Serious games for health and medicine. A cardiopulmonary resuscitation (CPR) case study
暂无分享,去创建一个
[1] B. Bloom. Taxonomy of educational objectives , 1956 .
[2] E. Salas,et al. Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation. , 1993 .
[3] James A. Ferwerda,et al. Three varieties of realism in computer graphics , 2003, IS&T/SPIE Electronic Imaging.
[4] J. M. Cash. ABC of resuscitation , 1987 .
[5] Carl Gutwin,et al. The effect of temporal adaptation granularity and game genre on the time-balancing abilities of adaptive time-varying minigames , 2014, Entertain. Comput..
[6] Federico Semeraro,et al. iCPR: a new application of high-quality cardiopulmonary resuscitation training. , 2011, Resuscitation.
[7] Begoña García Zapirain,et al. Can game-based therapies be trusted? Is game-based education effective? A systematic review of the Serious Games for health and education , 2011, 2011 16th International Conference on Computer Games (CGAMES).
[8] Katerina Mania,et al. The effect of visual and interaction fidelity on spatial cognition in immersive virtual environments , 2006, IEEE Transactions on Visualization and Computer Graphics.
[9] Mehrdad Hosseini Zadeh,et al. Advances in Haptics , 2010 .
[10] M. Vazquez-Vazquez,et al. Hand hygiene training through a serious game: New ways of improving Safe Practices , 2011, 2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH).
[11] Abdullah Bade,et al. Non-photorealistic outdoor scene rendering: techniques and application , 2004 .
[12] James F. Peters,et al. Store-and-Feedforward Adaptive Gaming System for Hand-Finger Motion Tracking in Telerehabilitation , 2011, IEEE Transactions on Information Technology in Biomedicine.
[13] Clint Bowers,et al. Computer simulation games as an adjunct for treatment in male veterans with alcohol use disorder. , 2013, Journal of substance abuse treatment.
[14] Marilyn A Roubidoux,et al. Development and evaluation of an interactive Web-based breast imaging game for medical students. , 2002, Academic radiology.
[15] W. B. Kouwenhoven,et al. Closed-chest cardiac massage. , 1960, JAMA.
[16] Didier Stricker,et al. Advanced tracking through efficient image processing and visual-inertial sensor fusion , 2008, 2008 IEEE Virtual Reality Conference.
[17] Shaun J. Canavan,et al. Art Critic: Multisignal Vision and Speech Interaction System in a Gaming Context , 2013, IEEE Transactions on Cybernetics.
[18] Ana Paiva,et al. Virtual Worlds for Serious Applications ( VS-GAMES ' 12 ) Serious Games for Personal and Social Learning & Ethics : Status and Trends , 2012 .
[19] Jesus Reseco Gago,et al. Nutritional Serious-Games platform , 2010, eChallenges e-2010 Conference.
[20] Zhen Jiao,et al. Tutoring Strategy Study on Game-Based Experiential Learning in Vocational School , 2009, 2009 First International Workshop on Education Technology and Computer Science.
[21] Arto Laikari,et al. Exergaming - Gaming for health: A bridge between real world and virtual communities , 2009, 2009 IEEE 13th International Symposium on Consumer Electronics.
[22] Leandro A. Diehl,et al. A serious game prototype for education of medical doctors and students on insulin management for treatment of diabetes mellitus , 2011, 2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH).
[23] Robert A. Cross. Interactive realism for visualization using ray tracing , 1995, Proceedings Visualization '95.
[24] Xiao Cheng-yong,et al. Constructing 3D Game Engine Based on XNA , 2010 .
[25] Pheng-Ann Heng,et al. A Serious Game for Learning Ultrasound-Guided Needle Placement Skills , 2012, IEEE Transactions on Information Technology in Biomedicine.
[26] Cheryl A.M. Anderson. Simulation Game Playing – A Nursing Instructional Strategy , 2008 .
[27] Fotis Liarokapis,et al. A Pervasive Augmented Reality Serious Game , 2009, 2009 Conference in Games and Virtual Worlds for Serious Applications.
[28] Steve Wright. Chapter 6 – Rotoscoping , 2008 .
[29] Tiffany Barnes,et al. Astrojumper: Designing a virtual reality exergame to motivate children with autism to exercise , 2010, 2010 IEEE Virtual Reality Conference (VR).
[30] Dongho Kim,et al. A Sensory Gate-Ball Game for the Aged People and its User Interface Design , 2009, 2009 Conference in Games and Virtual Worlds for Serious Applications.
