools to fight against this phenomenon. ?Serious? video…
In this paper we present STAR-RT - the first working prototype of Selective Tuning Attention Reference (STAR) model and Cognitive Programs (CPs). The Selective Tuning (ST) model received substantial support through psychological and…
Head-mounted displays (HMDs) are popular immersive tools in general, not limited to entertainment but also for education, military, and serious games for health. While these displays have strong popularity, they still have user experience…
The increasing prevalence of security attacks on software-intensive systems calls for new, effective methods for detecting and responding to these attacks. As one promising approach, game theory provides analytical tools for modeling the…
Technology has become an essential part of our everyday life, and its use in educational environments keeps growing. In addition, games are one of the most popular activities across cultures and ages, and there is ample evidence that…
Virtual Reality (VR) exergames can increase engagement in and motivation for physical activities. Most VR exergames focus on the upper body because many VR setups only track the users' heads and hands. To become a serious alternative to…
The decline of cognitive inhibition significantly impacts older adults' quality of life and well-being, making it a vital public health problem in today's aging society. Previous research has demonstrated that Virtual reality (VR) exergames…
Rehabilitation is a painful and tiring process involving series of exercises that patients must repeat over a long period. Unfortunately, patients often grow bored, frustrated, and lose motivation making rehabilitation less effective. In…
eHealth has expanded hugely over the last fifteen years and continues to evolve, providing greater benefits for patients, health care professionals and providers alike. The technologies that support these systems have become increasingly…
With the increasing availability of modern virtual reality (VR) headsets, the use and applications of VR technology for gaming purposes have become more pervasive than ever. Despite the growing popularity of VR gaming, user studies into how…
Nowadays the semi-tensor product (STP) approach to finite games has become a promising new direction. This paper provides a comprehensive survey on this prosperous field. After a brief introduction for STP and finite (networked) games, a…
Significant research work has been undertaken related to the game-based learning approach over the last years. However, a closer look at this work reveals that further research is needed to examine some types of game-based learning…
Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to…