This document describes a narrative and sensor-driven cognitive behavior training game platform designed to treat children with ADHD. The platform uses brain-computer interface and motion tracking sensors along with interactive narrative content to improve attention, control hyperactivity, and enhance reading comprehension. An initial experiment tested the platform's ability to successfully collect motion tracking and brainwave data from players. Future work includes testing the platform's effectiveness as an ADHD treatment and expanding the narrative content library.
Controlling Adaptation in Affective Serious Gamesbbontchev
Managing the adaptation in affective serious
games is established mainly on the basis of player emotions.
Emotions can be recognized by analyzing physiological data and
facial expressions of the individual player. While physiological
data provide information about the measurement time, electrodermal
activity, pulse, temperature, neural activity, etc., facial
expressions are a source of data about the emotion extracted
from images. The presentation outlines s a general workflow of game
adaptation control in affective games applying emotional state,
game outcomes and efficiency, and playing style. It provides
preliminary results received by using clustering algorithms for
recognizing emotions from physiological data and by applying a
convolutional neural network using images to recognize
emotions from facial expressions.
Addresses the controversial topic of video games and brain function. Do video games stunt develop? Do they affect children in school? Can they help adults regain function? All those questions are answered and many more!
In the last few years, we have witnessed a true revolution in the video-game industry, as both traditional video-game platforms and emerging mobile games have become always connected to the Internet. This has contributed to widen the audience for video games (casual gamers) and to the appearance of new economic models (in-app purchases, free-to-play) that are gaining more and more importance in a sector traditionally monetized by expensive one-time purchases or subscriptions.
More importantly, this recent paradigm shift allows game developers to collect a huge amount of data in real time while maintaining an active relationship with the players. This has created a broad range of new challenges and opportunities for both data science research and business applications, as demonstrated by the quickly growing number of job openings for data scientists in game companies. To fully take advantage of this new scenario, it is paramount to develop adequate statistical and learning methods that model and predict player behavior, scale to large datasets and allow an intuitive visualization of the results.
In this talk, I will survey the state-of-the-art of Data Science in the mobile game industry. First, I will present a general summary of the main techniques to predict player behavior, concentrating on those learning methods that help to reduce user attrition, i.e. churn, which is decisive to increase player retention and raise revenues.
Then, I will discuss these techniques from the viewpoint of Game Data Science as a Service. The goal of Silicon Studio is to democratize Game Data Science. Hence, I will show how the proposed methods can make predictions in an operational business environment and easily adapt to different kinds of games and players—namely, to different data distributions. I will focus on flexible techniques that do not need previous manipulation of the data and are able to deal efficiently with the temporal dimension of the churn-prediction problem.
Controlling Adaptation in Affective Serious Gamesbbontchev
Managing the adaptation in affective serious
games is established mainly on the basis of player emotions.
Emotions can be recognized by analyzing physiological data and
facial expressions of the individual player. While physiological
data provide information about the measurement time, electrodermal
activity, pulse, temperature, neural activity, etc., facial
expressions are a source of data about the emotion extracted
from images. The presentation outlines s a general workflow of game
adaptation control in affective games applying emotional state,
game outcomes and efficiency, and playing style. It provides
preliminary results received by using clustering algorithms for
recognizing emotions from physiological data and by applying a
convolutional neural network using images to recognize
emotions from facial expressions.
Addresses the controversial topic of video games and brain function. Do video games stunt develop? Do they affect children in school? Can they help adults regain function? All those questions are answered and many more!
In the last few years, we have witnessed a true revolution in the video-game industry, as both traditional video-game platforms and emerging mobile games have become always connected to the Internet. This has contributed to widen the audience for video games (casual gamers) and to the appearance of new economic models (in-app purchases, free-to-play) that are gaining more and more importance in a sector traditionally monetized by expensive one-time purchases or subscriptions.
