In this article, an unobtrusive and affordable sensor-based multimodal approach for real time recognition of engagement in serious games (SGs) for health is presented. This approach aims to achieve individualization in SGs that promote self-health management. The feasibility of the proposed approach was investigated by designing and implementing an experimental process focusing on real time recognition of engagement. Twenty-six participants were recruited and engaged in sessions with a SG that promotes food and nutrition literacy. Data were collected during play from a heart rate sensor, a smart chair, and in-game metrics. Perceived engagement, as an approximation to the ground truth, was annotated continuously by participants. An additiona...
Background Internet interventions for improving health and well-being have the potential...
Abstract The current research focuses on serious games (SG) in the healthcare sector. The objective...
Cognitive Engagement is defined as "The act of beginning and carrying on of activity with a sense of...
Sedentary behavior starting from a younger and younger age has led to many serious medical condition...
This paper presents a multi-sensor system for implementing biofeedback as a human-computer interact...
This paper presents a wearable motion capture (MoCap)-based serious game (SG) for physical rehabilit...
The trends in healthcare are continuously evolving towards a virtually rich personalized experience ...
This invited chapter describes the development of a prototype digital artwork/game which was designe...
Prevention and therapy of emerging lifestyle diseases are strongly linked to daily behavior, physica...
Augmented reality (AR) and Internet of Things (IoT) are among the core technological elements of mod...
Does the delivery platform for a health behavior game contribute to its effectiveness? With the grow...
Abstract. Obesity has become an outstanding public health issue in most countries around the world. ...
Location-based augmented reality games, used in several smartphone devices, have the potential to im...
Multitasking is present in all activities of daily living and needs precise assessment to allow ecol...
Video games no longer predominantly emphasize mere entertainment or excitement, they now investigate...
Background Internet interventions for improving health and well-being have the potential...
Abstract The current research focuses on serious games (SG) in the healthcare sector. The objective...
Cognitive Engagement is defined as "The act of beginning and carrying on of activity with a sense of...
Sedentary behavior starting from a younger and younger age has led to many serious medical condition...
This paper presents a multi-sensor system for implementing biofeedback as a human-computer interact...
This paper presents a wearable motion capture (MoCap)-based serious game (SG) for physical rehabilit...
The trends in healthcare are continuously evolving towards a virtually rich personalized experience ...
This invited chapter describes the development of a prototype digital artwork/game which was designe...
Prevention and therapy of emerging lifestyle diseases are strongly linked to daily behavior, physica...
Augmented reality (AR) and Internet of Things (IoT) are among the core technological elements of mod...
Does the delivery platform for a health behavior game contribute to its effectiveness? With the grow...
Abstract. Obesity has become an outstanding public health issue in most countries around the world. ...
Location-based augmented reality games, used in several smartphone devices, have the potential to im...
Multitasking is present in all activities of daily living and needs precise assessment to allow ecol...
Video games no longer predominantly emphasize mere entertainment or excitement, they now investigate...
Background Internet interventions for improving health and well-being have the potential...
Abstract The current research focuses on serious games (SG) in the healthcare sector. The objective...
Cognitive Engagement is defined as "The act of beginning and carrying on of activity with a sense of...