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Search Results (792)

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17 pages, 5560 KiB  
Communication
Leveraging Sensor Technology to Characterize the Postural Control Spectrum
by Christopher Aliperti, Josiah Steckenrider, Darius Sattari, James Peterson, Caspian Bell and Rebecca Zifchock
Sensors 2024, 24(23), 7420; https://doi.org/10.3390/s24237420 - 21 Nov 2024
Viewed by 170
Abstract
The purpose of this paper is to describe ongoing research on appropriate instrumentation and analysis techniques to characterize postural stability, postural agility, and dynamic stability, which collectively comprise the postural control spectrum. This study had a specific focus on using emerging sensors to [...] Read more.
The purpose of this paper is to describe ongoing research on appropriate instrumentation and analysis techniques to characterize postural stability, postural agility, and dynamic stability, which collectively comprise the postural control spectrum. This study had a specific focus on using emerging sensors to develop protocols suitable for use outside laboratory or clinical settings. First, we examined the optimal number and placement of wearable accelerometers for assessing postural stability. Next, we proposed metrics and protocols for assessing postural agility with the use of a custom force plate-controlled video game. Finally, we proposed a method to quantify dynamic stability during walking tasks using novel frequency-domain metrics extracted from acceleration data obtained with a single body-worn IMU. In each of the three studies, a surrogate for instability was introduced, and the sensors and metrics discussed in this paper show promise for differentiating these trials from stable condition trials. Next steps for this work include expanding the tested population size and refining the methods to even more reliably and unobtrusively characterize postural control status in a variety of scenarios. Full article
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<p>The three components of postural control as defined in this paper, examples of each element, and the sensors used to collect data for each in the presented study.</p>
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<p>IMU placement. Lower-back IMU has been lightened to indicate placement on back of subject.</p>
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<p>For some trials, the participants stood on a thick foam mat to elicit a destabilizing effect.</p>
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<p>IMU (accelerometer)-derived trace (blue) with force plate-derived COP trace (red) for an example trial. Note the different range and shapes of the traces.</p>
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<p>(<b>a</b>) Aerial view of the postural agility assessment game. The green line denotes the transition from stage 1 to stage 2 and the orange line denotes the transition from stage 2 to stage 3. The blue line depicts the path being traced by the subject’s center of pressure on a force plate. The red points are where the subject failed to avoid an obstacle and incurred a penalty (note that these may not directly coincide with the blocks depicted in stage 2 at this instant because the blocks are moving). (<b>b</b>) Image of gameplay. The magenta lines are the boundaries of the course, and the blocks (rotating clockwise) are the obstacles that the subject is instructed to avoid. A counter in the top right of the screen increases as penalties are incurred to provide feedback to the subject. (<b>c</b>) Test setup consisting of a portable (USB-powered) force plate and screen.</p>
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<p>(<b>a</b>) Asymmetric loading condition for dynamic stability trials. (<b>b</b>) Foam walking surface with specified centerline for dynamic stability trials.</p>
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<p>Acceleration FFT plots for four IMU placements, frequency zones, and peak frequencies for the ankle case (blue) of a single subject.</p>
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<p>Correlation values for the head, back, and chest sensors for total excursion (<b>A</b>) and circular area of best fit (<b>B</b>).</p>
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<p>Medial–lateral and anterior–posterior total excursions for (<b>a</b>) hard and (<b>b</b>) soft surfaces.</p>
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<p>Penalty vs. <math display="inline"><semantics> <mrow> <mi>m</mi> <mi>T</mi> <mi>N</mi> <mi>S</mi> <mi>P</mi> </mrow> </semantics></math> for all trials including means, with trial number coded by color.</p>
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<p>Frequency ratios for low-cadence and high-cadence, for the ankle, chest and head sensors in the four dynamic walking trials.</p>
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21 pages, 8891 KiB  
Article
Creating a Newer and Improved Procedural Content Generation (PCG) Algorithm with Minimal Human Intervention for Computer Gaming Development
by Lazaros Lazaridis and George F. Fragulis
Computers 2024, 13(11), 304; https://doi.org/10.3390/computers13110304 - 20 Nov 2024
Viewed by 253
Abstract
Procedural content generation (PCG) algorithms have become increasingly vital in video games developed by small studios due to their ability to save time while creating diverse and engaging environments, significantly enhancing replayability by ensuring that each gameplay experience is distinct. Previous research has [...] Read more.
