- Balance, Gait, and Falls Prevention
- Technology Use by Older Adults
- Stroke Rehabilitation and Recovery
- Physical Activity and Health
- Color perception and design
- Context-Aware Activity Recognition Systems
- Cerebral Palsy and Movement Disorders
- Virtual Reality Applications and Impacts
- Educational Games and Gamification
- Emotion and Mood Recognition
- Infant Development and Preterm Care
- Flow Experience in Various Fields
- Artificial Intelligence in Games
- Digital Mental Health Interventions
- Augmented Reality Applications
- Heart Rate Variability and Autonomic Control
- Maternal Mental Health During Pregnancy and Postpartum
- Aging and Gerontology Research
- Mental Health Research Topics
- Dementia and Cognitive Impairment Research
- EEG and Brain-Computer Interfaces
- Online and Blended Learning
- Video Analysis and Summarization
- Complex Systems and Decision Making
- Mobile Health and mHealth Applications
University of Technology Sydney
2014-2024
The University of Queensland
2012-2023
California State University, Northridge
2022
State University of New York at Oswego
2018
Neuroscience Research Australia
2016
UNSW Sydney
2016
The University of Texas MD Anderson Cancer Center
2014
Universidad Nacional de Colombia
2013
Purpose Interactive cognitive-motor training (ICMT) requires individuals to perform both gross motor movements and complex information processing. This study investigated the effectiveness of ICMT on cognitive functions associated with falls in older adults. Methods A single-blinded randomized controlled trial was conducted community-dwelling adults (N = 90, mean age 81.5±7) without major impairment. Participants intervention group (IG) played four stepping games that required them divide...
Physical activity promotes health in older adults but participation rates are low. Interactive video dance games can increase young persons have not been designed for use with adults. The purpose of this research was to evaluate healthy adults' interest and a game adapted an user. Healthy were recruited from 3 senior living settings offered three months training supervision using people. Before after the program, data collected on vital signs, physical function self reported quality life....
Systematic review evidence has shown that step training reduces the number of falls in older people by half. This study investigated feasibility and effectiveness a bespoke Kinect stepping exergame an unsupervised home-based setting.An uncontrolled pilot trial was conducted 12 community-dwelling adults (mean age 79.3 ± 8.7 years, 10 females). The game comprised rapid stepping, attention, response inhibition. Participants were recommended to exercise at home for minimum three 20-minute...
<sec> <title>UNSTRUCTURED</title> Perinatal mental health issue are now recognised as a significant public concern all over the world. The global prevalence of Postnatal Depression (PND) was found to be approximately 17.22%. Current reviews lack focus on digital interventions targeting parents in late pregnancy or postnatal stages, instead centering other populations with depression. Few address how gamified can promote help-seeking behaviors for PND. Existing studies prioritize symptom...
Previous studies support the existence of objective emotional visual cues. Forinstance, red and blue are usually associated with high low arousal, respec-tively. A similar phenomenon has been observed other colors, as well astextures, shapes, motion patterns. Yet, it is not clear to which extent thisphenomenon can be extrapolated Virtual Reality (VR) stimuli. Therefore, thismanuscript presents an experiment where five virtual environments were evalu-ated by 21 participants in terms valence...
Previous studies support the existence of objective emotional visual cues. Forinstance, red and blue are usually associated with high low arousal, respectively. A similar phenomenon has been observed other colors, as well textures, shapes, motion patterns. Yet, it is not clear to which extent this can be extrapolated Virtual Reality (VR) stimuli. Therefore, manuscript presents an experiment where five virtual environments were evaluated by 21 participants in terms valence arousal. The design...
Among older adults, falling down while doing everyday tasks is the leading cause for injuries, disabilities and can even result in death. Furthermore, when no injury has occurred fear of loss confidence independence. The two major factors balance weakening muscles reduced cognitive skills. While exercise programmes reduce risk by 40%, patient compliance with these low. We present Microsoft-Kinect based step training program system that we have developed specifically elderly patients....
