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Garrett Eastman

WaterBall: The Exergaming Design for Rehabilitation of the Elderly - 0 views

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    "This study applied the concept of closed chain exercise to WaterBall, which combines rehabilitation exercises with a digital game. By using WaterBall, the elderly can enjoy the benefits of both entertainment and rehabilitation. In addition, WaterBall provides multi-touch control, is easy to use, and have the potential to improve physical activity in older adults The elderly can play the game intuitively. WaterBall Exergaming was used by 52 residents of an elderly community, and they reported that WaterBall offers exercise and fitness, enhances the efficiency of exercises, and provides entertainment and interaction."
Garrett Eastman

The Sorcerer's Apprentice - 0 views

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    Abstract: "Serious games can help to improve efficacy of motor rehabilitation especially in a home environment. We introduce " The Sorcerer's Apprentice" , a serious game improving strength and mobility of the shoulder area targeting support of supervised phy siotherapy . It proposes a customizable environment for supplementary exercises in the context of rehabilitation for a one - sided Shoulder - Impingement - Syndrome. We introduce the medical background of the shoulder impingement syndrome, how the game aims to im prove the health status of the patients through several options of exercises and how these exercises are embedded into the flow of game play. We will further explain how motivational factors are implemented and which additional factors were relevant in the design process. As the game makes use of motion tracking for input, we utilized Microsoft Kinect as a low - cost IO device suitable for a home - environment use case. "
Garrett Eastman

Preliminary Experiments with EVA-Serious Games Virtual Fire Drill Simulator - 0 views

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    From the abstract: "The proposed methodology aims to study the viability of using a game that recreates a fire drill in a 3D environment using Serious Games. The information acquired through the player's performance is very valuable and will be later used to implement an artificial population. A sample of 20 subjects was selected to test the application. Preliminary results are promising, showing that the exercise had a positive impact on users. Moreover, the data acquired is of great important and will be later used to demonstrate the possibility of creating an artificial population based on human behaviour."
Garrett Eastman

A Cloud-Based Pervasive Serious Game Framework to Support Obesity Treatment - 0 views

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    Abstract: "Obesity has become an outstanding public health issue in most countries around the world. Many attempts have been made to address this issue that ranges from taking medication to doing exercise to follow- ing a diet plan to playing games. Few approaches combine exercise and game to engage the obese people in playing fun-based games or pur- poseful games, also known as serious games, while monitoring their bio- signals. However, existing work hardly provides a configurable, scalable and context-aware serious game framework that can be used as a sup- port for obesity treatment. In this paper, we take an attempt to propose such a framework. The proposed framework facilitates bio-signal monitor- ing based on body sensor network, context-awareness based on perva- sive sensors, and on-the-spot activity recommendation based on current game-playing context. It uses the cloud computing platform as infrastruc- tural support that ensures the scalability of the framework. In order to demonstrate the suitability of the proposed framework, we developed a sample serious game; deploy it over a cloud platform; and experiment with it by capturing some psycho-physical data while the obese are en- gaged in game-play. We observed that the obese people were very much engaged in game-play and they had positive experience using the system"
Garrett Eastman

Design Strategies for Youth - F ocused Pervasive Social Health G ames - 0 views

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    Abstract: "Adolescent obesity is an increasing challenge, and pervasive social health games hold much promise for promoting sustained healthy behaviors. Researchers and d esigners of these systems have many potential theories and existing best practices at their disposal. Our study, grounded in participatory design, shows which ones matter - both for pervasive social health games and within the cultural context of a community we studied over the course of three years. We worked with 112 US middle school students from a lower - income community in a series of participatory design exercises focused on social rewards for everyday physical activity. In our analysis, we discuss design implications in four key areas : social presence, gender effects, incentives and competition. We show how these themes manifested in students' designs and why they were particularly important to our participa nts. We then use our findings to suggest design strategies for youth - focused pervasive social health games."
Garrett Eastman

