Παρουσίαση με θέμα: "Ενσωμάτωση συναισθημάτων σε παιχνίδια σοβαρού σκοπού Εβδομάδα 6 Εισαγωγή στη Συναισθηματική νευροεπιστήμη."— Μεταγράφημα παρουσίασης:
Ενσωμάτωση συναισθημάτων σε παιχνίδια σοβαρού σκοπού Εβδομάδα 6 Εισαγωγή στη Συναισθηματική νευροεπιστήμη
The need for ubiquitous contemporary controllers in smart homes Beyond the interfaces, applications and controllers. The Controller Application Communication (CAC) framework Facilitating developers in adopting new techniques independently of hardware device, OS and programming language. Introducing proposed architecture in lab environment Moving on in smart home environment Summary
Χειριστήρια που έκαναν την εμφάνισή τους πρόσφατα: – inertial sensors (Wii remote controller) – pressure sensors (Wii balance board) – camera systems (Kinect sensor) – biosensors (Neurosky’s Mindwave - one channel EEG) – multisensory devices (smart phones, smart watches) …σύγχρονα χειριστήρια…
Παρέμβαση και πρόληψη (e.g. Wii suite of controllers has been used for enabling elderly people to increase their physical activity levels by engaging in exergames) Διακριτική παρακολούθηση υγείας (e.g. Kinect has been utilized assess probability of elderly fall) Εφαρμογές διαισθητικής αλληλεπίδρασης (χειρονομίες) Η ανάγκη για διάχυτη πληροφορία χειριστηρίων σε έξυπνα σπίτια
Ενδιάμεση εφαρμογή για την διασύνδεση χειριστηρίων και εφαρμογών. Συνεχής ροή πληροφορίας από τα χειριστήρια στις εφαρμογές (streaming) (e.g. skeleton, RGB image, center of pressure) to the server. Ομαδοποίηση πελατών λογισμικού. Πλαίσιο επικοινωνίας συσκευών και εφαρμογών (CAC) framework
Πρώτόκολλο επικοινωνίας: Web Sockets (full- duplex communication channels, designed to be implemented in web browsers and web servers Μορφή μηνυμάτων: JSON Συμβατά χειριστήρια: Microsoft Kinect, Wii remote control, Wii balance board, Mindwave, Emotiv, Android Sensors Πλαίσιο επικοινωνίας συσκευών και εφαρμογών (CAC) framework
Αρχιτεκτονική πλαισίου επικοινωνίας συσκευών και εφαρμογών Konstantinidis, E.I., Antoniou, P.E., Bamparopoulos, G., Bamidis, P.D.: A lightweight framework for transparent cross platform communication of controller data in ambient assisted living environments. (2013), (under review at Information Sciences)
Technology and Active Aging - Well being Technology intervenes non-pharmacologically Serious games of physical and cognitive training are used against cognitive decline Elderly people improve their health and well being crucial for prolonged independent living How can we tailor “silvergames” environment and conditions to suit “grown up kids” capabilities and needs? Which are the biological and behavioral signals we can combine with gaming? How can emotion, a function which remains stable or even improves across adult lifespan, be employed? How can the fusion of the collected information modify the game environment so as to motivate the user to interact with the game on a daily basis?
Prevention of Cognitive Decline Cognitive decline is responsible for much of the Quality of Life deterioration in seniors Non-pharmacological arsenal: – Physical exercise – Cognitive exercise Proper training neural plasticity changes slow down or invert cognitive decline (Smith et al., 2009).
Serious Games Motion capturing is an integral part of the game design employment of sensors within a gaming environment projected on mobiles devices (phones, tablets) and SmartTVs body movement gesture and facial recognition
Serious Games for Elderly Healthcare Current State Of The Art: A cohort of studies on serious games for seniors has only been recently introduced. Objective: Identify and meet senior users’ needs within the gaming environment Seniors have to be motivated so as to retain their engagement to the game on a frequent basis. Approach: This is a game design issue that may be answered via Affective Computing develop computer interfaces so as to explore the underlying relation between the user’s emotions and human health, both mental and physical.
Literature Guidelines for “Silvergames” address usability issues related to physical and mental (cognitive and/or emotional) changes in elderly users. the game control should be easy in adaptation provide a pleasant experience by being responsive (findings based on video observations) the game control should be accurate provide a realistic experience that will fit the user’s expectations (findings based on interviews) the game control should employ appropriate gestures, visual and auditory feedback the game control should employ clear user interface, ability to adjust the difficulty Beyond Guidelines ?
Positivity effect=put more priority on positive information than on negative information. Cognitive decline, potential health problems, physical limitations. Affection across Adult Lifespan
Aging paradox & functions Emotional Regulation (which requires self-directed attention and memory) More efficient in older adults, e.g. in order to not disrupt performance on a memory- intensive task Decreased negative affect / More stable positive affect Motivation Older adults selectively focus on positive material when they’re faced with choices Older adults are more patient and perform emotional processing strategies with clear benefits for emotional well-being Attention (Mather & Carstensen, 2003; Knight et al., 2007) Older adults spend a larger proportion of time viewing positive items and a smaller proportion viewing negative items than do younger adults Have the ability to remember positive images over negative ones. / Younger adults, conversely, were better at remembering the negative images. Older adults increase positive affect by reducing the discrepancies between current states and goal states, either by lowering standards, or by shifting goals away from unmanageable areas and toward manageable ones (Lacey, 2006). Presence or absence of a positivity effect may depend on valence, arousal as well as the type of measurements, availability of cognitive resources
Aging paradox & memory interact with arousal and valence Memory (Kensinger, 2008) a positivity effect emerged for non-arousing words Older adults remembered positive non- arousing words better than negative non- arousing words and showed no mnemonic benefit for negative non-arousing words as compared with neutral words / Young adults remembered negative non-arousing words better than positive non-arousing items Aging preserves responses to arousing information while altering the processing of non-arousing information Memory (Mather & Carstensen, 2003; Mather & Knight., 2005; Charles et al., 2003) a positivity effect emerged for age-valence interaction Older adults recall the emotional content of pictures Have the ability to remember positive images over negative ones. / Younger adults, conversely, were better at remembering the negative images
Different modalities Brain Activity via EEG Voice via microphones Heart Rate via ECG Facial characteristics via cameras Posture, gestures via fisheye camera
DSS schematic overview Sensor analyzers Sensor – Level processing Sensor Data Fusion Short term analysis – Context analysis Long term analysis Gaming interaction Central processing Billis et al., “A Decision-Support Framework for promoting Independent Living and Ageing Well”, J Biomed. Health Inf. (under minor revision) Re-adjustment of gaming environment