Falls are the leading cause of disability, injuries or even death among older adults. Exercise programmes that include a balance component reduce risk falling by 40%. However, such interventions often perceived as boring and drop-out rates high. The characteristics videogames may overcome this weakness increase exercise adherence. use modern input devices, Microsoft Kinect, enables quantification player performance in terms motor function while engaging with games. This capability has just...
This manuscript explores the development of a technique for detecting affective states Virtual Reality (VR) users in real-time. The was tested with data from an experiment where 18 participants observed 16 videos emotional content inside VR home theater, while their electroencephalography (EEG) signals were recorded. Participants evaluated response toward terms three-dimensional model affect. Two variants analyzed. difference between both method used feature selection. In first variant,...
Many Chinese universities engage in transnational higher education by establishing articulation programs with international partners. Although research has broadly investigated topics, few studies have explored students’ intercultural learning and adjustment experiences these programs. This qualitative study seven two China-Australia to add insights this under-researched topic. The findings indicated that participants’ were far more complex than the theoretical model of...
A cluster of research in Affective Computing suggests that it is possible to infer some characteristics users’ affective states by analyzing their electrophysiological activity real-time. However, not clear how use the information extracted from signals create visual representations Virtual Reality (VR) users. Visualization VR can lead biofeedback therapies for mental health care. Understanding visualize requires an interdisciplinary approach integrates psychology, electrophysiology, and...
People struggle to recover from injuries due the lack of commitment their rehabilitation exercises as they are often boring. Recent approaches that involve use interactive video games have shown positive results in exercising users engage physical activity while playing a game. For example Nintendo Wii and Microsoft Kinect based be effective treatment post stroke patients. Yet, there not tools market offer portable form games. The work presented this paper focuses on development Mobile...
Research on the use of digital games for cancer patients suggests positive impact in form reduction depressive symptoms, anxiety, and feeling nausea after chemotherapy treatment. This can take childs focus off their condition treatment process direct it toward other aspects childhood. In this article, a comprehensive review current literature was conducted to assess how serious could positively paediatric patients. Inclusion criteria were used during data extraction find most relevant...
In recent years, the use of interactive game technology has gained much interest in research community as a means to measure indicators associated with risk falling elderly. Input devices used for gaming offer an inexpensive but yet reliable alternative costly apparatuses clinics and medical centers. this paper, we explore feasibility using virtual reality tool assess senior more immersive, intuitive descriptive manner. Our VR-based captures stepping performance parameters order fulfill...
Room-scale 3D position tracking enables users to explore a virtual environment by physically walking, which improves comfort and the level of immersion. However, when walk with their eyesight blocked head-mounted display, they may unexpectedly lose balance fall if bump into real-world obstacles or unintentionally shift center mass outside margin stability. This paper evaluates recovery methods intervention timing during use VR assumption that onset is given. Our experiment followed...
Video-sharing platforms such as Youtube are increasingly used by people with disabilities (PWDs) to share their experiences and concerns in lives. However, there is no systematic examination of how why YouTubers disclose challenges publicly on YouTube. This poster presents a preliminary analysis 257 video clips made disabilities. The most common disclosed difficulties related social support societal attitudes. PWDs also use YouTube knowledge about accessibility advocate for public changes.
This paper provides a preliminary appraisal of combining commercial skeletal tracking and virtual reality technologies for the purposes innovative gameplay interfaces in fall prevention exergames elderly. work uses previously published StepKinnection game, which used with flat screen monitor, as primary point comparison proposed combination these interaction modalities. Here, Microsoft Kinect is to track player's skeleton represent it an avatar environment while HTC Vive head visualization....
Falling is, unfortunately, a leading cause of injury and death in the global elderly population. However, it has previously been shown that increased physical cognitive activity can decrease occurrence falls elderly. This paper investigates potential for long-term, unsupervised fall prevention training tool form StepKinnection game, which was designed to exercise both reflex times movement speed while also providing entertainment. Specifically, this game used three month user study...