This project is an initial step towards building the next generation of exergames for the elderly. Traditionally, players have to perform some form of physical exercise in order to play and win the game, which has surprisingly been reported as unattractive. We would like to explore the concept of asynchronous exergaming. With this approach, physical exercise and gameplay don’t have to happen at the same time. Instead, seniors can workout at their own pace in their own time, and we asynchronously link this activity to the game. This can make a significant difference in increasing the motivation towards physical exercise and active aging.
the main purpose of this research is to develop a digital game prototype that can be played while undergoing the treatments in the hospital as a tool to empower emotional change for paediatric cancer patients.
Focusing on player experience (PX) and through the use of user-centered design approaches, the main design elements will be focused on the paediatric cancer patients.
Factors that influence them while being hospitalized such as their routines, medical protocols and treatment plan will be incorporated into the design of the prototype.
The goal of this research task is to create an autonomous agent that can learn and play a variety of unseen video games. It is well established that common test beds for new machine learning algorithms are video game environments. Simple algorithms targeted to specific games can already produce masterful computer players. However, it is only now that we are beginning to see general algorithms being able to solve a variety of different genres and complexities
360-degree video projections morph and change in response to live performances of classical and electronic music in IMMERSE. This new collaborative project was created for the UTS Data Arena, an interactive audiovisual space.
Healthcare simulation is increasingly being used in health-related professional training for the development of clinical reasoning and recent studies have suggested that immersive virtual reality (VR) can be used when physical simulations are not viable. The aim of the proposed project is to enhance simulation-based nursing training at UTS by using a Productive Failure pedagogical approach, 360 degree videos, and interactive VR.
The StepKinnection project explores the use of interactive video games to reduce the risk of falling in elderly. Our approach consists on developing games that combine the fun factor inherent in video games with a clinical assessment tool. While the entertainment factor engages the person in to exercising, the incorporation of a clinical test allows for the continuous assessment of health outcomes.
The Mobile RehApp Project investigates the use of Mobile Augmented Reality (MAR) for therapeutic support that aims to assist physiotherapists and patients on ankle sprain rehabilitation. People struggle to recover from injuries due to the lack of commitment to their rehabilitation exercises as they are often boring. Recent approaches that involve the use of interactive video games have shown positive results in exercising as users engage in physical activity while playing a game.