AIMC Topic: Video Games

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The Combined Effects of Adaptive Control and Virtual Reality on Robot-Assisted Fine Hand Motion Rehabilitation in Chronic Stroke Patients: A Case Study.

Journal of stroke and cerebrovascular diseases : the official journal of National Stroke Association
Robot-assisted therapy is regarded as an effective and reliable method for the delivery of highly repetitive training that is needed to trigger neuroplasticity following a stroke. However, the lack of fully adaptive assist-as-needed control of the ro...

Mind Games: Game Engines as an Architecture for Intuitive Physics.

Trends in cognitive sciences
We explore the hypothesis that many intuitive physical inferences are based on a mental physics engine that is analogous in many ways to the machine physics engines used in building interactive video games. We describe the key features of game physic...

Controlling robots in the home: Factors that affect the performance of novice robot operators.

Applied ergonomics
For robots to successfully integrate into everyday life, it is important that they can be effectively controlled by laypeople. However, the task of manually controlling mobile robots can be challenging due to demanding cognitive and sensorimotor requ...

Developing a Wearable Ankle Rehabilitation Robotic Device for in-Bed Acute Stroke Rehabilitation.

IEEE transactions on neural systems and rehabilitation engineering : a publication of the IEEE Engineering in Medicine and Biology Society
Ankle movement training is important in motor recovery post stroke and early intervention is critical to stroke rehabilitation. However, acute stroke survivors receive motor rehabilitation in only a small fraction of time, partly due to the lack of e...

A Prototype SSVEP Based Real Time BCI Gaming System.

Computational intelligence and neuroscience
Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradig...

AggNet: Deep Learning From Crowds for Mitosis Detection in Breast Cancer Histology Images.

IEEE transactions on medical imaging
The lack of publicly available ground-truth data has been identified as the major challenge for transferring recent developments in deep learning to the biomedical imaging domain. Though crowdsourcing has enabled annotation of large scale databases f...

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.

Deciphering Explicit and Implicit Features for Reliable, Interpretable, and Actionable User Churn Prediction in Online Video Games.

IEEE transactions on visualization and computer graphics
The burgeoning online video game industry has sparked intense competition among providers to both expand their user base and retain existing players, particularly within social interaction genres. To anticipate player churn, there is an increasing re...

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...