More importantly, this recent paradigm shift allows game developers to collect a huge amount of data in real time while maintaining an active relationship with the players. This has created a broad range of new challenges and opportunities for both data science research and business applications, as demonstrated by the quickly growing number of job openings for data scientists in game companies. To fully take advantage of this new scenario, it is paramount to develop adequate statistical and learning methods that model and predict player behavior, scale to large datasets and allow an intuitive visualization of the results.
In this talk, I will survey the state-of-the-art of Data Science in the mobile game industry. First, I will present a general summary of the main techniques to predict player behavior, concentrating on those learning methods that help to reduce user attrition, i.e. churn, which is decisive to increase player retention and raise revenues.
Then, I will discuss these techniques from the viewpoint of Game Data Science as a Service. The goal of Silicon Studio is to democratize Game Data Science. Hence, I will show how the proposed methods can make predictions in an operational business environment and easily adapt to different kinds of games and players—namely, to different data distributions. I will focus on flexible techniques that do not need previous manipulation of the data and are able to deal efficiently with the temporal dimension of the churn-prediction problem.
Generalization of Game-Based Learning for Children with ADHDRandy Kulman
Learningworks for Kids presents its clinic research on video game learning in children with ADHD. Presented at the 2012 Annual APA Convention as a symposium discussion.
Create Tabletop Games to Foster Organizational LearningKarl Kapp
How can a simple game transform your learning efforts?
The CIA uses tabletop games to teach intelligence gathering, overcoming collection obstacles, and collaboration. The Harvard Business Review describes board games as a microcosm of business training that can help leaders and managers build the skills needed to operate effectively in the real world. In fact, board games have been used formally for teaching business concepts since at least the 1960s with the introduction of the MIT Beer Distribution game.
Many instructional designers, course developers, and training managers struggle to create engaging learning programs that get results. At the ATD LearnNow: Game Design workshop, you’ll learn how to design a tabletop game that can help transform your live instruction into a powerful, memorable learning experience.
Learning is driven by core skill set of kids. We have focused on identifying and improving core skill set by casual gaming. The process of skill set enhancement is very important at very young age.
For more information
info@twistmobile.in
Beyond Eye Tracking: Using User Temperature, Rating Dials, and Facial Analysi...Jennifer Romano Bergstrom
Dan Berlin, Jon Strohl, David Hawkins and I presented this at UXPA 2013. Eye tracking is well known and accepted in the UX community. Here we present preliminary evidence for the usefulness of adding electrodermal activity (EDA), continuous dial ratings, etc. to user experience research.
Tobi Saulnier - Cognitive Bias Training Game Valuable for Everything from Law...SeriousGamesAssoc
Tobi Saulnier, CEO, 1st Playable
This presentation was given at the 2017 Serious Play Conference, hosted by the George Mason University - Virginia Serious Play Institute.
High stakes security and law enforcement challenges typically involve ambiguous information, multiple actors and fluid circumstances. The individuals charged with these responsibilities are also susceptible to the inherent strengths and weaknesses of the human mind and the way it processes information. In high risk situations, an incorrect choice could put not just dollars but lives at stake.
In this session, the speaker will discuss the challenge of developing Cycles, a training game originally developed for the intelligence community. The CYCLES games have been empirically tested games and demonstrate these titles can provide strong and persistent training in the recognition, discrimination and mitigation of six cognitive biases commonly affecting all types of intelligence analysis.
Since many of the same biases impact us daily whether in business, education or game development, CYCLES is being adapted, sometimes with other partners, for use in many different situations. The speaker will share some of the design tradeoffs made in creating the original game, as well as some of the needs and concerns to be aware of when teaching about thought pattern biases. Also considerations for the design team when extending a game created for the intelligence community to varied topics ranging from law enforcement to teaching lessons about empathy to teens.
Emotional intelligence (EI) is the ability to identify, assess, and control the emotions of oneself, of others, and of groups. Participants in this workshop will get a general introduction to what emotional intelligence and EQ are quickly followed by hands-on work group exercises. Attendees will gain a greater understanding of themselves and practical exercise experience on dealing with emotions in the workplace.