Procedural content generation (PCG) algorithms have become increasingly vital in video games developed by small studios due to their ability to save time while creating diverse and engaging environments, significantly enhancing replayability by ensuring that each gameplay experience is distinct. Previous research has demonstrated the effectiveness of PCG in generating various game elements, such as levels and weaponry, with unique attributes across different playthroughs. However, these studies often face limitations in processing efficiency and adaptability to real-time applications. The current study introduces an improved spawn algorithm designed for 2D map generation, capable of creating maps with multiple room sizes and a decorative object. Unlike traditional methods that rely solely on agent-based evaluations, this constructive algorithm emphasizes reduced processing power, making it suitable for generating small worlds in real time, particularly during loading screens. Our findings highlight the algorithm’s potential to streamline game development processes, especially in resource-constrained environments, while maintaining high-quality content generation. Full article
(This article belongs to the Special Issue Game-Based Learning, Gamification in Education and Serious Games 2023)
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<p>Binding of Isaac is a game that generates and decorates all of its rooms randomly.</p>
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<p>A manually constructed level example in Super Mario that contains a possible softlock (if a player falls into the gap between walls, it is impossible to jump out, leading to a dead-end). Since there is nothing to kill the hero, the player must either manually reset the level or quit from it in order to abandon this state, abruptly losing any progress, as in this game there no saving points or autosaves.</p>
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<p>A mini hacking puzzle game for a number of Bioshock alarm systems. The generated puzzle games are random, whereas the pieces of the puzzle are more than enough so that the puzzle can be solved in several ways.</p>
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<p>Left image shows maps that were created from an unconditional network while the maps in the right image were created from a conditional network.</p>
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<p>Three random levels are created in the <span class="html-italic">Kingdom Rush: Frontiers</span> with roads, tower places, and monster generation in consecutive waves. Also, in each wave, monsters are grouped based on their kind.</p>
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<p>All levels in <span class="html-italic">Spelunky</span> game use this structure, with a preplanned top-down path, while all levels have the same size of 4 × 4 rooms. The start and end points are randomly generated in any room.</p>
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<p>Example room design in <span class="html-italic">Spelunky</span> in its primary state, without any added decoration. Note that this room has two entry points, one from the left and another one from the right.</p>
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<p>A randomly generated level of the Cathedral stage in <span class="html-italic">Diablo</span>.</p>
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<p>After room selection in <span class="html-italic">Spelunky</span>, as a last step, randomized decorations, obstacles, and monster placement takes place.</p>
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<p>The first image shows the beginning of an RL agent and how it is interacting with the stage, while in the second image, the RL agent has finished its iterations. A reward calculator is present as it is needed to advise the agent if the proposed changes can lead to a dead-end or not, or if they can be accessed in general.</p>
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<p><span class="html-italic">Hell</span> difficulty in Diablo II adds several random immunities to all foes; as a consequence, all of a character’s properties must be reassigned in such a way to enhance a combination of two or three dissimilar attacks that can damage anyone in the battle field.</p>
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<p>This level was generated by asymmetrical KL−Div with the use of a considerable size of a training sample where any novel pattern that did not exist in that sample is subjected as a candidate for use in the level generation.</p>
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<p>The grid map is divided into larger grids and each one includes 5 × 5 small grids. The first room fits exactly in the large grid while the second one is placed in the corner, essentially occupying four large grids. This placement constitutes the worst-case scenario, something the algorithm takes into account and acts on accordingly.</p>
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<p>A random example with full rooms in the new improved algorithm.</p>
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<p>Another instance focusing on the large room which is a bit smaller.</p>
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23 pages, 626 KiB  
Systematic Review
Dementia and Video Games: Systematic and Bibliographic Review
by Martin Eckert, Thomas Ostermann, Jan P. Ehlers and Gregor Hohenberg
Healthcare 2024, 12(22), 2310; https://doi.org/10.3390/healthcare12222310 - 19 Nov 2024
Viewed by 336
Abstract
Background/Objectives: This systematic and bibliographic review examines publications in the field of dementia and video game research from 2004 to 2023. The main objective is to assess developments and trends in video game technology for dementia care and detection. Methods: The PubMed database [...] Read more.
Background/Objectives: This systematic and bibliographic review examines publications in the field of dementia and video game research from 2004 to 2023. The main objective is to assess developments and trends in video game technology for dementia care and detection. Methods: The PubMed database was the primary source for publications. PRISMA guidelines were applied to structure this review. Ten variables were defined, investigated, and split into three main categories: bibliographic, medical, and technical. Results: The results were synthesized using a quantitative approach to reduce bias through interpretation. Of 209 initial results, 77 publications have been included in the investigation. More studies focus on rehabilitation over assessment and detection of dementia. Clinical trials are typically conducted with limited participants. The most populated trials rarely enrol over 300 subjects. On average, around 38 subjects were enrolled in the trials. These studies are commonly supervised by a trainer or technology specialist, suggesting a technology gap in familiarity in the trial demographic. Conclusions: Most interventions assessed were custom-designed applications with a specific outcome, focusing on physical activity and cognitive exercises. As the first of its kind, this publication focuses on the technical aspects of applied technologies and development methods. Using video games to treat and detect patients with cognitive impairments like dementia can benefit healthcare professionals, caretakers, and patients. Full article
