yusuke1997/dblp-id-title huggingface dataset:
CalmMe: An AI-Driven Adaptive and Personalized System for Stress Detection and Management
A lightweight method for detecting sleep-related activities based on load sensing
Evaluation between humans and affective NPC in digital gaming scenario
HIC: An interactive and ubiquitous home controller system for the smart home
Sex-Educated: A Mobile Health App to Promote Sexual Health in Indian Communities
Age and the persuasiveness of a game to promote the adoption of COVID-19 precautionary measures
Solitaire Fitness: Design of an asynchronous exergame for the elderly to enhance cognitive and physical ability
Game-Based Handwriting Training: Exploring Serious Games with the SensoGrip System
A new handheld ultrasound probe simulator for medical training
Technology-related Challenges in Smart Clothing - Viewpoints from Ideation Workshops
A Human-Computer Interaction Perspective on Clinical Decision Support Systems: A Systematic Review of Usability, Barriers, and Recommendations for Improvement
Help system for medical diagnosis of the electrocardiogram
11th IEEE International Conference on Serious Games and Applications for Health, SeGAH 2023, Athens, Greece, August 28-30, 2023
Delivering Bad News: VR Embodiment of Self Evaluation in Medical Communication Training
The Effect of Multiplayer Game Modes on Inter-Player Data for Player Experience Modelling
Analyzing COVID-19 Tweets using Health Behaviour Theories and Machine Learning
Physical Activity Recommendation for Exergame Player Modeling using Machine Learning Approach
eHealth services for enhanced pharmaceutical care provision: From counseling to patient education
Liopep: A Gamified Casual Exergame Application to Help Office Workers Not be Active Couch Potatoes
Usability testing games for prosthetic training
Evaluating Pose Estimation as a Solution to the Fall Detection Problem
Persuasive Application for Discouraging Unhealthy Gaming Behaviour
User experience design considerations for healthcare games and applications
Activation game for older adults - Development and initial user experiences
Minimizing cyber sickness in head mounted display systems: Design guidelines and applications
Real-time stealth intervention for motor learning using player flow-state
Motivating elderly to exercise - recreational virtual environment for indoor biking
DiaBeaThis - A gamified self-tracking portal to support people suffering from diabetes mellitus to control their blood glucose level
Persuasive Application for Sex Education
Estimating Workload from Heart Rate and Game Precision in Exergames
Design, implementation and evaluation of a game-based intervention targeting Latino children for improving obesity outcomes
Virtually controlled robotic arm using haptics
Serious Games as an Educational Strategy in Chemistry Classes: Case Study of a Mobile Application for learning Chemistry in School
A serious computer game to assist Tai Chi training for the elderly
Exploring the Impact of a Gamified Exercise Platform to Support Healthy Ageing: Home-Based Study with Older Adults
Piloting mobile mixed reality simulation in paramedic distance education
Tennis serve correction using a performance improvement platform
Field evaluation with cognitively-impaired older adults of attention management in the Embodied Conversational Agent Louise
A new approach of developing games for motor rehabilitation using Microsoft Kinect
Minecraft Serious Play: Adaptation of a Positive Psychology Task in the Minecraft Metaverse
Leveraging Serious Play to Foster Learning and Action on Sustainable Development Goals
A Storytelling Game to Foster Empathy and Connect Emotionally with Breast Cancer Journeys
Towards the development of a serious game that targets psychological stressors of the workplace
Outcome-focused design for health education games: Understanding playing techniques and values reinforced by a game's procedural rhetoric
Review Apps to Evaluate Stroke Risk in Prehospital Setting
Serious games for ageing: a pilot interventional study in a cohort of heterogeneous cognitive impairment
Towards depression monitoring and prevention in older populations using smart wearables: Quantitative Findings
Health emergency event notification system, towards to the seamless service mobility
Ilera-Aiye: A virtual world for the development of serious games for health education and promotion in the Northeastern Brazilian countryside
Exploring possibilities to partially transform simulation exercises into interactive games on OpenWHO.org digitizing live role-playing game exercises online for epidemics and health emergency work
Moodsyncs: Investigating Physiological Synchrony Through Collaborative Gameplay
Design Process for SENS.O.S: A Collection of Wearables for Emotional Support
Cognitive load in Games for Health - A discussion
Measuring the impact of reinforcement learning on an electrooculography-only computer game
