相关论文: Coaching the Wii : evaluation of a physical traini…
We investigate systematically the impact of human intervention in the training of computer players in a strategy board game. In that game, computer players utilise reinforcement learning with neural networks for evolving their playing…
Disability is an important factor affecting todays society. At the same time, more and more sub-healthy people are sick due to reduced body functions and cognitive functions. Exercise rehabilitation is a kind of physical therapy, which can…
Promoting exercise and promoting fun in sport and activity is a common goal of schools. However, children and adolescents do not exercise enough, which can favor a number of chronic illnesses. Exercise and sports often require coordination…
Extensive experiments suggest that motor coordination among human participants may contribute to social affinity and emotional attachment, which has great potential in the clinical treatment of social disorders or schizophrenia. Mirror game…
Age-related cognitive impairment is generally characterized by gradual memory loss and decision-making difficulties. The aim of this study is to investigate multi level support and suggest relevant helping means for the elderly with mild…
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,…
Current Motor Imagery Brain-Computer Interfaces (MI-BCI) require a lengthy and monotonous training procedure to train both the system and the user. Considering many users struggle with effective control of MI-BCI systems, a more…
Background. There are many factors that can make of group exercises a challenging setting for older adults. A major one in the elderly population is the difference in the level of skills. In this paper we report on the physical,…
Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…
Objective. Evaluate the feasibility of Virtual Reality (VR) wayfinding training with aging adults, and examine the impact of the training on wayfinding performance. Design. Design involved wayfinding tasks in a study with three groups:…
Aging and chronic conditions affect older adults' daily lives, making the early detection of developing health issues crucial. Weakness, which is common across many conditions, can subtly alter physical movements and daily activities.…
Promotion of healthy habits help maintain and improve people health, reduce disease risks, and manage chronic illness. Regular healthy activities like walking, exercising, healthy eating, drinking water or taking medication on time require…
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…
Outcome-driven studies designed to evaluate potential effects of games and apps designed to promote healthy eating and exercising remain limited either targeting design or usability factors while omitting out health-based outcomes…
As cognitive interventions for older adults evolve, modern technologies are increasingly integrated into their development. This study investigates the efficacy of augmented reality (AR)-based physical-cognitive training using an…
This paper reviews an experiment in human-computer interaction, where interaction takes place when humans attempt to teach a computer to play a strategy board game. We show that while individually learned models can be shown to improve the…
With respect to digital games, older adults are a demographic that is often underserved due to an industry-wide focus on younger audiences' preferences and skill sets. Meanwhile, as artificial intelligence (AI) continues to expand into…
Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical…
MiBoard (Multiplayer Interactive Board Game) is an online, turn-based board game, which is a supplement of the iSTART (Interactive Strategy Training for Active Reading and Thinking) application. MiBoard is developed to test the hypothesis…
Increasing user engagement is constant challenge for Intelligent Tutoring Systems researchers. A current trend in the ITS field is to increase engagement of proven learning systems by integrating them within games, or adding in game like…