1,721,104 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
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
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
LTC for seniors: an intelligent gaming solution
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) to 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 this paper we propose a top-to-bottom solution to provide at-home LTC to seniors: from requirements analysis, to design methodology for Ambient Intelligence (AmI), to a working prototypal architecture with implementation. The proposed system aims to integrate and leverage off-the-shelf technology with a particular focus on devices designed for videogame consoles. These devices, thanks to a user-friendly interface and a smooth learning curve can play a central role in minimizing the interference in the seniors private life
Seamless nomadic system-aware servants
The growing diffusion of wireless technologies is leading to deployment of small-scale and location dependent information services (LDISs). Those new services call for provisioning schemes that are able to operate in a distributed environment and do not require network infrastructure. This paper describes an approach to a service-oriented middleware which enables a mobile device to be aware of the surrounding environment and 10 transparently exploit every LDIS discovered in the coverage area of the hosting wireless network, the paper introduces seamless nomadic system-aware (SNA) servant. SNA servants run on mobile devices, discover LDISs and are not associated with any specific service. The paper also describes the key features for the SNA servants implementation and for rendering them interoperable and cross-platform on, at least, .NETand JVM frameworks
Continuous Media Adaptation for Mobile Computing Using Coarse-Grained Asyncronous Notifications
The recent spreading of public wireless infrastructures allowing for higher data rates makes mobile communications networks a very attractive platform for distribution of multimedia content. At the same time, limited resources in public wireless networks pose serious questions on how to bring services and multimedia to terminals to be used anywhere. Content adaptation is required in order to bring the best perceptual experience to the end-user while optimizing resources usage. Unfortunately, content adaptation is very difficult to achieve and is usually related to bandwidth availability only. In this paper we propose to extend existing service provisioning architectures with an asynchronous notification system to keep up-to-date the whole set of user profile data during service provisioning. We argue that the averagemultimedia application behavior, still adhering to a model based on a very limited number of choices, is not affected by increased reaction time and coarse-grained parameters responsivity. Furthermore, introduction of asynchronous notifications will enable service providers to adapt content considering any parameter characterizing the user profile, not just available bandwidth
Mobile Communications and Computing in Challenged Environments: Models, Protocols, Applications
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