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<p>PRISMA Workflow. Visual representation of conducted stages, visualizing the individual steps and numbers of excluded publications in each phase.</p>
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<p>Timeline of publications. The bars indicate the number of publications for a specific year. The years range from 2004 to 2023. The number of publications varies from a minimum of 0 to a maximum of 14 in 2021.</p>
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<p>Participation in clinical trials. The figure combines the visualization of the subjects’ distribution in the clinical trials. It is a combination of a violin and a scatter plot to provide insight into the actual dataset. The x-axis represents the number of participants. Overall publications, excluding non-existent information, are 76 publications in total. The median of included subjects is 38, the lower quartile is 16 subjects, and the upper quartile is 97 subjects. Several outliers with higher numbers can be detected with 322 subjects included [<a href="#B16-healthcare-12-02310" class="html-bibr">16</a>].</p>
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<p>Overall duration of study/trial. The figure combines the visualization of the overall timespan the gaming application was used by a subject (in weeks). The x-axis represents the number of weeks. Fifty-five publications provided data. The median of included subjects is ten weeks, the lower quartile is six weeks, and the upper quartile is 12 weeks. Some outliers can be observed on the right-hand side.</p>
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<p>Number of weekly sessions. The figure is the visualization of the number of application treatments within a week. The x-axis represents the number of application treatments. Fifty publications provided the data. The median of application treatments given to a subject is two times per week. Also, the lower quartile is two times per week, and the upper quartile is four times per week. A very far outlier can be observed on the right-hand side at 35 times per week, as described by Wu et al. [<a href="#B17-healthcare-12-02310" class="html-bibr">17</a>].</p>
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<p>Single session duration. The figure combines the visualization of the actual session length of a single session. The x-axis represents the number of minutes spent during the session. Thirty-six publications provided the data. The median of the session length is 40 min. The lower quartile is 30 min, and the upper quartile is 50 min. The shortest session is held by Werner et al. (10 min) [<a href="#B18-healthcare-12-02310" class="html-bibr">18</a>] and the longest session by Fasilis et al. (120 min) [<a href="#B19-healthcare-12-02310" class="html-bibr">19</a>].</p>
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<p>Add-on devices. The Sankey plot illustrates the device addons with their three broad categories (‘Movement of Body’, ‘Movement of Hand’, and ‘Sensors’.) The right side of the plot contains the specific subcategories of applied addons. The total number of collected datasets is 34.</p>
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11 pages, 878 KiB  
Article
Effects of Different Exercise Doses Through an Augmented Reality Exergame in Older Adults: A Pilot Randomized Controlled Trial
by Javier Bravo-Aparicio, Patricia Domínguez-López, Cristina Díaz-González, Diego Martín-Caro Álvarez, David Martín-Caro Álvarez and Hector Beltran-Alacreu
Appl. Sci. 2024, 14(22), 10592; https://doi.org/10.3390/app142210592 - 17 Nov 2024
Viewed by 383
Abstract
(1) Background: Growth in the use of video games has spurred innovations in the health sector, especially through exergames, which promote physical activity using interactive technologies like augmented reality. Exergames are shown to enhance exercise motivation and engagement, yet enjoyment remains inconsistent across [...] Read more.
(1) Background: Growth in the use of video games has spurred innovations in the health sector, especially through exergames, which promote physical activity using interactive technologies like augmented reality. Exergames are shown to enhance exercise motivation and engagement, yet enjoyment remains inconsistent across studies. This pilot study aims to provide evidence on how different exergaming doses affect exercise heart rate, perceived exertion, adverse effects, and enjoyment in older adults. (2) Methods: A pilot randomized controlled trial was conducted to compare different doses of exercise through video games (13 vs. 28 min) in older adults living in a nursing home. A single bout of exergaming was provided to assess the outcomes: heart rate, rate of perceived exertion, physical activity enjoyment scale score, and adverse effects. (3) Results: Thirty-two older adults were recruited. This study revealed no significant differences in heart rate between groups (p = 0.1). There is a weak correlation between the rate of perceived exertion and the level of enjoyment (rs = −0.193) and between the total time of the intervention and the incidence of adverse effects (rs = 0.295). (4) Conclusions: The use of a higher dose of exergaming is effective in achieving moderate physical intensity. Also, the results suggest the intervention was generally well tolerated and enjoyed by older adults, with no serious adverse effects reported. Full article
(This article belongs to the Special Issue Advances in Assessment of Physical Performance)
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<p>Visuospatial representation of the intervention.</p>
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<p>Flow diagram.</p>
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26 pages, 5734 KiB  
Article
Big Data Analysis of ‘VTuber’ Perceptions in South Korea: Insights for the Virtual YouTuber Industry
by Hyemin Kim and Jungho Suh
Journal. Media 2024, 5(4), 1723-1748; https://doi.org/10.3390/journalmedia5040105 - 15 Nov 2024
Viewed by 565
Abstract
The global VTuber market is experiencing rapid growth, with VTubers extending beyond mere content creators to be utilized in various fields such as social interaction, public relations, and health. VTubers have the potential to expand the existing content market and contribute to increasing [...] Read more.