Tellart: Games for Health - 0 views

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    "We have created a suite of physical computing activity games for Humana's Innovation Center office space - using web-connected sensors embedded in clothing, mobile devices, toys, exercise equipment, home and office accessories and appliances, and even buildings themselves. These challenges encourage people to be more physically active through social web-based games. Each experience is connected to the Humana employees' RFID badges, which allows them to participate in scheduled events, accrue points, and win top scores. A major component of every one of these games is the social platform behind them, which has been proven to be a major motivator in building and maintaining enthusiasm for healthy living. The ideas are developed through collaborative brainstorms, facilitated by Tellart and including Humana Innovation Center personnel. Tellart then refines the ideas, proposing and implementing several of them per round as medium-fidelity prototypes for the office."
Garrett Eastman

Video games 'more creative than reading' - Telegraph - 0 views

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    "Rather than being vilified, video games should be recognised as an art form appreciated for the way they tugged at our emotions and stimulated creativity, Prebble said"A playwright emphasizes skills exercised in video game play.
Garrett Eastman

Games for Stroke rehabilitation - 0 views

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    "Strokes are a leading cause of death and disability and have been described as a "worldwide epidemic" [5]. Strokes cause disability, partial paralysis and leave up to 85% of their victims with some form of motor impairment. Stroke rehabilitation starts as soon as possible and involves repetitive movement which people find repetitive and boring. A study [1] has found that as few as 31% of people complete their exercises as recommended. Adding to this the high cost of one on one therapy and transport to see specialists, stroke rehabilitation is a major problem. Games have been trialed for stroke rehabilitation to increase patient motivation and reduce costs. This literature review aims to find out to what extent games have therapeutic value and further, what characteristics make a good game for stroke rehabilitation. We find that in order for a game to be successful it must be based on solid therapeutic principles as well as game design principles including "challenge" and "meaningful feedback". Different hardware and software can be used as long as it follows game design principles to encourage patients to perform therapeutic exercises. Games must also take into account the low morale of recent stroke victims and avoid discouraging beginners."
Garrett Eastman

PLATO: A Coordination Framework for Designers of Multi-Player Real-Time Games - 0 views

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    Abstract: "Player coordination is a key element in many multi-player real-time digital games and cooperative real-time multi-player modes are now common in many digital-game genres. Coordination is an important part of the design of these games for several reasons: coordination can change the game balance and the level of difficulty as different types and degrees of coordination can make the game easier or more difficult; coordination is an important part of 'playing like a team' which affects the quality of play; and coordination as a shared activity is a key to sociality that can add to the sociability of the game. Being able to exercise control over the design of these coordination requirements is an important part of developing successful games. However, it is currently difficult to understand, describe, analyze or design coordination requirements in game situations, because current frameworks and theories do not mesh with the realities of video game design. I developed a new framework (called PLATO) that can help game designers to understand, describe, design and manipulate coordination episodes. The framework deals with five atomic aspects of coordinated activity: Players, Locations, Actions, Time, and Objects. PLATO provides a vocabulary, methodology and diagram notation for describing and analyzing coordination. I demonstrate the framework's utility by describing coordination situations from existing games, and by showing how PLATO can be used to understand and redesign coordination requirements."
Garrett Eastman

Design and Implementation of Mobile Educational Games: Networks for Innovation - 0 views

