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6th SeGAH 2018: Vienna, Austria
- João L. Vilaça, Thomas Grechenig, Duarte Duque, Nuno F. Rodrigues, Nuno Dias:
6th IEEE International Conference on Serious Games and Applications for Health, SeGAH 2018, Vienna, Austria, May 16-18, 2018. IEEE 2018, ISBN 978-1-5386-6298-4 - Marierose M. M. van Dooren, Valentijn T. Visch, Renske Spijkerman:
Rewards that make you play: The Distinct effect of monetary rewards, virtual points and social rewards on play persistence in substance dependent and non-dependent adolescents. 1-7 - Marta Mondellini, Sara Arlati, Simone L. Pizzagalli, Luca Greci, Marco Sacco, Giancarlo Ferrigno:
Assessment of the usability of an immersive virtual supermarket for the cognitive rehabilitation of elderly patients: A pilot study on young adults. 1-8 - Yu-Hsiang Lin, Hui-Fen Mao, Yun-Cheng Tsai, Jui-Jen Chou:
Developing a serious game for the elderly to do physical and cognitive hybrid activities. 1-8 - Sandeep Athavale, Girish Dalvi:
A method to study purposeful game design process. 1-8 - Corey Clark, Ira Greenberg, Myque Ouellette:
A model for integrating human computing into commercial video games. 1-8 - Jaime Andres Garcia:
Assessing the validity of in-game stepping performance data from a kinect-based fall prevention exergame. 1-7 - Moritz Ruehrlinger, Fabiola Gattringer, Barbara Stiglbauer, Jürgen Hagler, Michael Lankes, Clemens Holzmann:
It is not rocket science. It is collaborative play for old and young! 1-7 - Nataly D. Martini, Craig S. Webster:
Evaluation of interprofessional learning among medical and pharmacy students using a virtual patient simulation. 1-4 - Liliana Vale Costa, Ana Isabel Veloso, Michael Loizou, Sylvester Arnab:
Breaking barriers to game-based learning for active ageing and healthy lifestyles A qualitative interview study with experts in the field. 1-8 - Rohit Gupta, Girish Dalvi:
FAND: A shareable gesture based foot interface device. 1-7 - Malay Dhamelia, Girish Dalvi:
NudgeEntrance: Domestic intervention to change hand washing behaviour. 1-7 - Louise Petersen Matjeka, Dag Svanæs:
Gamifying an Exergame Co-DesignWorkshop - Playful involvement of experts in the design process o balance training exergames. 1-8 - Renato Mainetti, Serena Oliveri, Ilaria Cutica, Alessandra Gorini, Silvia Gaspardo, N. Alberto Borghese, Gabriella Pravettoni:
Design, development and usability test of serious games related to genetics. 1-8 - Christiane Hagedorn, Heini Utunen, Jan Renz, Christoph Meinel:
Exploring possibilities to partially transform simulation exercises into interactive games on OpenWHO.org digitizing live role-playing game exercises online for epidemics and health emergency work. 1-6 - Edwin Daniel Oña, Carlos Balaguer, Alberto Jardón:
Towards a framework for rehabilitation and assessment of upper limb motor function based on Serious Games. 1-7 - Sonja Schmer-Galunder, Jeremy F. Gottlieb, Jack Ladwig, Josh Hamell, Peter K. Keller, Peggy Wu:
A VR ecosystem for telemedicine and non-intrusive cognitive and affective assessment. 1-6 - Jonathan Jacobs, Japie Greeff, Reolyn Heymann:
Interactive game for children with difficulty crossing the midline. 1-8 - Kimberly Hieftje, Tyra Pendergrass, Erika Montanaro, Tassos Kyriakides, Orli Florsheim, Lynn E. Fiellin:
"But do they like it?" Participant satisfaction and gameplay experience of a public health videogame intervention in adolescents. 1-7 - Erkki Siira, Juha Häikiö, Elina Annanperä:
Mobile gaming in gyms - Can fitness and games join together? 1-6 - Sari Merilampi, Antti Koivisto, Johanna Virkki:
Activation game for older adults - Development and initial user experiences. 1-5 - René Baranyi, Rainer Willinger, Nadja Lederer, Florian Walcher, Thomas Grechenig:
DiaBeaThis - A gamified self-tracking portal to support people suffering from diabetes mellitus to control their blood glucose level. 1-8 - Jonas Schild, Dieter Lerner, Sebastian Misztal, Thomas Luiz:
EPICSAVE - Enhancing vocational training for paramedics with multi-user virtual reality. 1-8 - Lucie A. Chauveau, Nicolas Szilas, Anna Laura Luiu, Frédéric Ehrler:
Dimensions of personalization in a narrative pedagogical simulation for Alzheimer's caregivers. 1-8 - Henrique S. Rossi, Sibele M. dos Santos, Raquel O. Prates, Renato A. C. Ferreira:
Imaginator: A virtual reality based game for the treatment of sensory processing disorders. 1-8 - Daniel Steffen, Markus Muhm, Corinna A. Christmann, Gabriele Bleser:
A usability evaluation of a mobile exergame for ankle joint exercises. 1-8 - Arata Andrade Saraiva, Alexandre Tolstenko Nogueira, Nuno M. Fonseca Ferreira, António Valente:
Application of virtual reality for the treatment of Strabismus and Amblyopia. 1-7 - Greis Francy M. Silva-Calpa, Alberto Barbosa Raposo, Maryse Suplino:
