By Anthony Lewis Brooks, Sheryl Brahnam, Lakhmi C. Jain
This ebook is the 1st unmarried quantity that brings jointly the subjects of significant video games, substitute realities, and play remedy. the focal point is at the use of electronic media for the healing gain and health and wellbeing of a variety of people−spanning people with distinct must the aged to whole city neighborhoods. This booklet brings jointly those issues to illustrate the expanding trans/inter/multi-disciplinary tasks obvious this present day in technological know-how, drugs, and educational research−interdisciplinary initiative which are already profoundly impacting society.
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Additional info for Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy
It is the plan to assess the learning modality preferences  by measuring the memory capacity for different modalities. Thus, the new Megame version should provide an alternative method to establish the learning modality preference. 5 Conclusions This work presents the design and implementation of Megame, a multi-platform game (including PCs and Android tablets) that can be used to train and assess memory, both by instant self-assessment and by measuring and assessing longterm effects. Megame is based on research in memory, in particular the working memory.
Users must see themselves on the screen in order to orient themselves with respect to the interaction objects. This configuration allows the user to view the serious game and themselves while performing the interaction. 2 Design Issues for Vision-Based Motor-Rehabilitation Serious Games 21 Fig. 4 Interaction Elements Interaction elements can be changed in order to show the users’ images to achieve an optimal level of motivation. This is by choosing themes of particular interest to each user (see Fig.
1 Vision-based interaction which can be implemented by detecting the users silhouette, the skin colour or the hand motion and helping them to understand what is happening. Especially if there is not contact with the interface by means of an interaction device. A significant problem of vision-based interaction is that users have no interaction device of reference. The user, therefore, always should know when interaction is taking place using visual and audible feedback. 5 Adaptability Rehabilitation sessions must adapt to the characteristics of the different users [4, 11, 20].