Playing Tetris with non-invasive BCI
Plantasmed: a mobile application to promote the rational use of medicinal plants in Brazil's countryside based on participatory HCI design and popular education for health
Cognitive intervention protocol for age-related memory impairments
Positive relationship between duration of action video game play and visuospatial executive function in children
A natural locomotion interface: Its impact on presence and usage in a social-media charity event for mental health
Physiologically-Driven Audiovisual Changes in Virtual Reality Radiation Source Location
Designing games to help train children to use Prosthetic Arms
The Mobile RehApp™: an AR-based mobile game for ankle sprain rehabilitation
Virtual and Augmented Reality Applications for Promoting Safety and Security: A Systematic Review
Dynamic difficulty adjustment in exer-games for rehabilitation: a mixed approach
Nutrition at play technology promoting alimentary behavior modification
Emotion Recognition Techniques for Geriatric Users: A Snapshot
Gamification and virtual reality for teaching mobile x-ray imaging
Healthy weight game!: Lose weight together
A 3D serious game for medical students training in clinical cases
Motivating Physical Activity Through Location-Based Augmented Reality Exergames: A Review of Trends and Design Opportunities
Integrating Virtual Reality Reminiscence Therapy into Dementia Care: An Exploratory Study
Immersive and Non-Immersive VR Percutaneous Coronary Intervention Simulation for Acute Myocardial Infarction
Enhancing protective role-playing behaviors through avatar-based scenarios
MIRARTS: A mixed reality application to support postural rehabilitation
Make your garden grow: designing a physical activity estimation improvement game
Hand-held robotic device for laparoscopic surgery and training
OntoJogo: An Ontology for Game Classification
Playing with and without Biofeedback
iSVC - Digital Platform for Detection and Prevention of Computer Vision Syndrome
LA-VIE: A serious game for cardiopulmonary resuscitation
Planning of a usability test for 3D controllers in Second Life / OpenSimulator virtual worlds
A study about current digital assistants for healthcare and medical treatment monitoring
A paradigm for the development of serious games for health as benefit delivery systems
XR-FOG: A mixed reality approach to treat Freezing of Gait in patients with Parkinson's disease
Comparing Serious Games and Video-Based Instructional Methods in Medical Education: A Randomized Controlled Trial
SeekingHeart: A Biofeedback-Based VR Game for Mindfulness Practice
Dynamic difficulty adjustment with Evolutionary Algorithm in games for rehabilitation robotics
MathBharata: A serious game for motivating disabled students to study mathematics
Assessing Virtual Reality's potential to influence emotional states from negative to provide an instant positive effect
Immersive Virtual Reality Serious Game for Facial Expression Training
Development of a complete game based system for physical therapy with kinect
Identifying bottlenecks in work processes: Elderly care
Comparative Evaluation of AR-based, VR-based, and Traditional Basic Life Support Training
An Empathic Virtual Caregiver for assistance in exer-game-based rehabilitation therapies
STD PONG 2.0: Field Evaluation of a Mobile Persuasive game for Discouraging Risky Sexual Behaviours among Africans Youths
ECG classification using Artificial Intelligence: Model Optimization and Robustness Assessment
Therapy Reloaded: Temporal Neural Network-Based Platform for Processing Muscle Activity Measurement in Electromyography-Games
The possibilities of embroidered passive UHF RFID textile tags as wearable moisture sensors
ARCoD: A Serious Gaming Approach to Measure Cognitive Distortions
Serious games for the cognitive stimulation of elderly people
Combining skeletal tracking and virtual reality for game-based fall prevention training for the elderly
A Serious Game for Measuring and Displaying Mathematics Competencies of Disabled Students
Robotic-assisted serious game for motor and cognitive post-stroke rehabilitation
EPICSAVE - Enhancing vocational training for paramedics with multi-user virtual reality
A Suite of Games to Estimate the Severity of Nystagmus
A Pedagogical Virtual Reality Serious Game Tool for the Development of Emotional Competencies to Nursing Students
The Possibilities of Smart Clothing in Adult Speech Therapy: Speech Therapists' Visions for the Future
A taxonomy for digital badge design in medical technologies
Chase Away the Virus: A Character-Based Chatbot for COVID-19
Development of a sensor device for measurement of forces in cranial remodeling orthoses
Co-creating a WeChat Decision Support Intervention to Increase Influenza Vaccine Uptake for Chinese University Students in the UK
