2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH) 2018
DOI: 10.1109/segah.2018.8401360
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Real-time stealth intervention for motor learning using player flow-state

Abstract: We present a novel approach to real-time adaptation in serious games for at-home motor learning. Our approach assesses and responds to the "flow-state" of players by tracking and classifying facial emotions in real-time using the Kinect camera. Three different approaches for stealth assessment and adaptation using performance and flow-state data are defined, along with a case-study evaluation of these approaches based on their effectiveness at maintaining positive affective interaction in a subject.

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Cited by 15 publications
(5 citation statements)
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References 33 publications
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“…Thus, these studies did not specifically address motor rehabilitation. For example, in [51], the authors present a fruit-slicing exer-game to help a hemiparetic person, adaptive serious game in real-time. It is based on KINECT to recognize facial expressions and adjust the game's complexity according to the player's emotions.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Thus, these studies did not specifically address motor rehabilitation. For example, in [51], the authors present a fruit-slicing exer-game to help a hemiparetic person, adaptive serious game in real-time. It is based on KINECT to recognize facial expressions and adjust the game's complexity according to the player's emotions.…”
Section: Related Workmentioning
confidence: 99%
“…The previous works may be oriented to kinesthetic rehabilitation and adapted dynamically to the game's surroundings, but they do not take into account the virtual reality aspect [46,49]. There are works, however, that track the patient's state while playing, but they are unrelated to virtual reality or kinesthetic rehabilitation [51,52]. Therefore, the solution we propose will include all these shortcomings.…”
Section: Related Workmentioning
confidence: 99%
“…Em [6], os autores analisaram a adaptação de um jogo sério a partir dos traços de personalidade do usuário. Tadayon et al [5], por outro lado, analisaram a adaptação de um jogo sério para aprendizado motor considerando os estados emocionais dos pacientes. Iniciativas que envolvem o desenvolvimento de jogos sérios com foco no usuário são apresentadas em [7] e [8].…”
Section: Trabalhos Relacionadosunclassified
“…No entanto, embora a abordagem tenha apresentado resultados positivos [4], a análise manual das características dos usuáriosé um processo complexo, que: i) por ter caráter subjetivo, pode apresentar vieses e ser impreciso para diferentes usuários; e ii) demanda esforço do fisioterapeuta, profissional daárea de aplicação, podendo ser inviável quando há um grande número de usuários [5]. Adicionalmente, esta abordagem apresenta como limitação o escopo de jogos sérios voltados ao processo de reabilitação motora.…”
Section: Introductionunclassified
“…Embora visem a oferecer certo grau de diversão, as características complexas das atividades permanecem [10]. A adaptação automática destas aplicações pode contribuir para o aprimoramento do processo de interação, oferecendo intervenções quando o usuário não estiver vivenciando uma boa experiência com o software [10,12].…”
Section: Introdução E Motivaçãounclassified