[31] Robert Pepperell,et al. The perception of art and the science of perception , 2012, Electronic Imaging.
[32] Jannicke Baalsrud Hauge,et al. State of the art of serious games for business and industry , 2011, 2011 17th International Conference on Concurrent Enterprising.
[33] Peng Yun-long. Principles of Teaching in the New Era , 2008 .
[34] Z. L. Budrikis,et al. Visual fidelity criterion and modeling , 1972 .
[35] G J Kost,et al. Preventing medical errors in point-of-care testing: security, validation, safeguards, and connectivity.. , 2001, Archives of pathology & laboratory medicine.
[36] Thad Starner,et al. Dancing in the Streets: The design and evaluation of a wearable health game , 2010, International Symposium on Wearable Computers (ISWC) 2010.
[37] Gavin D. Perkins,et al. Does use of iResus© application on a smart phone improve the performance of an advanced life support provider in a simulated emergency? , 2010 .
[38] Misha Pavel,et al. Divided attention in computer game play: Analysis utilizing unobtrusive health monitoring , 2009, 2009 Annual International Conference of the IEEE Engineering in Medicine and Biology Society.
[39] M Kalantzis,et al. The conditions of learning , 2005 .
[40] K. Nosu,et al. Real Time Emotion-Diagnosis of Video Game Players from their Facial Expressions and its Applications to Voice Feed-Backing to Game Players , 2007, 2007 International Conference on Machine Learning and Cybernetics.
[41] Po-Hsun Cheng,et al. Augmented reality serious game framework for rehabilitation with personal health records , 2011, 2011 IEEE 13th International Conference on e-Health Networking, Applications and Services.
[42] Jungkuk Kim,et al. A design of the u-health monitoring system using a Nintendo DS game machine , 2009, 2009 Annual International Conference of the IEEE Engineering in Medicine and Biology Society.
[43] Mahen Jayawardena,et al. User Perception of the Physical & Behavioral Realism of a Maritime Virtual Reality Environment , 2012, 2012 UKSim 14th International Conference on Computer Modelling and Simulation.
[44] J. D. Janssen,et al. A triaxial accelerometer and portable data processing unit for the assessment of daily physical activity , 1997, IEEE Transactions on Biomedical Engineering.
[45] David Murphy,et al. JDoc: A Serious Game for Medical Learning , 2008, First International Conference on Advances in Computer-Human Interaction.
[46] Luca Chittaro,et al. Assessing Nurses' Acceptance of a Serious Game for Emergency Medical Services , 2010, 2010 Second International Conference on Games and Virtual Worlds for Serious Applications.
[47] N. Cagiltay,et al. A serious game for speech disorder children therapy , 2012, 2012 7th International Symposium on Health Informatics and Bioinformatics.
[48] Suzana Ahmad,et al. Measuring usability of educational computer games based on the user success rate , 2011, 2011 International Symposium on Humanities, Science and Engineering Research.
[49] Ombretta Gaggi,et al. PlayWithEyes: A new way to test children eyes , 2011, 2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH).
[50] V. Lakshmi Narasimhan,et al. Design of an introductory medical gaming environment for diagnosis and management of Parkinson's disease , 2010, Trendz in Information Sciences & Computing(TISC2010).
[51] Bill Kapralos,et al. Serious games for knee replacement surgery procedure education and training , 2010 .
[52] J. Huizinga. Homo Ludens: A Study of the Play-Element in Culture , 1938 .
[53] Darrell Gibson,et al. Towards the Development of an Interactive 3D Coach Training Serious Game , 2009, 2009 Conference in Games and Virtual Worlds for Serious Applications.
[54] Sergi Grau,et al. PREVIRNEC: A cognitive telerehabilitation system based on Virtual Environments , 2009, 2009 Virtual Rehabilitation International Conference.
[55] George Papagiannakis,et al. Interactive Scenario Immersion: Health Emergency Decision Training in JUST Project , 2002 .
[56] Nuno F. Rodrigues,et al. A laparoscopic surgery training interface , 2011, 2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH).
[57] Maurice Hendrix,et al. Blended Game-Based Learning Environments: Extending a Serious Game into a Learning Content Management System , 2011, 2011 Third International Conference on Intelligent Networking and Collaborative Systems.
[58] Abdenour Bouzouane,et al. Serious games in cognitive training for Alzheimer's patients , 2011, 2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH).
