scholarly journals An Epiduroscopy Simulator Based on a Serious Game for Spatial Cognitive Training (EpiduroSIM): User-Centered Design Approach

10.2196/12678 ◽  
2019 ◽  
Vol 7 (3) ◽  
pp. e12678
Author(s):  
Junho Ko ◽  
Jong Joo Lee ◽  
Seong-Wook Jang ◽  
Yeomin Yun ◽  
Sungchul Kang ◽  
...  

Background Performing high-level surgeries with endoscopy is challenging, and hence, an efficient surgical training method or system is required. Serious game–based simulators can provide a trainee-centered educational environment unlike traditional teacher-centered education environments since serious games provide a high level of interaction (feedback that induces learning). Objective This study aimed to propose an epiduroscopy simulator, EpiduroSIM, based on a serious game for spatial cognitive training. Methods EpiduroSIM was designed based on a serious game. For spatial cognitive training, the virtual environment of EpiduroSIM was modeled based on a cognitive map. Results EpiduroSIM was developed considering user accessibility to provide various functions. The experiment for the validation of EpiduroSIM focused on psychological fidelity and repetitive training effects. The experiments were conducted by dividing 16 specialists into 2 groups of 8 surgeons. The group was divided into beginner and expert based on their epiduroscopy experience. The psychological fidelity of EpiduroSIM was confirmed through the training results of the expert group rather than the beginner group. In addition, the repetitive training effect of EpiduroSIM was confirmed by improving the training results in the beginner group. Conclusions EpiduroSIM may be useful for training beginner surgeons in epiduroscopy.

2018 ◽  
Author(s):  
Junho Ko ◽  
Jong Joo Lee ◽  
Seong-Wook Jang ◽  
Yeomin Yun ◽  
Sungchul Kang ◽  
...  

BACKGROUND Performing high-level surgeries with endoscopy is challenging, and hence, an efficient surgical training method or system is required. Serious game–based simulators can provide a trainee-centered educational environment unlike traditional teacher-centered education environments since serious games provide a high level of interaction (feedback that induces learning). OBJECTIVE This study aimed to propose an epiduroscopy simulator, EpiduroSIM, based on a serious game for spatial cognitive training. METHODS EpiduroSIM was designed based on a serious game. For spatial cognitive training, the virtual environment of EpiduroSIM was modeled based on a cognitive map. RESULTS EpiduroSIM was developed considering user accessibility to provide various functions. The experiment for the validation of EpiduroSIM focused on psychological fidelity and repetitive training effects. The experiments were conducted by dividing 16 specialists into 2 groups of 8 surgeons. The group was divided into beginner and expert based on their epiduroscopy experience. The psychological fidelity of EpiduroSIM was confirmed through the training results of the expert group rather than the beginner group. In addition, the repetitive training effect of EpiduroSIM was confirmed by improving the training results in the beginner group. CONCLUSIONS EpiduroSIM may be useful for training beginner surgeons in epiduroscopy.


Author(s):  
Davide Picca ◽  
Dominique Jaccard ◽  
Gérald Eberlé

In the last decades, Natural Language Processing (NLP) has obtained a high level of success. Interactions between NLP and Serious Games have started and some of them already include NLP techniques. The objectives of this paper are twofold: on the one hand, providing a simple framework to enable analysis of potential uses of NLP in Serious Games and, on the other hand, applying the NLP framework to existing Serious Games and giving an overview of the use of NLP in pedagogical Serious Games. In this paper we present 11 serious games exploiting NLP techniques. We present them systematically, according to the following structure:  first, we highlight possible uses of NLP techniques in Serious Games, second, we describe the type of NLP implemented in the each specific Serious Game and, third, we provide a link to possible purposes of use for the different actors interacting in the Serious Game.


2012 ◽  
Vol 2012 ◽  
pp. 1-9 ◽  
Author(s):  
Thomas D. Parsons ◽  
Albert A. Rizzo ◽  
Christopher G. Courtney ◽  
Michael E. Dawson

There are many virtual environments found in the serious game community that simulate real world scenarios. There is a broad range of fidelity and experimental controls among these serious games. An important component to most evaluations is the extent to which level of fidelity impacts the persons immersed in the serious game. While a great deal of virtual environment and serious game research has assessed the subjective state or feeling of the participant (e.g., the participant’s sense of presence) through the use of questionnaires, the current study examines participant experience by examining psychophysiological responses of participants to their surroundings. The primary goal in this study was evaluative: will a virtual environment with arousing contents result in increased sensory arousal if it is presented in a highly immersive configuration? A secondary goal of this study was to investigate the utility of our environment to offer varying levels of stimulus threat to impact the user’s experience of the virtual environment. Increased simulation fidelity in an arousing environment resulted in faster heart rates and increased startle eyeblink amplitudes, suggesting that higher fidelity scenarios had great efficacy related to sensory arousal.


