Related papers: Puzzlegram: a Serious Game Designed for the Elderl…
This paper presents a novel game prototype that uses music and motion detection as preventive medicine for the elderly. Given the aging populations around the globe, and the limited resources and staff able to care for these populations,…
Making music with other people is a social activity as well as an artistic one. Music therapists take advantage of the social aspects of music to obtain benefits for the patients, interacting with them musically, but this activity requires…
As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, such as simplified input…
Music-based reminiscence has the potential to positively impact the psychological well-being of older adults. However, the aging process and physiological changes, such as memory decline and limited verbal communication, may impede the…
This paper focuses on procedurally generating rules and communicating them to players to adjust the difficulty. This is part of a larger project to collect and adapt games in educational games for young children using a digital puzzle game…
The video game industry plays an essential role in the entertainment sphere of our society. However, from Monopoly to Flight Simulators, serious games have also been appealing tools for learning a new language, conveying values, or training…
Gamification and Serious Games are progressively being used over a host of fields, particularly to support education. Such games provide a new way to engage students with content and can complement more traditional approaches to learning.…
As pre-diagnostic technologies are becoming increasingly accessible, using them to improve the quality of care available to dementia patients and their caregivers is of increasing interest. Specifically, we aim to develop a tool for…
This paper presents a cooperative location-based game for the elderly with the use of tablets equipped with mobile application. The game was designed to tackle at once several crucial topics related to the issue of aging, namely the social…
When using security questions most users still trade-off security for the convenience of memorability. This happens because most users find strong answers to security questions difficult to remember. Previous research in security education…
Artificial companion agents are defined as hardware or software entities designed to provide companionship to a person. The senior population are facing a special demand for companionship. Artificial companion agents have been demonstrated…
Through a review of current game practices, the author highlights concerns regarding the safety of public social games and the singular medical approach to serious game design for autism. The paper identifies a disconnect between the needs…
The elderly often struggle when interacting with technologies. This is because the software and hardware components of the technologies are not familiar to the elderly's mental model. This is a lack of empirical studies about how the…
E-polis is a multi-platform serious game that gamifies a sociological survey for studying young people's opinions regarding their ideal society. The gameplay is based on a user navigating through a digital city, experiencing the changes…
In the PRIM project, we aim at giving people the power to create scenagrams (interaction scenarios between a human and digital devices) without the need to learn programming or to ask for computer scientists. In this project, software…
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 (SGs) represent a new approach to improve learning processes more effectively and economically than traditional methods. This paper aims to present a SG approach for the electro-mobility context, in order to encourage the use…
Serious games are simulation software designed to assist people in learning the practical concepts of various application fields such as Health, wellness, Education and Culture. People improve their individual knowledge, skills and attitude…
One issue in aging is how to stimulate the cognitive skills of older adults. One way to address it is the use of serious games delivered through humanoid robots, to provide engaging ways to perform exercises to train memory, attention,…
We propose the Neuralogram -- a deep neural network based representation for understanding audio signals which, as the name suggests, transforms an audio signal to a dense, compact representation based upon embeddings learned via a neural…