Game features of cognitive training (Michael P. Craven and Carlo Fabricatore)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
ICH Guidelines for Pharmacovigilance.pdfNEHA GUPTA
The "ICH Guidelines for Pharmacovigilance" PDF provides a comprehensive overview of the International Council for Harmonisation of Technical Requirements for Pharmaceuticals for Human Use (ICH) guidelines related to pharmacovigilance. These guidelines aim to ensure that drugs are safe and effective for patients by monitoring and assessing adverse effects, ensuring proper reporting systems, and improving risk management practices. The document is essential for professionals in the pharmaceutical industry, regulatory authorities, and healthcare providers, offering detailed procedures and standards for pharmacovigilance activities to enhance drug safety and protect public health.
Generalization of Game-Based Learning for Children with ADHDRandy Kulman
Learningworks for Kids presents its clinic research on video game learning in children with ADHD. Presented at the 2012 Annual APA Convention as a symposium discussion.
Create Tabletop Games to Foster Organizational LearningKarl Kapp
How can a simple game transform your learning efforts?
The CIA uses tabletop games to teach intelligence gathering, overcoming collection obstacles, and collaboration. The Harvard Business Review describes board games as a microcosm of business training that can help leaders and managers build the skills needed to operate effectively in the real world. In fact, board games have been used formally for teaching business concepts since at least the 1960s with the introduction of the MIT Beer Distribution game.
Many instructional designers, course developers, and training managers struggle to create engaging learning programs that get results. At the ATD LearnNow: Game Design workshop, you’ll learn how to design a tabletop game that can help transform your live instruction into a powerful, memorable learning experience.
Learning is driven by core skill set of kids. We have focused on identifying and improving core skill set by casual gaming. The process of skill set enhancement is very important at very young age.
For more information
info@twistmobile.in
Beyond Eye Tracking: Using User Temperature, Rating Dials, and Facial Analysi...Jennifer Romano Bergstrom
Dan Berlin, Jon Strohl, David Hawkins and I presented this at UXPA 2013. Eye tracking is well known and accepted in the UX community. Here we present preliminary evidence for the usefulness of adding electrodermal activity (EDA), continuous dial ratings, etc. to user experience research.
Tobi Saulnier - Cognitive Bias Training Game Valuable for Everything from Law...SeriousGamesAssoc
Tobi Saulnier, CEO, 1st Playable
This presentation was given at the 2017 Serious Play Conference, hosted by the George Mason University - Virginia Serious Play Institute.
High stakes security and law enforcement challenges typically involve ambiguous information, multiple actors and fluid circumstances. The individuals charged with these responsibilities are also susceptible to the inherent strengths and weaknesses of the human mind and the way it processes information. In high risk situations, an incorrect choice could put not just dollars but lives at stake.
In this session, the speaker will discuss the challenge of developing Cycles, a training game originally developed for the intelligence community. The CYCLES games have been empirically tested games and demonstrate these titles can provide strong and persistent training in the recognition, discrimination and mitigation of six cognitive biases commonly affecting all types of intelligence analysis.
Since many of the same biases impact us daily whether in business, education or game development, CYCLES is being adapted, sometimes with other partners, for use in many different situations. The speaker will share some of the design tradeoffs made in creating the original game, as well as some of the needs and concerns to be aware of when teaching about thought pattern biases. Also considerations for the design team when extending a game created for the intelligence community to varied topics ranging from law enforcement to teaching lessons about empathy to teens.
Emotional intelligence (EI) is the ability to identify, assess, and control the emotions of oneself, of others, and of groups. Participants in this workshop will get a general introduction to what emotional intelligence and EQ are quickly followed by hands-on work group exercises. Attendees will gain a greater understanding of themselves and practical exercise experience on dealing with emotions in the workplace.
