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EN
This study investigated the use of computer games to detect the symptoms of mild cognitive impairment (MCI), an early stage of dementia, in the elderly. To this end, three serious games were used to measure the visio-perception coordination and psycho-motor abilities, spatial memory, and short-term digit span memory. Subsequently, the correlations between the results of the games and the results of the Korean Mini-Mental State Examination (K-MMSE), a dementia screening test, were analyzed. In addition, the game results of normal elderly persons were compared with those of elderly patients who exhibited MCI symptoms. The results indicated that the game play time and the frequency of errors had significant correlations with K-MMSE. Significant differences were also found in several factors between the control group and the group with MCI. Based on these findings, the advantages and disadvantages of using serious games as tools for screening mild cognitive impairment were discussed.
PL
Celem niniejszej pracy jest analiza możliwości zastosowania gry typu serious game do nauki postępowania podczas udzielania pierwszej pomocy. Zakres pracy zawiera zaprojektowanie i zaimplementowanie gry oraz przeprowadzenie badań i analizę wyników. Przedmiotem badań w pracy jest sprawdzenie, czy wykorzystanie gry typu Serious Game umożliwia zdobycie i utrwalenie wiedzy z zakresu pierwszej pomocy.
EN
The purpose of this work is to analyze the possibility of using serious games to learn the first aid procedures. This will be done based on research results. The scope of the work includes designing and implementing the game as well as research and analysis of results. The subject of research is to check whether the use of a serious game allows players to acquire and consolidate knowledge in the field of first aid.
EN
The publication presents the “Okopaczaj” application which is aimed to promote health by increasing the awareness about the structure and the consequences of the diseases of the eyesight organ. The first part of the article focuses on the factors which affected creating the application and its general construction. The second part describes the tools of Godot, Blender and Photoshop which were used in the process of creating particular parts of the application. The third part presents the modes that are available in the “Okopaczaj” application as well as their functioning and available functions. The last part summarizes the article and the results of the research conducted with the use of the application.
4
Content available remote Modeling Biological Systems Using Crowdsourcing
EN
Crowdsourcing is a very effective technique for outsourcing work to a vast network usually comprising anonymous people. In this study, we review the application of crowdsourcing to modeling systems originating from systems biology. We consider a variety of verified approaches, including well-known projects such as EyeWire, FoldIt, and DREAM Challenges, as well as novel projects conducted at the European Center for Bioinformatics and Genomics. The latter projects utilized crowdsourced serious games to design models of dynamic biological systems, and it was demonstrated that these models could be used successfully to involve players without domain knowledge. We conclude the review of these systems by providing 10 guidelines to facilitate the efficient use of crowdsourcing.
5
Content available remote Serious games in medicine
EN
Computer and video games are increasingly being used for serious purposes and not only for entertainment. In recent years, we have observed a very fast market development of serious games, which are used for education, simulation, research, health, and therapy purposes. This article describes the main features of serious games used for health. This group of serious games includes health promotion games (for example, game on healthy nutrition, physical activity), games with information about diseases and treatment procedures, rehabilitation games (also known as “exergames”), games for cognitive distraction during painful medical procedures, and games with psychology content. Three examples of serious games for health were described in this article. This article also presents the design prototype of a psychology-centered serious game, Mission – Master Your Fear, which focuses on issues and problems of preschool children.
EN
A training in the form of a computer game that aims at improving five cognitive functions in the elderly has been developed: visuospatial memory, attention, memory for prose, working memory and prospective memory. It was devised as a collaboration among the Department of Cognitive Psychology in Warsaw, Department of Individual Differences Psychology in Bydgoszcz, Faculty of Physics, Astronomy and Applied Computer Science – Game Academy in Cracow, and Department of Human Psychology and Department of Psychiatry of Ludwik Rydygier Collegium Medicum in Bydgoszcz. This software is an example of the so-called serious games. To the best of our knowledge it is the first one to focus particularly on prospective memory. This is the first report concerning the present training, which is currently being elaborated. The next step in its development will be testing its validity.
7
Content available Scripting language in serious games for psychology
EN
Computer and video games are more and more used for serous purposes not only for entertainment. In few last years we can observe very fast market development of serious games. They are used to education, simulation, research, health and therapy purposes. This paper describes main features of serious games used for psychology. Specialists prepare scenarios of games with therapeutic points. To fast, easy and efficient implementing such scenario of game the scripting language can be used. In this paper the main features of the scripting language the Sciptarin to support implementing serious games for psychology were described.
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