[59] Ton A. M. Spil,et al. Change your lifestyle or your game is over: The design of a serious game for diabetes , 2011, International Conference on Serious Games and Applications for Health.
[60] Kalle Jegers. Investigating the Applicability of Usability and Playability Heuristics for Evaluation of Pervasive Games , 2008, 2008 Third International Conference on Internet and Web Applications and Services.
[61] Tiia Ruutmann,et al. Teaching Strategies for Direct and Indirect Instruction in Teaching Engineering , 2011 .
[62] Suzana Ahmad,et al. Usability testing for educational computer game using observation method , 2010, 2010 International Conference on Information Retrieval & Knowledge Management (CAMP).
[63] Huang Ling Yi,et al. Designing Serious Games to Enhance Political Efficacy and Critical Thinking Disposition for College Students: The Case of Taiwan , 2011, 2011 Third International Conference on Games and Virtual Worlds for Serious Applications.
[64] Jakob Nielsen,et al. Heuristic evaluation of user interfaces , 1990, CHI '90.
[65] Qiang Zhang,et al. Component-based hierarchical state machine — A reusable and flexible game AI technology , 2011, 2011 6th IEEE Joint International Information Technology and Artificial Intelligence Conference.
[66] Cheng-Wen Lee,et al. Influential Factors of Player's Loyalty toward Online Games for Achieving Commercial Success , 2010 .
[67] Alf Inge Wang,et al. An Evaluation of a Mobile Game Concept for Lectures , 2008, 2008 21st Conference on Software Engineering Education and Training.
[68] Paul Fergus,et al. A framework for physical health improvement using Wireless Sensor Networks and gaming , 2009, 2009 3rd International Conference on Pervasive Computing Technologies for Healthcare.
[69] Heinrich H. Bülthoff,et al. Render me real? , 2012, ACM Trans. Graph..
[70] Fred Hapgood. The quest for oil , 1989 .
[71] Huosheng Hu,et al. Human motion tracking for rehabilitation - A survey , 2008, Biomed. Signal Process. Control..
[72] David R. Michael,et al. Serious Games: Games That Educate, Train, and Inform , 2005 .
[73] Peter Jensen,et al. At this end of the Oregon trail: The eugene AUGUR: 1969–1974 , 1990 .
[74] Claudio E. Palazzi,et al. DroidGlove: An android-based application for wrist rehabilitation , 2009, 2009 International Conference on Ultra Modern Telecommunications & Workshops.
[75] Jonathan Barr,et al. Nursing Training: 3D Game with Learning Objectives , 2008, First International Conference on Advances in Computer-Human Interaction.
[76] E.C.P. van Loon,et al. Serious gaming to improve bimanual coordination in children with spastic cerebral palsy , 2011, 2011 International Conference on Virtual Rehabilitation.
[77] Rafael Bidarra,et al. In Press: Ieee Transactions on Computational Intelligence and Ai in Games Adaptivity Challenges in Games and Simulations: a Survey , 2022 .
[78] Marina Papastergiou,et al. Exploring the potential of computer and video games for health and physical education: A literature review , 2009, Comput. Educ..
[79] Michael Zyda,et al. From visual simulation to virtual reality to games , 2005, Computer.
[80] Stepán Obdrzálek,et al. Accuracy and robustness of Kinect pose estimation in the context of coaching of elderly population , 2012, 2012 Annual International Conference of the IEEE Engineering in Medicine and Biology Society.
[81] A. Maslow. Motivation and Personality , 1954 .
[82] Darryl Charles,et al. Serious Games for Upper Limb Rehabilitation Following Stroke , 2009, 2009 Conference in Games and Virtual Worlds for Serious Applications.
[83] Qiang Wang,et al. EEG-Based "Serious" Games Design for Medical Applications , 2010, 2010 International Conference on Cyberworlds.
[84] Elmedin Selmanovic,et al. Complete Motion Control of a Serious Game against Obesity in Children , 2011, 2011 Third International Conference on Games and Virtual Worlds for Serious Applications.
[85] Nicole C. Krämer,et al. Serious games for health: An empirical study of the game "Balance" for teenagers with diabetes mellitus , 2011, Entertain. Comput..
[86] Jeffrey Wood,et al. Feasibility of congestive heart failure telemanagement using a wii-based telecare platform , 2010, 2010 Annual International Conference of the IEEE Engineering in Medicine and Biology.
[87] Pamela M. Kato,et al. Video Games in Health Care: Closing the Gap , 2010 .