Game features of cognitive training (Michael P. Craven and Carlo Fabricatore)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
ICH Guidelines for Pharmacovigilance.pdfNEHA GUPTA
The "ICH Guidelines for Pharmacovigilance" PDF provides a comprehensive overview of the International Council for Harmonisation of Technical Requirements for Pharmaceuticals for Human Use (ICH) guidelines related to pharmacovigilance. These guidelines aim to ensure that drugs are safe and effective for patients by monitoring and assessing adverse effects, ensuring proper reporting systems, and improving risk management practices. The document is essential for professionals in the pharmaceutical industry, regulatory authorities, and healthcare providers, offering detailed procedures and standards for pharmacovigilance activities to enhance drug safety and protect public health.
Defecation
Normal defecation begins with movement in the left colon, moving stool toward the anus. When stool reaches the rectum, the distention causes relaxation of the internal sphincter and an awareness of the need to defecate. At the time of defecation, the external sphincter relaxes, and abdominal muscles contract, increasing intrarectal pressure and forcing the stool out
The Valsalva maneuver exerts pressure to expel faeces through a voluntary contraction of the abdominal muscles while maintaining forced expiration against a closed airway. Patients with cardiovascular disease, glaucoma, increased intracranial pressure, or a new surgical wound are at greater risk for cardiac dysrhythmias and elevated blood pressure with the Valsalva maneuver and need to avoid straining to pass the stool.
Normal defecation is painless, resulting in passage of soft, formed stool
CONSTIPATION
Constipation is a symptom, not a disease. Improper diet, reduced fluid intake, lack of exercise, and certain medications can cause constipation. For example, patients receiving opiates for pain after surgery often require a stool softener or laxative to prevent constipation. The signs of constipation include infrequent bowel movements (less than every 3 days), difficulty passing stools, excessive straining, inability to defecate at will, and hard feaces
IMPACTION
Fecal impaction results from unrelieved constipation. It is a collection of hardened feces wedged in the rectum that a person cannot expel. In cases of severe impaction the mass extends up into the sigmoid colon.
DIARRHEA
Diarrhea is an increase in the number of stools and the passage of liquid, unformed feces. It is associated with disorders affecting digestion, absorption, and secretion in the GI tract. Intestinal contents pass through the small and large intestine too quickly to allow for the usual absorption of fluid and nutrients. Irritation within the colon results in increased mucus secretion. As a result, feces become watery, and the patient is unable to control the urge to defecate. Normally an anal bag is safe and effective in long-term treatment of patients with fecal incontinence at home, in hospice, or in the hospital. Fecal incontinence is expensive and a potentially dangerous condition in terms of contamination and risk of skin ulceration
HEMORRHOIDS
Hemorrhoids are dilated, engorged veins in the lining of the rectum. They are either external or internal.
FLATULENCE
As gas accumulates in the lumen of the intestines, the bowel wall stretches and distends (flatulence). It is a common cause of abdominal fullness, pain, and cramping. Normally intestinal gas escapes through the mouth (belching) or the anus (passing of flatus)
FECAL INCONTINENCE
Fecal incontinence is the inability to control passage of feces and gas from the anus. Incontinence harms a patient’s body image
PREPARATION AND GIVING OF LAXATIVESACCORDING TO POTTER AND PERRY,
An enema is the instillation of a solution into the rectum and sig
Health Education on prevention of hypertensionRadhika kulvi
Hypertension is a chronic condition of concern due to its role in the causation of coronary heart diseases. Hypertension is a worldwide epidemic and important risk factor for coronary artery disease, stroke and renal diseases. Blood pressure is the force exerted by the blood against the walls of the blood vessels and is sufficient to maintain tissue perfusion during activity and rest. Hypertension is sustained elevation of BP. In adults, HTN exists when systolic blood pressure is equal to or greater than 140mmHg or diastolic BP is equal to or greater than 90mmHg. The
The Importance of Community Nursing Care.pdfAD Healthcare
NDIS and Community 24/7 Nursing Care is a specific type of support that may be provided under the NDIS for individuals with complex medical needs who require ongoing nursing care in a community setting, such as their home or a supported accommodation facility.
