Projects per year
Abstract
Videogames, when looked upon from a Serious Game perspective, can be of added value to fields such as healthcare. As the latter has been evolving, longer life expectancy became a reality and, consequently, there is a higher incidence of conditions like stroke, which often result in acquired brain injury and in intensive rehabilitation therapy sessions. Previous studies have shown that resorting to Serious Games enhance patience motivation while still being effective as a rehabilitative tool. A way of further enhancing the benefits videogames have to offer is imbuing them with captivating narratives that resonate with the players, as they boost feelings of immersion. This, however, is still an underexplored field within the context of Serious Games for motor rehabilitation, making the junction of storytelling and patient preferences remain a challenge. Artificial Intelligence (AI) has been evolving in a way that makes custom-content generation viable, allowing more versatility when designing Serious Games that answer what patients look for in a game. In this study, we interviewed 4 patients suffering from neurological disease and/or acquired brain injury undergoing rehabilitation and, by profiling them through the collected data, designed pipeline to outline a customized narrative, with the aid of generative AI.
Original language | English |
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Title of host publication | 3rd IEEE International Conference on Intelligent Reality, ICIR 2024 |
Publisher | Institute of Electrical and Electronics Engineers Inc. |
Number of pages | 4 |
ISBN (Electronic) | 9798331534424 |
DOIs | |
Publication status | Published - Dec 2024 |
Event | 3rd IEEE International Conference on Intelligent Reality, ICIR 2024 - Coimbra, Portugal Duration: 4 Dec 2024 → 6 Dec 2024 |
Conference
Conference | 3rd IEEE International Conference on Intelligent Reality, ICIR 2024 |
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Country/Territory | Portugal |
City | Coimbra |
Period | 4/12/24 → 6/12/24 |
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Dive into the research topics of 'Patient specific AI-assisted narrative design for serious games targeting motor rehabilitation'. Together they form a unique fingerprint.Projects
- 1 Active
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CITAR: Research Center for Science and Technology of the Arts
Vieira, E. (PI), Nobre da Silva Pais, A. M. (Other career/Public sector), Filipe, C. (Private Sector), Serra, S. (Assistant Professor), Baltazar, A. (Assistant Professor), Lobo, C. (Invited Assistant Professor), Carmona, C. R. (Assistant Professor), Sá, C. (Assistant Professor), Sousa, G. V. E. (Full Professor), Pereira, H. M. (Assistant Professor), Neves, J. (Invited Assistant Professor), Teixeira, J. (Invited Assistant Professor), Gomes, J. A. (Invited Assistant Professor), Carvalho, J. V. (Invited Assistant Professor), Castro, L. (Assistant Professor), Teixeira, L. (Assistant Professor), Aguiar, M. (Assistant Professor), Crespo, N. (Assistant Professor), Camarneiro, N. (Invited Assistant Professor), Costa, P. R. (Invited Assistant Professor), Pestana, P. D. (Invited Assistant Professor), Alves, P. (Invited Assistant Professor), Kunz, S. (Assistant Professor), Neves, S. (Invited Assistant Professor), Coutinho, V. M. (Invited Assistant Professor), Galán-Pérez, A. (Private Sector), Rangel, A. (Professor non-higher education), Natálio, C. (Researcher), Henriques, F. (Researcher), Afonso Lopes, M. I. (Private Sector), Bordalo, R. (Researcher) & Lammeren, S. R. L. V. (Researcher)
1/01/20 → 31/12/25
Project: Research