[88] Gabriel Zachmann,et al. 'Visual-fidelity' dataglove calibration , 2004 .
[89] Jeff Housman,et al. The Alameda County Study: A Systematic, Chronological Review , 2005 .
[90] Yao-Jen Chang,et al. A Kinect-based system for physical rehabilitation: a pilot study for young adults with motor disabilities. , 2011, Research in developmental disabilities.
[91] Jaana Leikas,et al. Human-Centred Design and Exercise Games , 2009 .
[92] Vasudevan Janarthanan. Serious Video Games: Games for Education and Health , 2012, 2012 Ninth International Conference on Information Technology - New Generations.
[93] Begoña García Zapirain,et al. Serious Game based on first aid education for individuals with Autism Spectrum Disorder (ASD) using android mobile devices , 2011, 2011 16th International Conference on Computer Games (CGAMES).
[94] Miriam Vollenbroek-Hutten,et al. Chronic pain rehabilitation with a serious game using multimodal input , 2011, 2011 International Conference on Virtual Rehabilitation.
[95] John Lansdown,et al. Expressive rendering: a review of nonphotorealistic techniques , 1995, IEEE Computer Graphics and Applications.
[96] Garrett M. Clayton,et al. Integrating the Microsoft Kinect With Simulink: Real-Time Object Tracking Example , 2014, IEEE/ASME Transactions on Mechatronics.
[97] Pedro Miguel Moreira,et al. Serious games for rehabilitation: A survey and a classification towards a taxonomy , 2010, 5th Iberian Conference on Information Systems and Technologies.
[98] Yin Li,et al. An Accelerated Human Motion Tracking System Based on Voxel Reconstruction under Complex Environments , 2009, ACCV.
[99] Clint A. Bowers,et al. Serious Games Usability Testing: How to Ensure Proper Usability, Playability, and Effectiveness , 2011, HCI.
[100] Robert J. Stone,et al. Evolution of aerospace simulation: From immersive Virtual Reality to serious games , 2011, Proceedings of 5th International Conference on Recent Advances in Space Technologies - RAST2011.
[101] Gonzalo Alarcón,et al. Introduction to Epilepsy: Epidemiology of epilepsy , 2012 .
[102] Sergi Grau,et al. Animation of 3D Avatars for Rehabilitation of the Upper Limbs , 2011, 2011 Third International Conference on Games and Virtual Worlds for Serious Applications.
[103] Henry Been-Lirn Duh,et al. Trends in augmented reality tracking, interaction and display: A review of ten years of ISMAR , 2008, 2008 7th IEEE/ACM International Symposium on Mixed and Augmented Reality.
[104] R. Tate,et al. HopeLab's Approach to Re-Mission , 2009 .
[105] Sergi Grau,et al. Design of 3D Virtual Neuropsychological Rehabilitation Activities , 2010, 2010 Second International Conference on Games and Virtual Worlds for Serious Applications.
[106] Peter H. Veltink,et al. Ambulatory Position and Orientation Tracking Fusing Magnetic and Inertial Sensing , 2007, IEEE Transactions on Biomedical Engineering.
[107] Rosa María Baños,et al. Treating cockroach phobia using a serious game on a mobile phone and augmented reality exposure: A single case study , 2011, Comput. Hum. Behav..
[108] Begoña García Zapirain,et al. A serious game to improve human relationships in patients with neuro-psychological disorders , 2010, 2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference.
[109] Antonio Frisoli,et al. Motion detection technology as a tool for cardiopulmonary resuscitation (CPR) quality training: a randomised crossover mannequin pilot study. , 2013, Resuscitation.
[110] Hyun-Jung Park,et al. A Bayesian network approach to examining key success factors of mobile games , 2013 .
[111] L. Gostin,et al. A public health approach to reducing error: medical malpractice as a barrier. , 2000, JAMA.
[112] Linda Denehy,et al. Validity of the Microsoft Kinect for assessment of postural control. , 2012, Gait & posture.
[113] Theresa-Marie Rhyne. Computer games and scientific visualization , 2002, CACM.
[114] Kup-Sze Choi,et al. Learning Blood Management in Orthopedic Surgery through Gameplay , 2010, IEEE Computer Graphics and Applications.
[115] Michael A. Shepherd,et al. Extending the Use of Games in Health Care , 2006, Proceedings of the 39th Annual Hawaii International Conference on System Sciences (HICSS'06).