Resumo
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.
| Idioma original | English |
|---|---|
| Título da publicação do anfitrião | 3rd IEEE International Conference on Intelligent Reality, ICIR 2024 |
| Editora | Institute of Electrical and Electronics Engineers Inc. |
| Número de páginas | 4 |
| ISBN (eletrónico) | 9798331534424 |
| DOIs | |
| Estado da publicação | Publicado - dez. 2024 |
| Evento | 3rd IEEE International Conference on Intelligent Reality, ICIR 2024 - Coimbra Duração: 4 dez. 2024 → 6 dez. 2024 |
Conferência
| Conferência | 3rd IEEE International Conference on Intelligent Reality, ICIR 2024 |
|---|---|
| País/Território | Portugal |
| Cidade | Coimbra |
| Período | 4/12/24 → 6/12/24 |
ODS da ONU
Este resultado contribui para o(s) seguinte(s) Objetivo(s) de Desenvolvimento Sustentável
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ODS 3 Boa saúde e bem-estar
Impressão digital
Mergulhe nos tópicos de investigação de “Patient specific AI-assisted narrative design for serious games targeting motor rehabilitation“. Em conjunto formam uma impressão digital única.Projetos
- 1 Terminados
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CITAR: Research Center for Science and Technology of the Arts
Vieira, E. (PI), Nobre da Silva Pais, A. M. (Outra carreira/categoria no setor público), Filipe, C. (Carreira no setor privado), Serra, S. (Professor Auxiliar), Baltazar, A. (Professor Auxiliar), Lobo, C. (Professor Auxiliar Convidado), Carmona, C. R. (Professor Auxiliar), Sá, C. (Professor Auxiliar), Sousa, G. V. E. (Professor Catedrático), Pereira, H. M. (Professor Auxiliar), Neves, J. (Professor Auxiliar Convidado), Teixeira, J. (Professor Auxiliar Convidado), Gomes, J. A. (Professor Auxiliar Convidado), Carvalho, J. V. (Professor Auxiliar Convidado), Castro, L. (Professor Auxiliar), Teixeira, L. (Professor Auxiliar), Aguiar, M. (Professor Auxiliar), Crespo, N. (Professor Auxiliar), Camarneiro, N. (Professor Auxiliar Convidado), Costa, P. R. (Professor Auxiliar Convidado), Pestana, P. D. (Professor Auxiliar Convidado), Alves, P. (Professor Auxiliar Convidado), Kunz, S. (Professor Auxiliar), Neves, S. (Professor Auxiliar Convidado), Coutinho, V. M. (Professor Auxiliar Convidado), Galán-Pérez, A. (Carreira no setor privado), Rangel, A. (Docente do ensino não superior), Natálio, C. (Investigador), Henriques, F. (Investigador), Lopes, M. I. (Carreira no setor privado), Bordalo, R. (Investigador) & Lammeren, S. (Investigador)
1/01/20 → 31/12/25
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