The global VTuber market is experiencing rapid growth, with VTubers extending beyond mere content creators to be utilized in various fields such as social interaction, public relations, and health. VTubers have the potential to expand the existing content market and contribute to increasing economic and public value. This study aims to investigate the perception of VTubers in South Korea and to provide insights that can contribute to the global activation of the VTuber entertainment industry. For this purpose, unstructured data on VTubers from the past three years, during which interest in VTubers has significantly grown in South Korea, was collected. A total of 57,891 samples were gathered from Naver, Daum, and Google, of which 50 highly relevant data points between VTubers and users were selected for analysis. First, key terms such as ‘Broadcast’, ‘YouTube’, ‘Live’, ‘Game’, ‘Youtuber’, ‘Japan’, ‘Character’, ‘Video’, ‘Sing’, ‘Virtual’, ‘Woowakgood’, ‘Fan’, ‘Idol’, ‘Korea’, ‘Twitch’, ‘IsegyeIdol’, ‘Communication’, ‘Worldview’, ‘VTuberIndustry’, ‘Contents’, ‘AfricaTV’, ‘Nijisanji’, and ‘Streamer’ were extracted. Second, CONCOR analysis revealed four clusters: ‘Famous VTubers’, ‘Features of VTubers’, ‘VTuber Industry’, and ‘VTuber Platforms’. Based on these findings, the study offers various academic and practical implications regarding VTubers in South Korea and explores the potential for global growth in the VTuber industry. Full article
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<p>Trend graph of ‘VTuber’ mentions on Google Trends.</p>
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<p>Time series analysis of data collection for ‘VTubers’.</p>
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<p>Centrality analysis and ego network density analysis for ‘VTuber’.</p>
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<p>CONCOR analysis network of 50 nodes for ‘VTuber’.</p>
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<p>The four groups and clusters among the groups.</p>
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19 pages, 5737 KiB  
Article
Improving the Quality of Experience of Video Streaming Through a Buffer-Based Adaptive Bitrate Algorithm and Gated Recurrent Unit-Based Network Bandwidth Prediction
by Jeonghun Woo, Seungwoo Hong, Donghyun Kang and Donghyeok An
Appl. Sci. 2024, 14(22), 10490; https://doi.org/10.3390/app142210490 - 14 Nov 2024
Viewed by 464
Abstract
With the evolution of cellular networks and wireless-local-area-network-based communication technologies, services for smart device users have appeared. With the popularity of 4G and 5G, smart device users can now consume larger bandwidths than before. Consequently, the demand for various services, such as streaming, [...] Read more.
With the evolution of cellular networks and wireless-local-area-network-based communication technologies, services for smart device users have appeared. With the popularity of 4G and 5G, smart device users can now consume larger bandwidths than before. Consequently, the demand for various services, such as streaming, online games, and video conferences, has increased. For improved quality of experience (QoE), streaming services utilize adaptive bitrate (ABR) algorithms to handle network bandwidth variations. ABR algorithms use network bandwidth history for future network bandwidth prediction, allowing them to perform efficiently when network bandwidth fluctuations are minor. However, in environments with frequent network bandwidth changes, such as wireless networks, the QoE of video streaming often degrades because of inaccurate predictions of future network bandwidth. To address this issue, we utilize the gated recurrent unit, a time series prediction model, to predict the network bandwidth accurately. We then propose a buffer-based ABR streaming technique that selects optimized video-quality settings on the basis of the predicted bandwidth. The proposed algorithm was evaluated on a dataset provided by Zeondo by categorizing instances of user mobility into walking, bus, and train scenarios. The proposed algorithm improved the QoE by approximately 11% compared with the existing buffer-based ABR algorithm in various environments. Full article
(This article belongs to the Special Issue Multimedia Systems Studies)
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<p>Total volume of app categories in 2022.</p>
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<p>Buffer occupancy calculation.</p>
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<p>Video quality selection in the buffer-based adaptive bitrate algorithm.</p>
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<p>Bandwidth measurement results.</p>
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<p>Ratio of measurements recorded as zero among total measurements.</p>
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<p>Normalized root meant squared error (NRMSE) values with different hyperparameter settings.</p>
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<p>GRU model structure.</p>
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<p>Structure of the proposed scheme.</p>
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<p>Relationship between video rate and buffer occupancy.</p>
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<p>Root mean square error (RMSE) of network bandwidth prediction in different mobility scenarios.</p>
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<p>Comparison of the measured and predicted network bandwidths in the pedestrian scenario.</p>
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<p>Comparison of the measured and predicted network bandwidths in the bus scenario.</p>
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<p>Comparison of the measured and predicted network bandwidths in train scenario.</p>
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<p>Comparison of mean opinion scores in pedestrian scenarios.</p>
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<p>Comparison of video quality in pedestrian scenario 2.</p>
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<p>Comparison of buffer occupancies in pedestrian scenario 2.</p>
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<p>Comparison of mean opinion scores in bus scenarios.</p>
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<p>Comparison of video quality in bus scenario 7.</p>
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<p>Comparison of buffer occupancy in bus scenario 7.</p>
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<p>Comparison of the mean opinion scores in train scenarios.</p>
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<p>Comparison of video quality in train scenario 1.</p>
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<p>Comparison of buffer occupancy in train scenario 1.</p>
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16 pages, 25350 KiB  
Article
Eye Tracking and Human Influence Factors’ Impact on Quality of Experience of Mobile Gaming
by Omer Nawaz, Siamak Khatibi, Muhammad Nauman Sheikh and Markus Fiedler
Future Internet 2024, 16(11), 420; https://doi.org/10.3390/fi16110420 - 13 Nov 2024
Viewed by 331
Abstract
Mobile gaming accounts for more than 50% of global online gaming revenue, surpassing console and browser-based gaming. The success of mobile gaming titles depends on optimizing applications for the specific hardware constraints of mobile devices, such as smaller displays and lower computational power, [...] Read more.