Global launch of the Healthy Ageing and Prevention Index 2nd wave – alongside...ILC- UK
The Healthy Ageing and Prevention Index is an online tool created by ILC that ranks countries on six metrics including, life span, health span, work span, income, environmental performance, and happiness. The Index helps us understand how well countries have adapted to longevity and inform decision makers on what must be done to maximise the economic benefits that comes with living well for longer.
Alongside the 77th World Health Assembly in Geneva on 28 May 2024, we launched the second version of our Index, allowing us to track progress and give new insights into what needs to be done to keep populations healthier for longer.
The speakers included:
Professor Orazio Schillaci, Minister of Health, Italy
Dr Hans Groth, Chairman of the Board, World Demographic & Ageing Forum
Professor Ilona Kickbusch, Founder and Chair, Global Health Centre, Geneva Graduate Institute and co-chair, World Health Summit Council
Dr Natasha Azzopardi Muscat, Director, Country Health Policies and Systems Division, World Health Organisation EURO
Dr Marta Lomazzi, Executive Manager, World Federation of Public Health Associations
Dr Shyam Bishen, Head, Centre for Health and Healthcare and Member of the Executive Committee, World Economic Forum
Dr Karin Tegmark Wisell, Director General, Public Health Agency of Sweden
Medical Technology Tackles New Health Care Demand - Research Report - March 2...pchutichetpong
M Capital Group (“MCG”) predicts that with, against, despite, and even without the global pandemic, the medical technology (MedTech) industry shows signs of continuous healthy growth, driven by smaller, faster, and cheaper devices, growing demand for home-based applications, technological innovation, strategic acquisitions, investments, and SPAC listings. MCG predicts that this should reflects itself in annual growth of over 6%, well beyond 2028.
According to Chris Mouchabhani, Managing Partner at M Capital Group, “Despite all economic scenarios that one may consider, beyond overall economic shocks, medical technology should remain one of the most promising and robust sectors over the short to medium term and well beyond 2028.”
There is a movement towards home-based care for the elderly, next generation scanning and MRI devices, wearable technology, artificial intelligence incorporation, and online connectivity. Experts also see a focus on predictive, preventive, personalized, participatory, and precision medicine, with rising levels of integration of home care and technological innovation.
The average cost of treatment has been rising across the board, creating additional financial burdens to governments, healthcare providers and insurance companies. According to MCG, cost-per-inpatient-stay in the United States alone rose on average annually by over 13% between 2014 to 2021, leading MedTech to focus research efforts on optimized medical equipment at lower price points, whilst emphasizing portability and ease of use. Namely, 46% of the 1,008 medical technology companies in the 2021 MedTech Innovator (“MTI”) database are focusing on prevention, wellness, detection, or diagnosis, signaling a clear push for preventive care to also tackle costs.
In addition, there has also been a lasting impact on consumer and medical demand for home care, supported by the pandemic. Lockdowns, closure of care facilities, and healthcare systems subjected to capacity pressure, accelerated demand away from traditional inpatient care. Now, outpatient care solutions are driving industry production, with nearly 70% of recent diagnostics start-up companies producing products in areas such as ambulatory clinics, at-home care, and self-administered diagnostics.
Telehealth Psychology Building Trust with Clients.pptxThe Harvest Clinic
Telehealth psychology is a digital approach that offers psychological services and mental health care to clients remotely, using technologies like video conferencing, phone calls, text messaging, and mobile apps for communication.
