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相关论文: A Review on Serious Games for Phobia

200 篇论文

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…

计算机视觉与模式识别 · 计算机科学 2026-02-02 Dominik Pegler , David Steyrl , Mengfan Zhang , Alexander Karner , Jozsef Arato , Frank Scharnowski , Filip Melinscak

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,…

人机交互 · 计算机科学 2025-09-11 Abdul Rehman , Ilona Heldal , Diana Stilwell , Paula Costa Ferreira , Jerry Chun-Wei Lin

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…

人机交互 · 计算机科学 2016-11-22 Thiago M. Porcino , Esteban W. Clua , Cristina N. Vasconcelos , Daniela Trevisan , Luis Valente

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…

人机交互 · 计算机科学 2017-10-10 Pulkit Budhiraja , Mark Roman Miller , Abhishek K Modi , David Forsyth

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…

人机交互 · 计算机科学 2024-10-08 Sadia Saeed , Khan Bahadar Khan , Muhammad Abul Hassan , Abdul Qayyum , Saba Salahuddin

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,…

综合经济学 · 经济学 2024-08-26 Katerina Antonopoulou , Nicholas Dacre

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…

人机交互 · 计算机科学 2023-11-29 Lea C. Brandl , Börge Kordts , Andreas Schrader

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…

人机交互 · 计算机科学 2020-01-31 Ali Asadipour , Kurt Debattista , Alan Chalmers

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…

系统与控制 · 电气工程与系统科学 2024-05-14 Tobias Meggendorfer , Maximilian Weininger

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…

机器学习 · 计算机科学 2020-08-28 MingYu Lu , Zachary Shahn , Daby Sow , Finale Doshi-Velez , Li-wei H. Lehman

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…

人机交互 · 计算机科学 2023-08-29 Dongyun Han , Donghoon Kim , Kangsoo Kim , Isaac Cho

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…

软件工程 · 计算机科学 2021-04-13 Mohammad Reza Besharati , Mohammad Izadi

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…

声音 · 计算机科学 2025-05-05 Hyunjin Cho , Farhad Tabasi , Jeremy D. Greenlee , Rahul Singh

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…

医学物理 · 物理学 2022-05-19 Reza Karimzadeh , Javad Sheikh , Hamed Azarnoush , Hossein Arabi

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…

人机交互 · 计算机科学 2019-02-28 Zhu Wang , Anat Lubetzky , Marta Gospodarek , Makan TaghaviDilamani , Ken Perlin

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…

计算机视觉与模式识别 · 计算机科学 2023-12-22 Haozheng Zhang , Edmond S. L. Ho , Xiatian Zhang , Silvia Del Din , Hubert P. H. Shum

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…

人机交互 · 计算机科学 2015-07-30 Zhihan Lv , Chantal Esteve , Javier Chirivella , Pablo Gagliardo