Mobile gaming accounts for more than 50% of global online gaming revenue, surpassing console and browser-based gaming. The success of mobile gaming titles depends on optimizing applications for the specific hardware constraints of mobile devices, such as smaller displays and lower computational power, to maximize battery life. Additionally, these applications must dynamically adapt to the variations in network speed inherent in mobile environments. Ultimately, user engagement and satisfaction are critical, necessitating a favorable comparison to browser and console-based gaming experiences. While Quality of Experience (QoE) subjective evaluations through user surveys are the most reliable method for assessing user perception, various factors, termed influence factors (IFs), can affect user ratings of stimulus quality. This study examines human influence factors in mobile gaming, specifically analyzing the impact of user delight towards displayed content and the effect of gaze tracking. Using Pupil Core eye-tracking hardware, we captured user interactions with mobile devices and measured visual attention. Video stimuli from eight popular games were selected, with resolutions of 720p and 1080p and frame rates of 30 and 60 fps. Our results indicate a statistically significant impact of user delight on the MOS for most video stimuli across all games. Additionally, a trend favoring higher frame rates over screen resolution emerged in user ratings. These findings underscore the significance of optimizing mobile gaming experiences by incorporating models that estimate human influence factors to enhance user satisfaction and engagement. Full article
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<p>Subjective assessment with Pupil Core.</p>
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<p>Pupil Core software v3.5.1. (<b>a</b>) Pupil Capture for session recording with fixation detector in the calibrated area; (<b>b</b>) Pupil Player screen for replaying the individual session and exporting data.</p>
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<p>Frames of video stimuli. (<b>a</b>) Animal Crossing; (<b>b</b>) Counter-Strike 2; (<b>c</b>) Call of Duty; (<b>d</b>) Code Vein; (<b>e</b>) Fortnite; (<b>f</b>) Minecraft; (<b>g</b>) PUBG; (<b>h</b>) Rocket League.</p>
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<p>MOS of subjective assessment based on delight with 95% CI. (<b>a</b>) MOS_Animal Crossing; (<b>b</b>) MOS_Counter-Strike 2; (<b>c</b>) MOS_Code Vein; (<b>d</b>) MOS_PUBG.</p>
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<p>Histogram of user gaze.</p>
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<p>Relative frequency of gaze based on %GoB and %PoW ratings.</p>
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17 pages, 7398 KiB  
Article
Supported Influence Mapping for Mobile Robot Pathfinding in Dynamic Indoor Environments
by Paweł Stawarz, Dominik Ozog and Wojciech Łabuński
Sensors 2024, 24(22), 7240; https://doi.org/10.3390/s24227240 - 13 Nov 2024
Viewed by 346
Abstract
Pathfinding is the process of finding the lowest cost route between a pair of points in space. The aforementioned cost can be based on time, distance, the number of required turns, and other individual or complex criteria. Pathfinding in dynamic environments is a [...] Read more.
Pathfinding is the process of finding the lowest cost route between a pair of points in space. The aforementioned cost can be based on time, distance, the number of required turns, and other individual or complex criteria. Pathfinding in dynamic environments is a complex issue, which has a long history of academic interest. An environment is considered dynamic when its topology may change in real time, often due to human interference. Influence mapping is a solution originating from the field of video games, which was previously used to solve similar problems in virtual environments, but achieved mixed results in real-life scenarios. The purpose of this study was to find whether the algorithm could be used in real indoor environments when combined with information collected by remote sensors. Full article
(This article belongs to the Section Navigation and Positioning)
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<p>Visualization of an influence map with interesting elements marked. (<b>A</b>) Stationary positive influence source. (<b>B</b>) Negative influence source moving forward and leaving an influence trail. (<b>C</b>) Overlap of inverse influences yields a neutral zone. (<b>D</b>) Obstacles stop influencing propagation. (<b>E</b>) Non-point influence source.</p>
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<p>Diagram of the operating environment, including an influence map with the planned robot trajectory marked.</p>
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<p>One of the robots used during the research.</p>
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<p>Communication flowchart in the study.</p>
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<p>The sum of the influence of values in the entire graph.</p>
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14 pages, 1743 KiB  
Review
Examining Working Memory Training for Healthy Adults—A Second-Order Meta-Analysis
by Maria Syed, Jarrad A. G. Lum, Linda K. Byrne and David Skvarc
J. Intell. 2024, 12(11), 114; https://doi.org/10.3390/jintelligence12110114 - 12 Nov 2024
Viewed by 792
Abstract
Background: Enhancing working memory performance in cognitively and physically healthy individuals is a popular area of research. The results from a large number of studies have now been summarized in multiple meta-analyses. In these reviews, various training methods have been examined, including mindfulness [...] Read more.
Background: Enhancing working memory performance in cognitively and physically healthy individuals is a popular area of research. The results from a large number of studies have now been summarized in multiple meta-analyses. In these reviews, various training methods have been examined, including mindfulness training, adaptive working memory training, physical activity training, and video game training, to examine whether working memory capacity can be improved. This report aggregated the results of these meta-analyses using second-order meta-analytic approaches to ascertain the extent to which working memory functioning can be enhanced in healthy adults. Methods: A total of six meta-analyses of randomized controlled trials that compared working memory interventions to a control group were included in the analyses. These studies were identified after systematically searching three electronic databases: APA PsycInfo, ERIC and Medline. Collectively, the meta-analyses investigated the effects of cognitive programs, mindfulness, video games and physical activity on working memory. Only meta-analyses undertaken with healthy adults aged between 18 and 55 years were included in the report. Results: The results revealed an average improvement in working memory across the included studies compared to the control groups. The findings indicated a small yet significant enhancement in working memory, with a standardized mean difference of 0.335 (95% CI [0.223; 0.447], p < .001). Further analysis tests for superiority effects between the different working memory training programs revealed no significant differences between intervention effect sizes. Conclusion: Based on the findings, it can be concluded that the working memory capacity of healthy adults can be improved through training. However, the effect size is small, so the utility of this type of training in real-life improvements in cognition may be minimal. The evidence does not indicate that one type of working memory training is superior to another. Full article
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<p>PRISMA flowchart showing process of identifying articles for the second-order meta-analysis.</p>
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24 pages, 337 KiB  
Article
Guns, Thorns, and Zeal: Popular Depictions of a Kombative Christ
by William S. Chavez
Religions 2024, 15(11), 1368; https://doi.org/10.3390/rel15111368 - 11 Nov 2024
Viewed by 564
Abstract
What are the political, gender, and theological implications at stake when associating Jesus with modern combat and righteous violence? Jesus is rendered in combative form across media—i.e., live-action films and shorts, animated television, sketch comedy, graphic novels, and video games. This rendition occurs [...] Read more.