2. • Research Objective
• ADHD Facts
• ADHD Treatment Strategy
• Serious Game and its Effects
• Narrative Therapy
• Behavior Training Game Platform
• Experiments and Analysis
• Demo
• Review and Future Research
2
Contents
3. • Behavior Training Game Platform
• Brain-Computer Interface (BCI) with NeuroSky’s MindWave
• Skeleton and face tracking with Microsoft’s Kinect V2
• Narrative fairy tale contents with characters and contextual
instructions
• This Platform:
• Keeps track of user’s brainwaves and associated behaviors
responding to the given narrative contents or implicit contextual
instructions
• Works as a treatment framework for children with ADHD
• to improve the children’s sustained attention
• to control their hyperactive behavior
• to promote reading comprehension capability
• to give them an opportunity of self-examination
• to get them treated emotionally
• to encourage them to feel self-confidence
3
Research Objective
4. • ADHD (Attention-Deficit/Hyperactivity Disorder)
• 5% to 15% children in the U.S. have been diagnosed
• American Psychiatric Association (APA): Avg. 5%
• Centers for Disease Control and Prevention (CDC) : Avg. 11%
• Typical Symptoms include:
• Deficits in behavioral inhibition, sustained attention, and
resistance to distraction
• Impaired behavioral inhibition and self-control needed as a
critical foundation for the performance of any task
• Weak social skills
• Low level reading capabilities
4
ADHD Facts
9. • Children might have co-existing conditions
• learning disabilities
• conduct disorders and difficulties: antisocial behavior, fighting,
and oppositional defiant disorder
• anxiety disorder
• depression
• sleep disorders, etc.
• Boys and girls display very different ADHD symptoms.
• Boys: more likely the attention disorder
• Girls: more internal and less obvious
9
ADHD & Co-Existing Conditions
10. • Develop relatively long-term sustained attention to successfully
complete the instruction (ADD)
• Keep high-level attention to figure out complicate and boring story
or discussion (ADD/HD)
• Encourage children to stay motionless for a while and behave
appropriately in a certain situation (HD)
10
ADHD Behavioral Treatment Strategy
13. • Any form of interactive computer-based game software for one or
multiple players to be used on any platform and that has been developed
with the intention to be more than entertainment
• Primary purpose beyond pure entertainment
• To train or educate users
• To achieve a desired progress
13
Serious Games: Mechanisms and Effects, by Ute Ritterfield, Michael Cody, and Peter Vorderer, 2009
Serious Games
14. • Called also,
• immersive learning simulations
• digital game-based learning
• gaming simulations
• Players come to serious games with that expectation that they can impr
ove some specific aspect of learning
• Simply refer to any kind of online game for learning
14
Serious games: online games for learning, by Anne Derryberry, I’m Serious.net
Serious Games
15. • Indirect Narrative Experiences
• A fairy tale story with pain and frustration
• Narrative Experiences
Catharsis, Empathy
Change in perspective, Conscious of a kind, Self-examination,
Generalization
Relief, Problem-solving, Therapy
• Converting the existing cognitive frame causing behavioral
disorder into a new frame
15
Narrative Therapy Mechanism
16. • Reading narratives requires complete understanding of the
components of a story and its development processing.
• Children with ADHD can be effectively treated with well-known,
structured narratives (fairy tales) to improve reading skill,
control hyperactive behavior, and treat emotional problem.