2021 ◽  
Vol 13 (18) ◽  
pp. 10334
Author(s):  
Zeno Menestrina ◽  
Angela Pasqualotto ◽  
Adriano Siesser ◽  
Paola Venuti ◽  
Antonella De Angeli

Despite a growing interest in player-centred methods for serious games, little is known on how to achieve this goal in practice when prospective users are children. Foundational questions remain unanswered, such as to which design dimensions children should contribute, and how and when they should be engaged. This paper presents the methods and results of two studies that inspired Skies of Manawak, a game for developmental dyslexia remediation. The first study engaged 60 children (age 8–13) in 15 ideation workshops to highlight the story and aesthetics of the game. The second study engaged 258 children (age 8–11) in the comparative evaluation of the game demo with a commercial cognitive training system. The results proved the importance and complexity of the early involvement of children in design. Children strongly appreciated the demo, particularly the story their peers contributed to shaping. However, this story deviated from their desires in several critical dimensions. It had to reconcile gender stereotypes and the violence embedded in their narratives with the game’s purpose. An apparent conflict between designers and children’s values emerged, supporting the idea that children’s engagement in serious game design requires effective mediation to avoid compromising the purposes they intend to achieve.


2020 ◽  
Author(s):  
María Del Pilar Beristain-Colorado ◽  
Jorge Fernando Ambros-Antemate ◽  
Marciano Vargas-Treviño ◽  
Jaime Gutiérrez-Gutiérrez ◽  
Adriana Moreno-Rodriguez ◽  
...  

BACKGROUND Serious games have been used as supportive therapy for traditional rehabilitation. However, most are designed without a systematic process to guide their development from the phases of requirement identification, planning, design, construction, and evaluation, which reflect the lack of adaptation of rehabilitation requirements and thus the patient’s needs. OBJECTIVE The aim of this study was to propose a conceptual framework with standardized elements for the development of information systems by using a flexible and an adaptable process centered on the patient’s needs and focused on the creation of serious games for physical rehabilitation. METHODS The conceptual framework is based on 3 fundamental concepts: (1) user-centered design, which is an iterative design process focused on users and their needs at each phase of the process, (2) generic structural activities of software engineering, which guides the independent development process regardless of the complexity or size of the problem, and (3) gamification elements, which allow the transformation of obstacles into positive and fun reinforcements, thereby encouraging patients in their rehabilitation process. RESULTS We propose a conceptual framework to guide the development of serious games through a systematic process by using an iterative and incremental process applying the phases of context identification, user requirements, planning, design, construction of the interaction devices and video game, and evaluation. CONCLUSIONS This proposed framework will provide developers of serious games a systematic process with standardized elements for the development of flexible and adaptable software with a high level of patient commitment, which will effectively contribute to their rehabilitation process.


2007 ◽  
Vol 16 (3) ◽  
pp. 318-332 ◽  
Author(s):  
George Drettakis ◽  
Maria Roussou ◽  
Alex Reche ◽  
Nicolas Tsingos

In this paper we present a user-centered design approach to the development of a Virtual Environment (VE), by utilizing an iterative, user-informed process throughout the entire design and development cycle. A preliminary survey was first undertaken with end users, that is, architects, chief engineers, and decision makers of a real-world architectural and urban planning project, followed by a study of the traditional workflow employed. We then determined the elements required to make the VE useful in the real-world setting, choosing appropriate graphical and auditory techniques to develop audiovisual VEs with a high level of realism. Our user-centered design approach guided the development of an appropriate interface and an evaluation methodology to test the overall usability of the system. The VE was evaluated both in the laboratory and, most importantly, in the users' natural work environments. In this study we present the choices we made as part of the design and evaluation methodologies employed, which successfully combined research goals with those of a real-world project. Among other results, this evaluation suggests that involving users and designers from the beginning improves the effectiveness of the VE in the context of the real world urban planning project. Furthermore, it demonstrates that appropriate levels of realism, in particular spatialized 3D sound, high-detail vegetation, and shadows, as well as the presence of rendered crowds, are significant for the design process and for communicating about designs; they enable better appreciation of overall ambience of the VE, perception of space and physical objects, as well as the sense of scale. We believe this study is of interest to VE researchers, designers, and practitioners, as well as professionals interested in using VR in their workplace.


2020 ◽  
Vol 24 ◽  
Author(s):  
Iván Fernando Mondragón Bernal

Objective: The goal of this study was to present a system (hardware and software) focused on training by exploring and interacting with realistic models on virtual worlds throughout the use of serious games. Methods: Two applications are proposed. The first application uses realistic Building Information Modeling (BIM) files to develop simulations and focuses on machines’ operational safety training in engineering facilities and laboratories. The second is a tool that improves skills to interpret Medical Imaging (MI). Both virtualization games create interactive models that can be explored using a first-person view serious game on a Cave Automatic Virtual Environment (CAVE). Results: A perceptual study was performed asking focus groups to evaluate their experiences with the implemented serious games. According to the users’ perception, an immersive serious game for training is an engaging and interesting activity, taking into account that the virtual environment experience is very realistic. In general, a serious game displayed in a virtual reality environment can be an effective tool for learning. Conclusions: Although this kind of virtual reality systems could be considered novel for professional training, they need to be constantly updated in order to maintain students involved and focused on the learning process.