What are the political, gender, and theological implications at stake when associating Jesus with modern combat and righteous violence? Jesus is rendered in combative form across media—i.e., live-action films and shorts, animated television, sketch comedy, graphic novels, and video games. This rendition occurs at a confluence of meaning, most immediately for the sake of generating comedy through juxtaposition (in this case, rendering the meek with a sword) and/or reaffirming Jesus’ prominent cultural value through an association with other popularly mediatized entities. Beyond these initial layers of significance, however, I argue that Jesus becomes associated with violence and brutality for the sake of de/legitimizing politically conservative ideologies with respect to Christianity and American exceptionalism, redeeming the crisis of “domesticated masculinity” and fortifying traditional masculine norms, and theologically reinstituting popular paradigms of low Christology. Ideological “manhood” remains traced to one’s ability to perform traditional gender roles (i.e., family provider, community protector, and father/procreator). To capture the discrepancy that Jesus of Nazareth, as presented in canonical gospels, largely concerns none of these roles, I analyze the hypermasculine Christ, and the various weapons he employs, as part of a popular genealogy of Western value systems and discourse. Though in this article I reference some examples of non-American media, I reserve my analysis and commentary for the stakes and implications of what it means for U.S. Americans to produce and consume such content. In short, I submit that popular America idolizes itself in the form—one amidst many—of a naïve, combative, and boorish Christ: an arrogant and, at times, narcissistic man with delusional views of the world made dangerous through invasive power and authority. Western entertainment has deemed the United States (through its fictional stand-ins) as morally failing yet still chosen. Within this logic, American Christians need not reform their ways as long as they cultivate evidence of their exceptionalism. Full article
14 pages, 1291 KiB  
Article
Determining Validity and Reliability of an In-Field Performance Analysis System for Swimming
by Dennis-Peter Born, Marek Polach and Craig Staunton
Sensors 2024, 24(22), 7186; https://doi.org/10.3390/s24227186 - 9 Nov 2024
Viewed by 413
Abstract
To permit the collection of quantitative data on start, turn and clean swimming performances in any swimming pool, the aims of the present study were to (1) validate a mobile in-field performance analysis system (PAS) against the Kistler starting block equipped with force [...] Read more.
To permit the collection of quantitative data on start, turn and clean swimming performances in any swimming pool, the aims of the present study were to (1) validate a mobile in-field performance analysis system (PAS) against the Kistler starting block equipped with force plates and synchronized to a 2D camera system (KiSwim, Kistler, Winterthur, Switzerland), (2) assess the PAS’s interrater reliability and (3) provide percentiles as reference values for elite junior and adult swimmers. Members of the Swiss junior and adult national swimming teams including medalists at Olympic Games, World and European Championships volunteered for the present study (n = 47; age: 17 ± 4 [range: 13–29] years; World Aquatics Points: 747 ± 100 [range: 527–994]). All start and turn trials were video-recorded and analyzed using two methods: PAS and KiSwim. The PAS involves one fixed view camera recording overwater start footage and a sport action camera that is moved underwater along the side of the pool perpendicular to the swimming lane on a 1.55 m long monostand. From a total of 25 parameters determined with the PAS, 16 are also measurable with the KiSwim, of which 7 parameters showed satisfactory validity (r = 0.95–1.00, p < 0.001, %-difference < 1%). Interrater reliability was determined for all 25 parameters of the PAS and reliability was accepted for 21 of those start, turn and swimming parameters (ICC = 0.78–1.00). The percentiles for all valid and reliable parameters provide reference values for assessment of start, turn and swimming performance for junior and adult national team swimmers. The in-field PAS provides a mobile method to assess start, turn and clean swimming performance with high validity and reliability. The analysis template and manual included in the present article aid the practical application of the PAS in research and development projects as well as academic works. Full article
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<p>Set-up and camera path of a sport action camera to capture (<b>a</b>) start and (<b>b</b>) turn trials.</p>
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<p>Validity analysis for start performance using Bland–Altman plots with a 95% confidence interval for the difference between the methods (PAS—KiSwim values) and limits of agreement. Values on the x-axis show the means of the two methods.</p>
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<p>Validity analysis for turn performance using Bland–Altman plots with a 95% confidence interval for the difference between the methods (PAS–KiSwim values) and limits of agreement. Values on the x-axis show the means of the two methods.</p>
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18 pages, 2580 KiB  
Systematic Review
Virtual Reality-Based Therapy Can Enhance Balance and Muscular Endurance in Children and Adolescents with Down Syndrome: A Systematic Review with a Meta-Analysis
by Marina Piñar-Lara, Irene Cortés-Pérez, Ángeles Díaz-Fernández, María de Alharilla Montilla-Ibáñez, Ana Sedeño-Vidal and Esteban Obrero-Gaitán
Bioengineering 2024, 11(11), 1112; https://doi.org/10.3390/bioengineering11111112 - 4 Nov 2024
Viewed by 748
Abstract
Physical exercises are crucial for enhancing postural balance and muscle strength in children and adolescents with Down syndrome (DS). Virtual reality-based therapy (VRBT), which utilizes exergames, can favor performing physical activity. The aim of this review was to assess the effectiveness of VRBT [...] Read more.
