1,721,064 research outputs found
Creation of Physiatric Exercises for Remote Use in Rehabilitation Exergames
The current demographic ageing in Europe is the result of a relevant economic, social, and medical development. Nevertheless, at the same time, it is also leading to a significant increase in the demand for long-term care (LTC), especially for seniors. One viable way to offer qualified cares at home, while at the same time containing costs, is to exploit digital technologies as enablers of a constant interaction between seniors and assisting personnel. In particular, (video) games have already been identified as a viable way to foster motivation and engagement in the long term. While technical solutions to provide at home LTC has already been proposed, the scientific community is still working on general methodologies to streamline the process on the caretaker’s side. In this paper, we focus on a software application to design and propose physiatric exercises from a remote location. These exercises can be extremely tailored on the requirements of each patient and can be monitored in an automated way exploiting off-the-shelf gaming technologies such as Microsoft Kinect. The proposed solution aims to shorten the feedback loop between patient and caretaker in order to increase the quality of the therapy and improve the recovery time
Monsters of Darwin: a strategic game based on Artificial Intelligence and Genetic Algorithms
The production of video games is a complex process, which involves several disciplines, spanning from art to computer science. The final goal is to keep entertained the players, by continuously providing them novel and challenging contents. However, the availability of a large variety of pre-produced material is often not possible. A similar problem can be found in many single-player game genres, where the simulated behaviour generated by the Artificial Intelligence algorithms must be coherent, believable, but also adequately variegate to maintain a satisfactory user experience. To this aim, there is a growing interest in the introduction of automatic or semi-automatic techniques to produce and manage the video game contents. In this paper, we present an example of strategic card battle video game based on the applications of Artificial Intelligence and Genetic Algorithms, where the game contents are dynamically adapted and produced during the game sessions
GHItaly 2017: game-computer interaction in research
The aim of the 1st Workshop on Games-Human Interaction (GHItaly ‘17) was twofold. Firstly, it brought together scholars and practitioners to establish a common ground on the topic. Secondly, it proposed a meeting venue for researchers in a filed still underestimated in Italy
Color in context and spatial color computation
The purpose of this dissertation is to contribute in the field of spatial color computation models.We begin introducing an overview about different approaches in the definitionof computational models of color in digital imaging. In particular, we present a recent accurate mathematical definition of the Retinex algorithm, that lead to the definition of a new computational model called Random Spray Retinex (RSR). We then introduce the tone mapping problem, discussing the need for color computation in the implementation of a perceptual correct computational model. At this aim we will present the HDR Retinex algorithm, that addresses tone mappingand color constancy at the same time. In the end, we present some experiments analyzing the influence of HDR Retinex spatial color computation on tristimulus colors obtained using different Color Matching Functions (CMFs) on spectral luminance distribution generated by a photometric raytracer
Analysis of tristimulus interdifference and contextual color correction
We explore how an RGB representation can be computed from a spectral description of real images, with many different colors. To pass from spectral distribution to tristimulus values, several color-matching functions (CMFs) were proposed, derived from experimental setups with simplified visual conditions, considering the colors pointwise and independently from any visual context. A high interdifference is observed in cone spatial distribution between human subjects, without any corresponding significant difference in final color sensation. It is likely that a spatial compensation is performed by human observers that strongly decreases the subjectivity in color perception, and we ask if a similar principle should be considered in digital imaging. We investigate the interdifference among some CMFs when used to compute color information in complex visual conditions, where multiple, spatially distributed different colors are present. This is relevant in synthetic image generation of scenes under different illuminants, computed at the spectral energy distribution at 5-nm intervals, to be converted into RGB for monitor display. The analysis of the interdifference among tristimulus colors obtained using different CMFs shows a significant decrease of the interdifference when a contextual color correction is applied, based on Von Kries or Retinex methods
GHItaly19: Research Perspectives on Game Human Interaction
This is a short introduction to the papers presented at the 3rd Workshop on Games-Human Interaction - GHItaly19, that was held in connection with CHItaly 2019. This series of workshops focuses on the multifaceted issues related to the design and development of human-game interfaces. This entails multidisciplinary competences and skills, and the final quality of the User eXperience depends on how consistently and smartly they are exploited. As a matter of fact, users’ engagement and satisfaction rely on the wise design and skilled evaluation of the produced (multidimensional) artifacts. This gains even more critical importance since the application of video games has long overcome the borders of amusement, to spur new possibilities for, e.g., continuous healthcare and education
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