The recent studies show that the children with learning disabilities numbers have been gradually increased in India. Though the main reason for the cause of this disorder is unknown, the authors strongly believe that this neurological disorder is explained as a genetic disorder passed from elder hierarchy to the next generation. With the available resources, the awareness programs are limited to urban areas only on account of using current technology in diagnosing disorders. In developed countries, it is seen that new technologies taking birth every day for the treatment of these disorders. This includes LCD 3D display, Kinect games, computer games (psychotherapeutic) in therapy sessions, etc. These kinds of games make children more attentive towards the intervention bringing new changes in the day-to-day lives of the children. In this chapter, a new algorithm has been highlighted for the intervention of children with dyslexia by using the Android application as a source to increase the level of perception and sound-symbol association of the respective alphabets used and studied.
Video games are used to increase the engagement of biofeedback systems. For cost-effectiveness, the original Nintendo Entertainment System (NES) games can be used. Therefore, a multimodal biofeedback system was developed to leverage the NES games for biofeedback. This study aims to test the efficacy of the developed system, the motivation of participants, and the usability of the system. A within-group design study was conducted with 16 participants followed through four interventions: deep breathing, stress-test, non-biofeedback game (control), and biofeedback game (experiment), where their HRV was recorded. Participants showed significantly different HRV during interventions (F(1.60, 23.93) = 11.94, p < 0.001) and reported higher HRV when using biofeedback game than the non-biofeedback game (t(15) = 9.14, p < 0.0001). The motivation was reported to be the same with biofeedback and non-biofeedback version of the game and the overall system was reported as usable. The results of this study support the efficacy of using original NES games in biofeedback for mental relaxation.
AfDaq is an open-source, plug and play, MATLAB based tool that offers the capabilities of multi-channel real-time data acquisition, visualization, manipulation, and local saving of data for offline analysis. The MATLAB Arduino package suffers from serious timing jitter during real-time data acquisition. This timing jitter associated with four main commands (Analog Read, Digital Read, Digital Write and PWM Set) available in MATLAB Arduino package is statistically analyzed and a simple post-hoc timing jitter correction mechanism is proposed to acquire data points with high timing accuracy. The benchmark of the final program is conducted at various sampling rates for multichannel acquisition with 10 Hz comes as the maximum sampling rate for 5 channel recording. In the end, a use case of the developed tool for physiological data acquisition in multimodal biofeedback is presented. The software tool, data, and analysis scripts that support the findings of this study are released as an open-source project to support the replicability and reproducibility of the research.
Games are ordered activities, generally undertaken for recreation. The design elements of these games are being used by people all around the planet to make this world a better place. The opportunities for gamification are being discussed in this chapter along with the use of a decision-making method as both have been applied to the study using a local running mobile application as platform for encouraging students enrolled in various educational institutions to promote avoidance of mess food wastage and in gaining confidence to integrate to use this approach to fight the cause of this global malady in their everyday life. The overarching issue of student mentality about food wastage is being discussed along with how to merge gamification with digital technology in this aspect and its participatory design. This provides the background for addressing points of using a gameful system to foster empowerment and connection among the students of NIT Jalandhar where this case was studied and the proposed approach was implemented.
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