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    P. 158 in a long document. Abstract: " 157 Chapter 8Design and Implementation of Mobile Educational Games: Networks for Innovation Rob Harrap 1 , Sylvie Daniel 2 , Michael Power 3 , Joshua Pearce 4 , Nicholas Hedley 5 1 Queen's University, Department of Geological Sciences and Geological Engineeringharrap@geol.queensu.ca 2 Université Laval, Department of Geomaticssylvie.daniel@scg.ulaval.ca 3 Université Laval, Faculty of Educationmichael.power@fse.ulaval.ca 4 Michigan Technological University, Department of Materials Science & Engineering and theDepartment of Electrical & Computer Engineering, USApearce@mtu.edu 5 Simon Fraser University, Department of Geographyhedley@sfu.ca Abstract :" Research networks foster creativity and break down institutional bar-riers, but introduce geographic barriers to communication and collaboration. Indesigning mobile educational games, our distributed team took advantage of di-verse talent pools and differing perspectives to drive forward a core vision of our design targets. Our strategies included intense design workshops, use of online meeting rooms, group paper and software prototyping, and disseminationof prototypes to other teams for refinement and repurposing. Our group showedstrong activity at the university-centered nodes with periods of highly effectivedissemination between these nodes and to outside groups; we used workshopinvitations to gather new ideas and perspectives, to refine the core vision, toforge inter-project links, and to stay current on what was happening in othernetworks. Important aspects of our final deliverables came from loosely-associated network members who engaged via collaborative design exercises inworkshops, emphasizing the need to bring the network together and the im-portance of outside influences as ideas evolve. Our final deliverable, a mobileeducational game and a series of parallel technology demonstrations, reflect themix of influences and the focus on iterated development that our net
Garrett Eastman

Development of cognitive video games for children with attention and memory impairment - 0 views

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    Abstract: Children with Fetal Alcohol Spectrum Disorder (FASD) may suffer numerous cognitive impairments, including significant problems with executive functioning, language, attention, and memory [40]. It is estimated that two to five percent of children born in the U.S. are affected by FASD [34]. It has been shown that training improvements can be made in working memory and attention in children with ADHD [25]. Computerized training with game elements enhances not only motivation but training efficacy of these interventions [38]. This thesis examines the creation of two suites of serious games, Cognitive Carnival and Caribbean Quest, intended to improve working memory aspects of attention with the assistance of a trained psychology interventionist in a therapeutic setting. A game-based approach is chosen to provide motivation to children for sustained cognitive challenges presented by cognitive exercises built into the gameplay. Cognitive Carnival was shown by interventionists to have positive effects in neuropsychological studies of populations of children with epilepsy and FASD [33, 30].
Garrett Eastman

Full Body Motion-Based Game Interaction for Older Adults - 0 views

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    study of games used to increase mobility for elderly as well as "seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life."
Garrett Eastman

A Design Pattern Language for Oldschool Action Games - 0 views

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    Abstract: "This article discusses the application of an Alexandrian pattern language to the design of interactive systems. It grew out of an University course titled A Pattern Approach to Action Game Design, which was offered as an elective in the Creative Technologies program at Auckland University of Technology, NZ, in 2011. We sketch out the idea of design patterns and describe our experiences with the process of using them for designing oldschool action games, that is, finding patterns, making a language, using it for creating several game designs and realizing one of these designs collaboratively. We discuss the concept of the course and present our pattern language and the game we made. While the language is arguably more like a patchy pattern collection, the various game designs quite loose and the realized game unfinished, the process was challenging and intense, and offered students a new perspective on design. In the spirit of design patterns, we only did what the task at hand required, not artificial exercises. We attempted to connect theory and practice in a natural, direct way as we presented, discussed and used everything we did in order to continue our journey. Our course was not aimed at fixed or frozen products, but on a process that is constantly in flux through collaboration by people who interact and share a common pattern language, use, test, revise and refine it while moving on."
Garrett Eastman

Games for Physical Therapy - 0 views

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    "Motion-based games help to increase the likelihood that a patient will complete therapeutic exercises at home by using a game context to motivate the patients. The scope of this paper is to explore the interactive technologies that are used to develop these games, and their value in the context of stroke rehabilitation. The games will be evaluated from both a result focused perspective and patient usability perspective."
Garrett Eastman

Kids With Cystic Fibrosis Breathe Easier Thanks To Video Games - 0 views

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    Getting afflicted kids to do breathing exercises using game technology, with successful outcomes, demonstrated by a researcher from the University of Vermont at the Pediatric Academic Societies Conference in Denver
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    For additional commentary , see press release on ScienceDaily http://t.co/h38L73R
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