A new approach for self adaptive video game for rehabilitation - Experiences in the amblyopia treatment
The effect of Virtual Reality in reducing preoperative anxiety in patients prior to arthroscopic knee surgery: A randomised controlled trial
8th IEEE International Conference on Serious Games and Applications for Health, SeGAH 2020, Vancouver, BC, Canada, August 12-14, 2020
Dynamic Difficulty Adjustment in Serious Games for Cerebral Visual Impairment
Serious game on recognizing categories of waste, to support a zero waste recycling program
Precision of control as a function of control scheme: Implications for serious exertion games from a Flow perspective
Supportive Technologies and Videogames for Pediatric Hospital Patients: A scoping review
Serious games for assessment and rehabilitation of ankle movements
Analysis of Inverse Kinematics Solutions for Full-Body Reconstruction in Virtual Reality
Little Eyexplorer: A Serious Game for Pediatric Low Vision Rehabilitation
Exercise Intensity in Exergaming: An approach by GameFiTT
Automatic assessment of upper limb function during play of the action video game, circus challenge: validity and sensitivity to change
Exploring current communication frameworks for medical teleoperation
2016 IEEE International Conference on Serious Games and Applications for Health, SeGAH 2016, Orlando, FL, USA, May 11-13, 2016
Recovery and coping stress supported by serious games
Simulation of a Total Knee Arthroplasty System Based on Extended Reality
Fostering Social Media Literacy through a Participatory Mixed-Methods Approach: Discussion of Workshop Findings
A 360 Video Editor Framework for Interactive Training
Assessing User Experience in an Immersive Virtual Reality Application for Cognitive Training in Patients with Neuromuscular Disorders
AR-Based Dancing Intervention for Physical Activity
Rewards that make you play: The Distinct effect of monetary rewards, virtual points and social rewards on play persistence in substance dependent and non-dependent adolescents
Developing serious games to promote cognitive abilities for the elderly
ATTAC-L: A modeling language for educational virtual scenarios in the context of preventing cyber bullying
Enhancing Combat Medic training with 3D virtual environments
6th IEEE International Conference on Serious Games and Applications for Health, SeGAH 2018, Vienna, Austria, May 16-18, 2018
Using simulated digital role plays to teach healthcare 'soft skills'
MyEyes-automatic combination system of clothing parts to blind people: First insights
A Biofeedback-Enhanced Virtual Exergame for Upper Limb Motor-Cognitive Rehabilitation
Segmentation of kidney and renal collecting system on 3D computed tomography images
Tangible Interfaces and Augmented Reality in a Nutrition Serious Game for Kids
Investigating and Comparing the Perceptions of Voice Interaction in Digital Games: Opportunities for Health and Wellness Applications
Redesign of an m-Health Application for Individuals with Bipolar Disorder: A Strategy for User Adherence and Effective Data Collection
A Virtual Reality Serious Game Design for Upper Limb Rehabilitation
A spacecraft game controlled with a brain-computer interface using SSVEP with phase tagging
NeuroPrime: a Pythonic framework for the priming of brain states in self-regulation protocols
Gamified platform to aid physiotherapeutic treatment of epicondylitis
A model for integrating human computing into commercial video games
Robotic Support for Haptic Dementia Exercises
Instrumented vest for postural reeducation
Experiencing Age-Related Movement Impairment Through Visual Delegation in VR Can Substitute Haptic Impairments of an Age Simulation Suit
Persuasive Games for Physical Activity in App Stores: A Systematic Review
Assessing the validity of in-game stepping performance data from a kinect-based fall prevention exergame
Gesture-controlled interactive musical game to practice hand therapy exercises and learn rhythm and melodic structures
Adaptive assisted medical diagnosis system for mobile devices UrHealth
The Immersive Graph Genome Explorer: Navigating Genomics in Immersive Virtual Reality
A Review of Current Pill Organizers and Dispensers
How a mRNA COVID-19 Vaccine works inside a Cell: A Virtual Reality Serious Game
Validating Structural Cognitive Training Using Immersive Virtual Reality
Integrating Big Data analytics, virtual reality, and ARAIG to support resilience assessment and development in tactical training
Empowering Novice Designers to Design and Prototype Tailored Assistive Technologies for Children with Autism
Flow adaptation in serious games for health
Approaches for increasing patient's engagement and motivation in exer-games-based autonomous telerehabilitation
Generalized Additive Neural Networks for mortality prediction using automated and Genetic Algorithms
Exploratory Study on Differences in Digital Game Genre Preferences Focusing on Differences in Usual Duration of Game Playing