Physical exercises are crucial for enhancing postural balance and muscle strength in children and adolescents with Down syndrome (DS). Virtual reality-based therapy (VRBT), which utilizes exergames, can favor performing physical activity. The aim of this review was to assess the effectiveness of VRBT in improving balance and muscular endurance in children and adolescents with DS. Since inception up to August 2024, we screened in PubMed Medline, SCOPUS, WOS, CINAHL, and PEDro studies that assessed the effectiveness of VRBT, compared to conventional therapy (CT) or usual care (UC), in improving balance and muscular endurance in DS. Methodological quality was assessed using the PEDro scale. Effect size in meta-analyses was calculated with the Cohen’s standardized mean difference (SMD) and its 95% confidence interval (95% CI). Nine studies providing data from 424 participants with good methodological quality (PEDro: 6.3 ± 1.2 points) were included. Our meta-analysis showed that VRBT is more effective than controls in increasing function (SMD = 1.22; 95% CI 0.64 to 1.81; p < 0.001), dynamic balance (SMD = −2.2; 95% CI −3.1 to −1.25; p < 0.001), and muscular endurance (SMD = 1.37; 95% CI 0.58 to 2.2; p < 0.001). This is the first meta-analysis to exclusively focus on children and adolescents with DS, demonstrating the effectiveness of VRBT in enhancing balance and muscular endurance. Full article
(This article belongs to the Special Issue Virtual, Augmented and Mixed Reality for Physiotherapy Interventions)
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<p>The PRISMA flow diagram for the study selection process.</p>
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<p>The forest plot of the effectiveness of VRBT in increasing functional balance [<a href="#B69-bioengineering-11-01112" class="html-bibr">69</a>,<a href="#B70-bioengineering-11-01112" class="html-bibr">70</a>,<a href="#B71-bioengineering-11-01112" class="html-bibr">71</a>,<a href="#B72-bioengineering-11-01112" class="html-bibr">72</a>,<a href="#B73-bioengineering-11-01112" class="html-bibr">73</a>,<a href="#B74-bioengineering-11-01112" class="html-bibr">74</a>].</p>
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<p>The forest plot of the effectiveness of VRBT in increasing dynamic balance [<a href="#B69-bioengineering-11-01112" class="html-bibr">69</a>,<a href="#B74-bioengineering-11-01112" class="html-bibr">74</a>,<a href="#B77-bioengineering-11-01112" class="html-bibr">77</a>].</p>
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<p>The forest plot of the effectiveness of VRBT in increasing static balance with open and closed eyes [<a href="#B70-bioengineering-11-01112" class="html-bibr">70</a>,<a href="#B75-bioengineering-11-01112" class="html-bibr">75</a>].</p>
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<p>The forest plot of the effectiveness of VRBT in increasing muscular endurance [<a href="#B69-bioengineering-11-01112" class="html-bibr">69</a>,<a href="#B73-bioengineering-11-01112" class="html-bibr">73</a>,<a href="#B76-bioengineering-11-01112" class="html-bibr">76</a>,<a href="#B77-bioengineering-11-01112" class="html-bibr">77</a>].</p>
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15 pages, 1078 KiB  
Article
Side-Eye from the Side Kid: Child Sidekicks as Disciplinary Tools in Contemporary Video Games
by Emma Joy Reay
Literature 2024, 4(4), 247-261; https://doi.org/10.3390/literature4040018 - 31 Oct 2024
Viewed by 303
Abstract
In this article, I analyse the function of supporting child-characters in contemporary videogames. I integrate Stephen Zimmerly’s typology of sidekicks in Young Adult literature with critical writing on the ‘Daddening’ of videogames, a coinage that refers to the rise in the number of [...] Read more.
In this article, I analyse the function of supporting child-characters in contemporary videogames. I integrate Stephen Zimmerly’s typology of sidekicks in Young Adult literature with critical writing on the ‘Daddening’ of videogames, a coinage that refers to the rise in the number of videogames that centre on the filial bond between a father figure and a child. Bringing these ideas into conversation with each other allows me to expand Zimmerly’s sidekick typology to include the ‘Ludic Gateway’, the ‘Morality Certificate’, and the ‘Disciplinary Tool’. I explore each category in greater depth using two case studies: The Last of Us series (2012; 2014; 2020) and the God of War series (2008; 2018; 2022). These commercially successful, critically acclaimed franchises rely on young deuteragonists to humanize and redeem the gruff, aggressive, violent male player character. Furthermore, the child sidekicks also serve to regulate the player’s in-game behaviour by way of a parasocial relationship. Using a close reading approach, I demonstrate that the supporting child-characters function as meta-critical devices to discipline gaming communities and the video game medium itself. Full article
(This article belongs to the Special Issue Constructions of Childhood(s) in Fiction and Nonfiction for Children)
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<p>Ellie and Joel in <span class="html-italic">The Last of Us</span> (2012).</p>
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<p>Atreus and Kratos in <span class="html-italic">God of War</span> (2018).</p>
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20 pages, 1346 KiB  
Article
MNCATM: A Multi-Layer Non-Uniform Coding-Based Adaptive Transmission Method for 360° Video
by Xiang Li, Junfeng Nie, Xinmiao Zhang, Chengrui Li, Yichen Zhu, Yang Liu, Kun Tian and Jia Guo
Electronics 2024, 13(21), 4200; https://doi.org/10.3390/electronics13214200 - 26 Oct 2024
Viewed by 670
Abstract
With the rapid development of multimedia services and smart devices, 360-degree video has enhanced the user viewing experience, ushering in a new era of immersive human–computer interaction. These technologies are increasingly integrating everyday life, including gaming, education, and healthcare. However, the uneven spatiotemporal [...] Read more.
