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Publication search results
found 50 matches
- 2017
- Alaa Eddin Alchalabi, Amer Nour Eddin, Shervin Shirmohammadi:
More attention, less deficit: Wearable EEG-based serious game for focus improvement. SeGAH 2017: 1-8 - Jayati Bandyopadhyay, Girish Dalvi:
An. - An interactive full body exercise experience for patients suffering from Ankylosing Spondylitis. SeGAH 2017: 1-8 - Alejandra Ornelas Barajas, Hussein Al Osman, Shervin Shirmohammadi:
A Serious Game for children with Autism Spectrum Disorder as a tool for play therapy. SeGAH 2017: 1-7 - René Baranyi, Bernhard Steyrer, Lukas Lechner, Gevher N. Agbektas, Nadja Lederer, Thomas Grechenig:
NutritionRush - a serious game to support people with the awareness of their nutrition intake. SeGAH 2017: 1-8 - Aseel Berglund, Erik Berglund, Fabio Siliberto, Erik Prytz:
Effects of reactive and strategic game mechanics in motion-based games. SeGAH 2017: 1-8 - Xue-Hai Bian, Hui Sun:
Protection of parathyroid glands in thyroid surgery and treatment of postoperative hypocalcemia. SeGAH 2017: 1-5 - James R. Birt, Emma Moore, Michael A. Cowling:
Piloting mobile mixed reality simulation in paramedic distance education. SeGAH 2017: 1-8 - Aikaterini Bourazeri, Tyrone Bellamy-Wood, Sylvester Arnab:
EnCity: A serious game for empowering young people with Down's syndrome. SeGAH 2017: 1-6 - Andre Luiz Brazil, Aura Conci, Esteban Clua, Leonardo Kayat Bittencourt, Lúcia Blondet Baruque:
A virtual environment for breast exams practice with Haptics and gamification. SeGAH 2017: 1-7 - Pedro Carvalho, Sandro F. Queiros, António H. J. Moreira, José Henrique Brito, Fernando Veloso, Miguel Terroso, Nuno F. Rodrigues, João L. Vilaça:
Instrumented vest for postural reeducation. SeGAH 2017: 1-8 - Hongmei Chi, Edward Agama, Zornitza Genova Prodanoff:
Developing serious games to promote cognitive abilities for the elderly. SeGAH 2017: 1-8 - S. Dehem, Thierry Lejeune, G. Stoquart, Sophie Heins, Bruno Dehez, V. Montedoro, M. Edwards, François Rocca, P.-H. De Deken, Matei Mancas:
Robotic-assisted serious game for motor and cognitive post-stroke rehabilitation. SeGAH 2017: 1-8 - David G. Glance, Ye'elah Berman, Simone Pettigrew, Michelle Jongenelis, Tanya Chikritzhs, Wenbin Liang, Iain S. Pratt, Terry Slevin:
A virtual online environment for testing the effect of social and physical context on the effectiveness of health warning messages. SeGAH 2017: 1-7 - Ben Harrison, Raoul Oehmen, Anitra Robertson, Brett Robertson, Penny De Cruz, Riaz Khan, Daniel Fick:
Through the eye of the master: The use of Virtual Reality in the teaching of surgical hand preparation. SeGAH 2017: 1-6 - Kiran Kulkarni, Abhijit Murgod, Vasudev Parvati:
Virtually controlled robotic arm using haptics. SeGAH 2017: 1-4 - Erandi Lakshika, Michael Barlow:
Precision of control as a function of control scheme: Implications for serious exertion games from a Flow perspective. SeGAH 2017: 1-8 - Muhammad Hamza Latif, Muhammad Ajmal, Farooq Ahmad, Junaid Alam, Asma Saleem:
LA-VIE: A serious game for cardiopulmonary resuscitation. SeGAH 2017: 1-5 - H. C. Lim:
Computational Thinking (CT) and Rebel game Design: CT in health games. SeGAH 2017: 1-5 - Tiago Lima, Breno Barbosa, Carlos Ramos Niquini, Camila Araujo, Raquel Lana:
Playing against dengue design and development of a serious game to help tackling dengue. SeGAH 2017: 1-8 - Remy Giovanny Mangowal, Umi Laili Yuhana, Eko M. Yuniarno, Mauridhi Hery Purnomo:
MathBharata: A serious game for motivating disabled students to study mathematics. SeGAH 2017: 1-6 - Graham Mann, Giles Oatley:
Positive design of smart interactive fabric artifacts for people with dementia. SeGAH 2017: 1-8 - Simon Mayr, Sebastian Schneider, Lev Ledit, Stefan Bock, David Zahradnicek, Stefan Prochaka:
Game-based cultural competence training in healthcare. SeGAH 2017: 1-5 - Carolyn McGregor, Brendan Bonnis, Brodie Stanfield, Michael Stanfield:
Integrating Big Data analytics, virtual reality, and ARAIG to support resilience assessment and development in tactical training. SeGAH 2017: 1-7 - Balu M. Menon, R. Unnikrishnan, Alexander Muir, Rao R. Bhavani:
Serious game on recognizing categories of waste, to support a zero waste recycling program. SeGAH 2017: 1-8 - Sari Merilampi, Antti Koivisto, Andrew Sirkka, Pasi Raumonen, Johanna Virkki, Xu Xiao, Yan Min, Lin Ye, Xiao Chujun, Jiani Chen:
The cognitive mobile games for older adults - a Chinese user experience study. SeGAH 2017: 1-6 - Ayse Rumeysa Mohammed, Ammar Rashed, Shervin Shirmohammadi:
Memori: A Serious Game for diagnosing and treating Visual Sequential Memory Deficit. SeGAH 2017: 1-7 - Nahid Nasiri, Shervin Shirmohammadi, Ammar Rashed:
A serious game for children with speech disorders and hearing problems. SeGAH 2017: 1-7 - Onintra Poobrasert, Thaphat Mupattararot, Lattapol Sae-aue:
Use of assistive technology to accommodate students with writing disabilities. SeGAH 2017: 1-4 - Thiago Malheiros Porcino, Esteban Clua, Daniela Trevisan, Cristina Nader Vasconcelos, Luís Valente:
Minimizing cyber sickness in head mounted display systems: Design guidelines and applications. SeGAH 2017: 1-6 - Yang Qiu, Kun Man Li, Eng Chuan Neoh, Huiguo Zhang, Xin Yue Khaw, Xiuyi Fan, Chunyan Miao:
Fun-Knee™: A novel smart knee sleeve for Total-Knee-Replacement rehabilitation with gamification. SeGAH 2017: 1-8
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