CoASD: A tabletop game to support the collaborative work of users with autism spectrum disorder. 1-8 - João Perdiz, Luis Garrote, Gabriel Pires, Urbano José C. Nunes:
Measuring the impact of reinforcement learning on an electrooculography-only computer game. 1-8 - Ramin Tadayon, Ashish Amresh, Troy McDaniel, Sethuraman Panchanathan:
Real-time stealth intervention for motor learning using player flow-state. 1-8 - Michael Urbanek, Peter Fikar, Florian Güldenpfennig:
About the sound of bananas - Anti rules for audio game design. 1-7 - João Gomes Fonseca, Pedro Morais, Sandro F. Queiros, Fernando Veloso, António C. M. Pinho, Jaime C. Fonseca, Jorge Correia-Pinto, João L. Vilaça:
Personalized dynamic phantom of the right and left ventricles based on patient-specific anatomy for echocardiography studies - Preliminary results. 1-7 - Joana F. Pinto, Henrique R. Carvalho, Goncalo R. R. Chambel, Joao Ramiro, Afonso Gonçalves:
Adaptive gameplay and difficulty adjustment in a gamified upper-limb rehabilitation. 1-8 - Matthias Süncksen, Henner Bendig, Michael Teistler, Markus Wagner, Oliver Johannes Bott, Klaus Dresing:
Gamification and virtual reality for teaching mobile x-ray imaging. 1-7 - Benjamin Byl, Matthias Süncksen, Michael Teistler:
A serious virtual reality game to train spatial cognition for medical ultrasound imaging. 1-4 - Marjorie A. Zielke, Djakhangir Zakhidov, Gary M. Hardee, Jithin Pradeep, Leonard Evans, Zahra Lodhi, Kevin Zimmer, Eric Ward:
Exploring medical cyberlearning for work at the human/technology frontier with the mixed-reality emotive virtual human system platform. 1-8 - Joyce Horn Fonteles, Yvens Rebouças Serpa, Rafael Garcia Barbosa, Maria Andréia Formico Rodrigues, Maria Socorro Pequeno Leite Alves:
Gesture-controlled interactive musical game to practice hand therapy exercises and learn rhythm and melodic structures. 1-8 - Naemi Luckner, Fares Kayali, Peter Purgathofer, Katharina Werner, Matei Capatu Victoria:
Technological interventions to increase mobility of older adults with dementia. 1-6 - Zhihao Zuo, Weixin Yinling Qian, Xiangyun Liao, Pheng-Ann Heng:
Position based catheterization and angiography simulation. 1-7 - Dhinesh R, S. P. Preejith, Mohanasankar Sivaprakasam:
Tennis serve correction using a performance improvement platform. 1-7 - William L. Raffe, Jaime Andres Garcia:
Combining skeletal tracking and virtual reality for game-based fall prevention training for the elderly. 1-7 - Elina Annanperä, Jani Yli-Kantola, Tanja Sauvola, Samuli Heinonen, Erkki Siira:
Testing methods for mobile game development a case study on user feedback in different development phases. 1-8 - Simone L. Pizzagalli, Daniele Spoladore, Sara Arlati, Marco Sacco, Luca Greci:
HIC: An interactive and ubiquitous home controller system for the smart home. 1-6 - Inga Freire Saboia, Ana Margarida Almeida, Cláudia Pernencar, Ana Isabel Veloso:
Gamification strategies in weight control applications, where "losing (weight) is winning". 1-8 - Peter A. Smith, Matt Dombrowski, Ryan Buyssens, Paul Barclay:
Usability testing games for prosthetic training. 1-7 - Christoph Wimmer, Stefan Biegler, Johannes Harms, Karin Kappel, Thomas Grechenig:
SQT: A tool for the automated measurement of respondent behaviour and response quality in health-related gamified online surveys. 1-8 - John M. Henry, Stephen Tang, Martin Hanneghan, Chris Carter:
A framework for the integration of serious games and the Internet of Things (IoT). 1-8 - Kimmo Tarkkanen, Werner Ravyse, Niina Katajapuu, Teppo Saarenpää, Mika Luimula:
Applying personas in designing exergames for knee arthrosis. 1-5 - Duarte Duque:
Tracking of small animals in laboratory An application of CUDA technology for the optimization of computer vision algorithms. 1-6 - Pasi Tyrväinen, Minna Silvennoinen, Karoliina Talvitie-Lamberg, Anniina Ala-Kitula, Reija Kuoremäki:
Identifying opportunities for AI applications in healthcare - Renewing the national healthcare and social services. 1-7 - Tomás Alves, Sandra Gama, Francisco S. Melo:
Flow adaptation in serious games for health. 1-8 - N. Alberto Borghese, Manuel Pezzera, Renato Mainetti, Jacopo Essenziale, Roberta Cazzaniga, Barbara Reggiori, Simone Mercurio, Paolo Confalonieri:
A cloud-based platform for effective supervision of autonomous home rehabilitation through exer-games. 1-6 - Bruno Oliveira, Helena R. Torres, Sandro F. Queiros, Pedro Morais, Jaime C. Fonseca, Jan D'hooge, Nuno F. Rodrigues, João L. Vilaça:
Segmentation of kidney and renal collecting system on 3D computed tomography images. 1-8 - Hanna-Leena Huttunen, Raija Halonen, Denzil Ferreira:
Identifying bottlenecks in work processes: Elderly care. 1-8 - MennatAllah Nader ElSayed, Slim Abdennadher, Fatema Mohsen Gabr:
Foodie Moodie: A crowdsourcing platform for interrelating food with mood. 1-5
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