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AmGam2011 RuiNevesMadeira Talk
AmGam2011 RuiNevesMadeira Talk
[Portugal]
PhD topic
“Personalization in Pervasive Spaces towards Smart HCI
Design”
Goals/Requirements:
• Pervasive healthcare assistive system mainly directed to the elderly
• Based on detection of people involved in their everyday life activities
• Apps and Information embedded on the ambient of application (e.g., a home
for elderly)
• (Persuasive) information about an elderly displayed accordingly to user’s profile
• Remotely available to a health caregiver in a clinic/hospital
• Actors (system users):
– the elderly (or others) lying in bed, using a wheelchair or using a walking aid
– an “observer” that is an accompanying person (e.g., nurse, familiar) in the ambient
– the health caregiver (or doctor) that can take decisions according to the presented values
HSA’s Stuff
• Wheelchairs and walkers are considered as smart objects
– enhanced, augmented, with health status acquisition and motion sensing, RF identification technology and
wireless communication, etc…
• Wheelchairs will have a tablet for HCI (eg, show critical information)
• Integration of ambient displays... distributed closely to corresponding
objects (e.g., beds) or at critical points Flex1 Flex2
rBCG-S
– should take into account the adaptability element, the capability to adapt
dynamically the game difficulty and proposed challenges. The system self-
adapts to the patient as she/he improves.
Example of Sub-game
• AftheraGame is a first functional sub-game.
• Combines elements of both memory and mahjong kind of games.
• Permits therapeutic intervention when semantic categorization and auditory
and reading comprehension are impaired in aphasia and alexia (e.g., after
stroke).
Adapting/Personalizing
The games are adapted according to:
• patients’ physical and physiological data (biosignals input)
• combined with the patients’ current performance scoring (and
therapeutic scoring history) and goals
• used for setting up levels and activities (e.g., adaptation of GUI and
information) and for difficulty adaptation (e.g., game flow such as
maps design and selection, time limits, tips presentation).
Conclusions
• Our main goal is to identify and study technological and therapeutics
challenges to facilitate the development of ambient gaming, especially
for patients on wheelchairs.
Research Questions:
• What challenges must be identified?
– These patients really want to use all these (great?) ideas of (complex) smart spaces?
• How to address personalization in ambient gaming? …main issues?
• ….
[Portugal]