AIMC Topic: Video Games

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Recent Advances in General Game Playing.

TheScientificWorldJournal
The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. ...

Feasibility of school-based computer-assisted robotic gaming technology for upper limb rehabilitation of children with cerebral palsy.

Disability and rehabilitation. Assistive technology
INTRODUCTION: We investigated the feasibility of using computer-assisted arm rehabilitation (CAAR) computer games in schools. Outcomes were children's preference for single player or dual player mode, and changes in arm activity and kinematics.

A cost-effective approach using generative AI and gamification to enhance biomedical treatment and real-time biosensor monitoring.

Scientific reports
Biosensors are crucial to the diagnosis process since they are designed to detect a specific biological analyte by changing from a biological entity into electrical signals that can be processed for further inspection and analysis. The method provide...

Uptake of Technology for Neurorehabilitation in Clinical Practice: A Scoping Review.

Physical therapy
OBJECTIVE: Technology-based interventions offer many opportunities to enhance neurorehabilitation, with associated research activity gathering pace. Despite this fact, translation for use in clinical practice has lagged research innovation. An overvi...

The New Emerging Treatment Choice for Major Depressive Disorders: Digital Therapeutics.

Advances in experimental medicine and biology
The chapter provides an in-depth analysis of digital therapeutics (DTx) as a revolutionary approach to managing major depressive disorder (MDD). It discusses the evolution and definition of DTx, their application across various medical fields, regula...

Proprioceptive Gaming: Making Finger Sensation Training Intense and Engaging with the P-Pong Game and PINKIE Robot.

Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Annual International Conference
Proprioceptive deficits are common after a stroke and are thought to negatively impact motor learning. Despite this, there is a lack of practical robotic devices for assessing proprioception, as well as few robotic rehabilitation techniques that inte...

Beyond therapists: Technology-aided physical MS rehabilitation delivery.

Multiple sclerosis (Houndmills, Basingstoke, England)
In the last decade, rehabilitation technology has been developed, investigated, and entered specialized clinical settings. In this chapter, we first discuss the potential of rehabilitation technology to support the achievement of key factors in motor...

Artificial neural networks-based classification of emotions using wristband heart rate monitor data.

Medicine
Heart rate variability (HRV) is an objective measure of emotional regulation. This study aimed to estimate the accuracy with which an artificial neural network (ANN) algorithm could classify emotions using HRV data that were obtained using wristband ...