A game to support dementia diagnosis

Dementia is a confronting disease, with many barriers to early diagnosis and lengthy diagnostic processes. Researchers are developing new technologies in the hopes of easing that process.

Featured:
Sheila and Dale
Fernanda Tavares Vasconcelos Oliveira, PhD student, Faculty of Engineering and Information Technology, University of Technology Sydney (UTS)
Dr Jaime Garcia, Senior Lecturer in Games Development, University of Technology Sydney (UTS)

Producer/Presenter: Julia Carr-Catzel

Music: Epidemic sound
 

Learning on Country A Game-Based Experience of an Australian Aboriginal Language

Nginya naa-da banga-mari dalang wingaru-dane. Ngyina diya-ma murri dalan-wa dalang-ra1. This paper presents the design of Learning on Country an immersive, Indigenous language learning game aimed at the reclamation of oral language within community oral traditions. The context of the language use is recreated through visual and audio effects and the choreography of the characters within the game. The design process is described covering the interaction between game developers, animators and the language speaker.

Fitbits for monitoring depressive tendencies in older aged persons: Qualitative outcomes of a feasibility study (Preprint)

ABSTRACT

Background:

Worldwide, in 2021, 929 million people use smart wearables and 31 million use Fitbit devices. While there is growing research on using smart wearables to benefit physical health, more research is required on the application and feasibility of using these devices for mental health and wellbeing. In studies focusing on emotion recognition, inference is often dependent on external cues, which may not always be representative of genuine inner emotion.

Objective:

Side effects of gamification in the context of participatory modeling

Modeling with stakeholders is one of the collaborative approaches for analysis and decision-making on complex problems. While developing a model together, the participants gain a shared and more in-depth understanding of the problem, however, group interaction and the overall engagement in the process might be challenging. There is an extensive literature on game design (e.g., serious games, management simulators and etc.) that addresses some of the challenges in the context of group learning.

Urban Health and Wellbeing in the Contemporary City

This paper explores and debates the intricate connection between our built environment and an increasingly technocentric approach to distinguish health and wellbeing from a multidisciplinary perspective. The authors profess the dire need for rethinking the ‘smart’ within the city by reconsidering models of urban development and focusing on the democratisation of technology for the purpose of enhancing our lived urban experience and psychophysiological wellbeing.

Games for the Cognitive Assessment of Older Adults

The use of games in non-game contexts has attracted the interest of researchers from several fields. As the world’s population is growing older and there is an urge to develop new technologies to support older adults, great attention has been given to apply game technology in healthcare services. Older people are at a greater risk for the onset of neurocognitive disorders, which encompasses dementia. The detection and monitoring of these neurocognitive disorders require the use of Cognitive Screening Instruments (CSI).

Generative Audio and Real-Time Soundtrack Synthesis in Gaming Environments: An exploration of how dynamically rendered soundtracks can introduce new artistic sound design opportunities and enhance the immersion of interactive audio spaces.

An important yet oft-overlooked front in the scope of interactive media, audio technologies have remained relatively stagnant compared to groundbreaking advancements made in fields such as visual fidelity and virtual reality. This paper explores the use of generative audio within a gaming environment, examining how dynamically-rendered audio can modify the creative pipeline, offer greater flexibility for audio designers, and improve the overall immersion of games and interactive media.

Affective Visualization in Virtual Reality: An Integrative Review

A cluster of research in Affective Computing suggests that it is possible to infer some characteristics of users’ affective states by analyzing their electrophysiological activity in real-time. However, it is not clear how to use the information extracted from electrophysiological signals to create visual representations of the affective states of Virtual Reality (VR) users. Visualization of users’ affective states in VR can lead to biofeedback therapies for mental health care.

Staying Motivated During Difficult Times: A Snapshot of Serious Games for Pediatrics Cancer Patient

Research on the use of digital games for cancer patients suggests positive impact in the form of the reduction of the depressive symptoms, anxiety, and the feeling of nausea after chemotherapy treatment. This can take the child’s focus off their condition and their treatment process and direct it towards other aspects of their childhood. A comprehensive review of the current literature was conducted to assess how serious games could positively impact pediatric cancer patients.

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