10.2196/25854 ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. e25854
Author(s):  
María Del Pilar Beristain-Colorado ◽  
Jorge Fernando Ambros-Antemate ◽  
Marciano Vargas-Treviño ◽  
Jaime Gutiérrez-Gutiérrez ◽  
Adriana Moreno-Rodriguez ◽  
...  

Background Serious games have been used as supportive therapy for traditional rehabilitation. However, most are designed without a systematic process to guide their development from the phases of requirement identification, planning, design, construction, and evaluation, which reflect the lack of adaptation of rehabilitation requirements and thus the patient’s needs. Objective The aim of this study was to propose a conceptual framework with standardized elements for the development of information systems by using a flexible and an adaptable process centered on the patient’s needs and focused on the creation of serious games for physical rehabilitation. Methods The conceptual framework is based on 3 fundamental concepts: (1) user-centered design, which is an iterative design process focused on users and their needs at each phase of the process, (2) generic structural activities of software engineering, which guides the independent development process regardless of the complexity or size of the problem, and (3) gamification elements, which allow the transformation of obstacles into positive and fun reinforcements, thereby encouraging patients in their rehabilitation process. Results We propose a conceptual framework to guide the development of serious games through a systematic process by using an iterative and incremental process applying the phases of context identification, user requirements, planning, design, construction of the interaction devices and video game, and evaluation. Conclusions This proposed framework will provide developers of serious games a systematic process with standardized elements for the development of flexible and adaptable software with a high level of patient commitment, which will effectively contribute to their rehabilitation process.


2016 ◽  
Vol 11 (2) ◽  
pp. 39
Author(s):  
Ali Jafari Nodoshan ◽  
Fariborz Dortaj ◽  
Hamid Alizadeh ◽  
Valiollah Farzad ◽  
Tahereh Sadeqie

Deficit attention disorder/hyperactivity is one of the most popular psychiatric disorders in childhood. The aim of this study was evaluating and comparing the program of parent's behavioral training and cognitive training effect- The child's behavior on decreasing the symptoms of deficit attention disorder/hyperactivity of 8 to 12 years old children in Yazd city.This study is quasi-experimental and the research plan is multi-group pre-test - post-test with control group. The research sample consisted of 47 persons. Thus, the behavioral parent training group was replaced 17 persons, cognitive behavioral experimental group 15 persons and 15 persons control group.Data showed that parent's behavioral training has effect on decreasing the symptoms of deficit attention disorder/hyperactivity of 8 to 12 years olds children but child's behavior cognitive training doesn’t have effect on decreasing the symptoms of deficit attention disorder/hyperactivity.According to the research result which shows the efficiency of parent's behavioral training method than child's behavior cognitive training on decreasing the symptoms of deficit attention disorder/hyperactivity. It seems that using this training method is effective and can be suggested for reducing the symptoms of this disorder.


2018 ◽  
Vol 2 (1) ◽  
pp. 6
Author(s):  
Ingrid Luana Almeida Da Silva ◽  
Deynne A Silva ◽  
Ronei M. Moraes ◽  
Liliane S. Machado

Serious Games são uma categoria especial de jogos que possuem um propósito que vai além da diversão, e por isso podem ser utilizados para promover propaganda, conscientização, ensino e treinamento. O GeoplanoPEC e o GeoplanoMob são serious games educacionais, baseados nas atividades realizadas em um tabuleiro chamado Geoplano, desenvolvidos pelo Laboratório de Tecnologias para o Ensino Virtual e Estatística (LabTEVE) da UFPB. Esses serious games buscam apoiar o aprendizado de geometria plana e o GeoplanoPEC foi desenvolvido considerando as configurações dos computadores das escolas públicas da Paraíba, enquanto que o GeoplanoMob foi desenvolvido considerando os telefones celulares com capacidade de executar aplicativos gráficos. Na época em que os serious games foram implementados, essas plataformas não possuíam muita capacidade computacional e, devido a essa limitação, os jogos tiveram que direcionar sua jogabilidade para o trabalho com perímetros de quadrados. No GeoplanoPEC, a disputa acontece através do desenho de quadrados com perímetro obtido através da multiplicação da face de dois dados e pode ocorrer entre dois jogadores ou entre um jogador e o computador, no qual as jogadas do computador são realizadas por uma inteligência baseada em redes Bayesianas do tipo Naive Bayes. O GeoplanoMob foi desenvolvido para uma plataforma ainda mais limitada quando comparada aos computadores pessoais. Dessa forma não foi possível implantar o sistema inteligente naquela versão do jogo, ocasionando numa alteração no desafio que passou a consistir na realização individual de desenhos a partir de instruções fornecidas por um personagem do jogo. O avanço tecnológico das plataformas móveis e a proliferação destas no ambiente escolar tornou possível a elaboração de uma nova versão dos jogos para a plataforma Android, que expande as funcionalidades das versões anteriores. Com o objetivo de ampliar o escopo de sua utilização nas escolas, a nova versão explora o perímetro e a área de formas geométricas como quadrados, losangos, retângulos, paralelogramos, trapézios e triângulos.


Sign in / Sign up

Export Citation Format

Share Document