16
Designing Behavioral Treatment with Narratives
17. 17
Unity3D
Game Contents Manager
Contents
Kinect V2
MindWave
Logger Replayer
Screen Capture
MPEG Processor
Middleware
Event Logger Video Producer
Server
ZooKeeper
Kafka
Elasticsearch DB
Video File Server
Video File Storage
API
Experiments Dashboard
Users Experiments Analysis
Behavior Training Platform
18. • Monitoring Concentration with Brain-Computer Interface (BCI)
• Monitoring Behavior with Motion Sensors
• Interactive Narratives and Intervention Data
• User’s Responses
18
Interactive Data Collection
19. • eSense meter of Brainwaves
• Attention
• Meditation
• Saved to the list of Brainwaves
• After finishing game, the data sent to Data Sever
19
Brainwaves
MindWave
Interface
Collect and
Save
Brainwave
s
ElasticSearch Collect
Event Logs
Send to
Data Server
Brainwaves via MindWave
21. • Skeleton Tracking
• Face Tracking
21
Skeletal tracking
with Kinect:
recognizing 22
different
motions
Face tracking
with Kinect:
recognizing 6
different
motions
Motion and Face Tracking
23. 23
The fisherman goes fishing. The fisherman falls down due to the
player’s motion
Behavior Training Scheme using
Adaptive Intervention Approach
24. 24
Reading comprehension text with
BCI attention requirement
BCI attention requirement with the
quest of counting by 10
Behavior Training Scheme using
Adaptive Intervention Approach
25. • Three Characters
• Fisherman: the main character
• Genie: initially a threat, then a friend character
• Child: outside helper
• Design Strategy
• 6 Sequences
• Real-time events collection and intervention
• Reproduction of past games for post evaluation and self-
examination
• Near real-time analytics
25
Fisherman and Genie
27. 27
Sequence 1 Sequence 2 Sequence 3 Sequence 4 Sequence 5 Sequence 6
Reading
Comprehen
sion
Fishermanis
preparingfor
fishing.
Fishermanis
headingfor
fishingplace.
Fishermanis
fishingabottle.
Genieis
threatening
fishermanto
kill.
Fisherman is
escaping out
ofthelife-
threatening
situation
using wisdom.
Fisherman
andreader
(child)are
savingGenie
together.
Contextual
Instruction
Greeting Keep high-
level
attention
without
hyper action
Keep high-
level
attention
according to
instructions
Comprehend
complex
dialogue
Comprehend
complex
dialogue
according to
instructions
Consider
others’
situation
Processes
28. • Reading Skill Improvement: By figuring out complicate dialogue in
Sequence 4 and 5 with sustained high-level attention
• Behavior Treatment: By training high-level attention,
keeping motionless in each scene,
and behaving accordingly in a certain situation
• Emotional Treatment: By helping the child experience feeling of
sympathy for Genie especially in Sequence 6.
28
Expected Effects via Complicate Reading with
Intervention Scheme
29. • Visualization of the Child’s Experience with the Game for Post
Evaluation and Self-Examination
• The child recognizes how Cyberspace was affected by
his/her behavior.
• As an Object Watcher, self-examination may stimulate
changes in his/her behavior
29
Treatment Effects via Self-Examination
with Reproduction of the Game
30. • Windows 8.1, 64 bit
• Ram: 8GB
• USB 3.0
• CPU: Intel Core i5-4590m
• HDD: 500GB SATA3
• GPU: GeForce 705
30
H/W Configuration
31. 1) Motion Tracking Test
• To see if brainwaves and motion tracking data are successfully
collected while playing the narrative game
• The result shows the motion tracking capabilities recognize 22
different motions successfully
2) Game Tracking Test
• Skeletal and face tracking have been tested while playing the
game.
• At the same time, the tester’s brainwaves were measured and
collected.
31
Experiments and Analysis
34. • User List
• Experiment List
• Players Interaction Log:
• Motion Sensing Data Log: Body and face tracking
• Brainwaves: Attention and meditation tracking
• Web App Dashboard Demo
34
Web App Dashboard (Analytics)
40. • The main contribution is the implementation of the behavior training platform
which combines BCI and motion sensing technology with fairy tale
narrative contents and treat children withADHD in terms of the behavioral
treatment and reading comprehension.
• We are expecting this training platform to help the children improve their
attention and control hyperactive behavior based on narrative therapy
strategy.
• In addition to the current narrative content, “Fisherman and Genie,” we hope
to provide diverse contents with wide-range of fairy tales.
• We would like to test this platform as the treatment framework for children
withADHD by collaborating with related fields and medical professionals.
40
Review and Future Research
41. Thank you !
41
Q&A
Copyright 2016 Taesuk Kihl, Kyungeun Park, Seungie Park, Min-Jae Kim, Juno Chang, Seok Kyoo Kim all rights reserved.