Related papers: A Review on Serious Games for Phobia
Phobias are common and impairing, and exposure therapy, which involves confronting patients with fear-provoking visual stimuli, is the most effective treatment. Scalable computerized exposure therapy requires automated prediction of fear…
Fire keeps claiming a large number of victims in building fires. Although there are ways to minimize such events, fire drills are used to train the building occupants for emergency situations. However, organizing and implement these…
Eye tracking (ET) can help to understand visual attention and cognitive processes in interactive environments. This study presents a comprehensive eye-tracking analysis framework of the Inhibitory Control Game, named the ReStroop game,…
We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While these systems provide highly immersive experiences, many…
Users of Virtual Reality (VR) systems often experience vection, the perception of self-motion in the absence of any physical movement. While vection helps to improve presence in VR, it often leads to a form of motion sickness called…
Objective: Virtual Reality (VR) is a technological interface that allows users to interact with a simulated environment. VR has been used extensively for mental health and clinical research. Mental health disorders are globally burdening…
In this paper we discuss the diffusion of serious games and present reasons for why Rogers traditional approach is limited in this context. We present an alternative overview through the characteristics of relative advantage, compatibility,…
The risk of isolation in virtual reality (VR) stems from the immersive nature of the technology. VR can transport users to entirely virtual environments, often disconnecting them from the physical world and real-life interactions.…
Naturally, university courses should be designed to attract students, engaging them to achieve learning goals. Toward this end, the use of Serious Games has been proposed in the literature. To address positive effects, such as content…
Serious games are accepted as an effective approach to deliver augmented feedback in motor (re-) learning processes. The multi-modal nature of the conventional computer games (e.g. audiovisual representation) plus the ability to interact…
We present version 2.0 of the Partial Exploration Tool (PET), a tool for verification of probabilistic systems. We extend the previous version by adding support for stochastic games, based on a recent unified framework for sound value…
The potential of Reinforcement Learning (RL) has been demonstrated through successful applications to games such as Go and Atari. However, while it is straightforward to evaluate the performance of an RL algorithm in a game setting by…
In our lives, we encounter various stressors that may cause negative mental and bodily reactions to make us feel frustrated, angry, or irritated. Effective methods to manage or reduce stress and anxiety are essential for a healthy life, and…
Video games, just like any other media have both explicit and implicit messages, and they can have impact on physical and mental health of the users. These impacts can be positive or negative. The impacts, the implications and the meanings…
The growing demand for accessible therapeutic options has led to the exploration of Virtual Reality (VR) as a platform for forest bathing, which aims to reduce stress and improve cognitive functions. This paper brings together findings from…
GVPT (Guided visual pitch tracking) is a publicly available, real-time pitch tracking software designed to guide and evaluate vocal pitch control using visual feedback. Developed for clinical and research applications, the system presents…
Surgical simulators have been widely used in training and evaluation of physicians and surgeons. Virtual reality augmented with haptic technology has made it feasible to develop more realistic surgical simulators. In this context, we set…
We developed a novel virtual reality [VR] platform with 3-dimensional sounds to help improve sensory integration and visuomotor processing for postural control and fall prevention in individuals with balance problems related to sensory…
Purpose:Current methods for diagnosis of PD rely on clinical examination. The accuracy of diagnosis ranges between 73% and 84%, and is influenced by the experience of the clinical assessor. Hence, an automatic, effective and interpretable…
This is the preprint version of our paper on 3rd International Workshop on Virtual and Augmented Assistive Technology (VAAT) at IEEE Virtual Reality 2015 (VR2015). An assistive training tool for rehabilitation of dysphonic patients is…