Design and evaluation of computerized cognitive games to improve cognitive performance in multiple sclerosis: A correlation and validation study
Effects of reactive and strategic game mechanics in motion-based games
Video games and participation in health - How online games can foster population's participation in public health policies
2011 IEEE 1st International Conference on Serious Games and Applications for Health, SeGAH 2011, Braga, Portugal, November 16-18, 2011
A Preliminary Usability Comparison of Augmented and Virtual Reality User Interactions for Direct Ophthalmoscopy
My Crohn's diease on real time information
Aspira: Employing a serious game in an mHealth app to improve asthma outcomes
Improving communication skills of children with ASDs through interaction with virtual characters
Foodie Moodie: A crowdsourcing platform for interrelating food with mood
A Game Design Framework for Alleviating Negative Emotions of Cancer Patients
Design of a serious game in training non-clinical skills for professionals in health care area
From the Gym to the Jungle: Exploring User Perceptions, Needs and Experiences of Immersive Virtual Green Exercise
Robust phoneme recognition for a speech therapy environment
A Game Based Intervention to Promote HPV Vaccination among Adolescents
Application for physiotherapy and tracking of patients with neurological diseases - Preliminary studies
Towards Assessment and Rehabilitation of Eye-Hand Coordination Using Serious Games and Robotic Devices
VERA: Virtual Environments Recording Attention
Synthetic infant head shapes with deformational plagiocephaly: concept and 3D model parameterization
Dimensions of personalization in a narrative pedagogical simulation for Alzheimer's caregivers
Educational virtual game scenario generation for serious games
7th IEEE International Conference on Serious Games and Applications for Health, SeGAH 2019, Kyoto, Japan, August 5-7, 2019
3nd IEEE International Conference on Serious Games and Applications for Health, SeGAH 2014, Rio de Janeiro, Brazil, May 14-16, 2014
An approach about health games to social network environment
Movement Modulation in Virtual Rehabilitation: Its Influence on Agency and Motor Performance
Pre-Validation of a Virtual Reality Tool to Quantify the Severity of Friedreich's Ataxia
Training visuospatial skills for medical ultrasound imaging with a desktop-based learning game
Analysis and review of apps and serious games on mobile devices intended for people with visual impairment
Feasibility of Pitch and Rhythm Musical Distortions as Cueing Method for People with Dementia in AR Cognitive Stimulation Tasks
An Interactive Story Decision-Making Game for Mental Health Awareness
Bless: An Interactive Application to Show Gratitude towards Doctors
Design of exergames controlled by wearable devices for sensorimotor skills: a framework proposal
Care 4 Supply
Position based catheterization and angiography simulation
Change your lifestyle or your game is over: The design of a serious game for diabetes
The economic effectiveness of serious games in the healthcare environment - Application and Evaluation of the Comparative Transformation Model (CTM)
Gamification strategies in weight control applications, where "losing (weight) is winning"
Motivation based difficulty adaptation for therapeutic games
An Exploratory Study of STEM Odyssey: A Game for Stress Management in STEM Students
Can Asynchronous Exergames Increase Physical Activity in the Elderly?
"Minha Saude" a healthcare social network for patients with cardiovascular diseases
ViTAWiN - Interprofessional Medical Mixed Reality Training for Paramedics and Emergency Nurses
A fully customizable truck-driving simulator for the care of people suffering from Post-Traumatic Stress Disorder
Tu Jardín: A Serious Game for Intergenerational Bonding and Mitigating Acculturative Stress
Comparing Traditional and Haptic Controllers for Fine-Movement Tasks in Virtual Reality
Harnessing music and reminiscence approaches to personalize serious games for people with dementia: a randomized controlled trial
Olfaction-Enhanced Virtual Reality Game for Visual Acuity in Adults with Amblyopia
Design of a Serious Game to Inform the Public About the Critical Zone
Ecologically Valid Tablet-based Cognitive Training: A Case Report of a Bilateral Thalamic Stroke Patient
Exploiting the development of robotic hands
A Look into the Vulnerable Future of Medical Devices Through Assessment of a tDCS Gaming Device
Applying Technology to Adapt Assistive Products to the Sensorial Characteristics of Children with Autism: A Review
A comparative transformation model for process changes using Serious Games
CalorieKiller: Burning Calories using Mobile Exergame with Wearables
Modelling and Forecasting the Dengue Hemorrhagic Fever Cases Number Using Hybrid Fuzzy-ARIMA