With the rapid development of multimedia services and smart devices, 360-degree video has enhanced the user viewing experience, ushering in a new era of immersive human–computer interaction. These technologies are increasingly integrating everyday life, including gaming, education, and healthcare. However, the uneven spatiotemporal distribution of wireless resources presents significant challenges for the transmission of ultra-high-definition 360-degree video streaming. To address this issue, this paper proposes a multi-layer non-uniform coding-based adaptive transmission method for 360° video (MNCATM). This method optimizes video caching and transmission by dividing non-uniform tiles and leveraging users’ dynamic field of view (FoV) information and the multi-bitrate characteristics of video content. First, the video transmission process is formalized and modeled, and an adaptive transmission optimization framework for a non-uniform video is proposed. Based on this, the optimization problem required by the paper is summarized, and an algorithm is proposed to solve the problem. Simulation experiments demonstrate that the proposed method, MNCATM, outperforms existing transmission schemes in terms of bandwidth utilization and user quality of experience (QoE). MNCATM can effectively utilize network bandwidth, reduce latency, improve transmission efficiency, and maximize user experience quality. Full article
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<p>Non-uniformly encoded 360-degree video.</p>
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<p>A 360° video service scenario architecture.</p>
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<p>QoE comparison of different methods under normal bandwidth.</p>
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<p>QoE comparison of different methods under good bandwidth.</p>
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<p>QoE comparison of different methods under poor bandwidth.</p>
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<p>PSNR comparison of different methods under normal bandwidth.</p>
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<p>PSNR comparison of different methods under good bandwidth.</p>
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<p>PSNR comparison of different methods under poor bandwidth.</p>
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<p>SSIM comparison of different methods under normal bandwidth.</p>
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<p>SSIM comparison of different methods under good bandwidth.</p>
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<p>SSIM comparison of different methods under poor bandwidth.</p>
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<p>MOS comparison of different methods under normal bandwidth.</p>
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<p>MOS comparison of different methods under good bandwidth.</p>
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<p>MOS comparison of different methods under poor bandwidth.</p>
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16 pages, 650 KiB  
Article
The Impact of Interactive Video Games Training on the Quality of Life of Children Treated for Leukemia
by Aleksandra Kowaluk, Iwona Malicka, Krzysztof Kałwak and Marek Woźniewski
Cancers 2024, 16(21), 3599; https://doi.org/10.3390/cancers16213599 - 25 Oct 2024
Viewed by 1023
Abstract
Objectives: The study aimed to assess the impact of interactive video games (IVGs) as a form of physical activity (PA) on the quality of life. Methods: The study used a quality-of-life questionnaire (KIDSCREEN-10) and the HBSC questionnaire. In order to determine individual IVGs [...] Read more.
Objectives: The study aimed to assess the impact of interactive video games (IVGs) as a form of physical activity (PA) on the quality of life. Methods: The study used a quality-of-life questionnaire (KIDSCREEN-10) and the HBSC questionnaire. In order to determine individual IVGs training parameters, an initial assessment of cardiorespiratory fitness level was performed, using the Cardio Pulmonary Exercise Test—Godfrey’s progressive protocol. Children in the intervention group participated in 12 interval training sessions using IVGs (Microsoft’s Xbox 360 S console with Kinect,). Results: The study included 21 patients (7–13 years old; 12 boys and 9 girls) treated for acute lymphoblastic leukemia (n = 13) and acute myeloid leukemia (n = 8). Before the IVGs, all children had insufficient PA levels (90% of children in the intervention group and 90.91% of children in the control group did not engage in any PA during the last 7 days). After the intervention, 80% of the children in the IVGs group undertook PA lasting at least 60 min a day, three times a week. They exhibited better well-being, a subjective feeling of improved physical fitness (p < 0.0001), a greater subjective sense of strength and energy (p < 0.0001), and less feeling of sadness (p = 0.0016) than the children from the control group (p = 0.0205). Conclusions: The results of our study confirmed that an attractive form of virtual game or sport is willingly undertaken by children undergoing cancer treatment, and has significant benefits in improving the quality-of-life parameters. There is a clear need to create specific recommendations and rehabilitation models for children with cancer. Full article
(This article belongs to the Section Cancer Survivorship and Quality of Life)
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<p>Intervention scheme of interactive video games selected games [<a href="#B29-cancers-16-03599" class="html-bibr">29</a>].</p>
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