PhobeeVR - Design and Development of a Virtual Reality Serious Game for People with Phobias
Computational Thinking (CT) and Rebel game Design: CT in health games
Food Pyramid Escape - A serious escape game for the support of nutritional education in Austria and beyond
Gamified Augmented Reality for Enhancing Cognitive Function and Social Participation in Dementia Patients
MoM An Effort to Comprising CBT in Digital Gaming
Applying personas in designing exergames for knee arthrosis
Enhanced Predictive Monitoring of Hypoglycemia in Type 1 Diabetes Using Shapelet-Based Analysis of Wearable Sensor Data
The effect of different sensory modalities on inattentional blindness in a virtual environment for attentional loss improvement
The Effects And Viability Of Video Games On The Rehabilitation Of Schizophrenic Patients: A Systematic Review
Neuromender∷FlexiBrains
A guideline proposal for minimizing cybersickness in VR-based serious games and applications
Using Design-Based Research to Develop a Virtual Human Interface for Police Nystagmus Training
Computer game engines for accessibility assessment: The IST Alameda campus case-study
Virtual Promenade: A new serious game for the rehabilitation of older adults with Post-fall Syndrome
An Analysis of Mu Rhythm Desynchronization in Virtual Reality Locomotion
MindOfMine: A Brain-Based Serious Game Approach for Supporting Cognitive Deficits in Mental Disorders
myHealth: a Mobile App for Home Muscle Rehabilitation
Central Hospital - Master of Resuscitation: An immersive learning approach
Active aging and Pokémon Go: A Participatory Study with Young Older Adults
Boozy Gears: A Persuasive Game for Discouraging Drunk Driving
Extending Digital Phenotyping Analysis with Contextual Data in mHealth Applications for Bipolar Disorder People
ClothFace: A Batteryless Glove-Integrated User Interface Solution based on Passive UHF RFID Technology
Industrial Design meets mental healthcare: Designing products involving game-elements for mental healthcare therapy - Three case studies
Towards a Methodology for Using EEG Motor Imagery to Control Video Games
KREATION: Kotlin Framework for Self-Adaptive IoHT Applications
A Smart Chair Physiotherapy Exergame for Fall Prevention - User Experience Study
Competitive Training in Spatial Augmented Reality for Prosthetic Leg Embodiment
Need for Human Extended Reality Interaction (HXRI) Framework for the design of Extended Reality-based Training Environments for Surgical Contexts
Exploratory Study of the Influence of Immersion in Games on Computational Thinking among University Students
Deep Reinforcement Learning in Immersive Virtual Reality Exergame for Agent Movement Guidance
Rumination room: a serious game to deal with disturbing thoughts
A Serious Game for children with Autism Spectrum Disorder as a tool for play therapy
PlayWithEyes: A new way to test children eyes
Using the gameplay and user data to predict and identify causes of cybersickness manifestation in virtual reality games
Engagement Levers for Therapists and Patients in a Context of Cognitive Rehabilitation of Executive Functions With the Serious Game S'TIM
Tracking of small animals in laboratory An application of CUDA technology for the optimization of computer vision algorithms
Towards an evaluation method of how accessible serious games are to older adults
A usability evaluation of Neuromender's upper limb game-based rehabilitation system for stroke survivors
Active Video Games and Physical Activity in overweight children and adolescents
Comparing the Use of Controllers and Hand Tracking in a Virtual Reality Nerve Block Simulation
Psychomotor skills measurement for surgery training using game-based methods
Acupressure game system with interactive installations
Designing Immersive Healing: Exploring Extended Reality Game-Based Intervention Elements for Mental Health
Mobile gaming in gyms - Can fitness and games join together?
A serious game for children with speech disorders and hearing problems
Automatic Annotation of Heart Rate Sequences
More attention, less deficit: Wearable EEG-based serious game for focus improvement
Improving perspective taking and empathy in children with autism spectrum disorder
Fun-Knee™: A novel smart knee sleeve for Total-Knee-Replacement rehabilitation with gamification
The Internet Gaming Disorder and predictors of Loneliness in Portuguese higher education students: a preliminary study
Pre-diagnostic of visual acuity through a serious game
Evaluating Constrained Users Ability to Interact with Virtual Reality Applications
The Use of Agent-Based Models As Non-Player Characters in Serious Games
The Effect of Assigned Goals in Casual Exergames on Performance, Exertion and Enjoyment
Military war games edutainment
Integrating an Assistive Soft Robotic Glove with an Immersive Virtual Reality Hand Rehabilitation Game
Developing a prototype of an Oncobiology serious game for medical education