Sign in to use this feature.

Years

Between: -

Subjects

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Journals

Article Types

Countries / Regions

Search Results (5)

Search Parameters:
Keywords = ambient serious games

Order results
Result details
Results per page
Select all
Export citation of selected articles as:
22 pages, 18223 KB  
Article
Orchestrating and Choreographing Distributed Self-Explaining Ambient Applications
by Börge Kordts, Lea C. Brandl and Andreas Schrader
Network 2025, 5(3), 40; https://doi.org/10.3390/network5030040 - 17 Sep 2025
Viewed by 542
Abstract
The Internet of Things allows us to implement concepts such as Education 4.0 by connecting sensors, actuators, and applications. In the case of direct and explicit connections, we refer to ensembles that can consist of devices and applications. When realizing spatially distributed applications, [...] Read more.
The Internet of Things allows us to implement concepts such as Education 4.0 by connecting sensors, actuators, and applications. In the case of direct and explicit connections, we refer to ensembles that can consist of devices and applications. When realizing spatially distributed applications, there are scenarios in which these ensembles must coordinate with each other. In software development, this process is referred to as orchestration or choreography. This paper describes a software framework that provides orchestration or choreography for self-explaining ensembles using predefined rules based on a self-description of all involved components. The framework is capable of generating user instructions or explanations for smart environments that cover interaction details. The approach also forms a basis to provide information about event-based coordination. In a case study, we investigated the technical perception of a coordinated spatial learning game application (an ambient serious game). Most participants perceived the application as cohesive and found it responsive. These results suggest that our framework provides a solid foundation for implementing coordinated applications within smart environments that appear as unified applications. Full article
Show Figures

Figure 1

22 pages, 25014 KB  
Article
Realizing Ambient Serious Games in Higher Education—Concept and Heuristic Evaluation
by Lea C. Brandl and Andreas Schrader
Trends High. Educ. 2025, 4(3), 52; https://doi.org/10.3390/higheredu4030052 - 16 Sep 2025
Cited by 1 | Viewed by 803
Abstract
In the IoT era, higher education is transforming into a more digitalized learning environment, also known as Education 4.0. In this context, the use of serious games for teaching is also evolving into a more adaptive digital form. This paper describes how this [...] Read more.
In the IoT era, higher education is transforming into a more digitalized learning environment, also known as Education 4.0. In this context, the use of serious games for teaching is also evolving into a more adaptive digital form. This paper describes how this could be realized in combination with Learning Management Systems and smart environments in universities. The concept is based on requirements that have been raised by a human-centered design process and are already published. The concept is the foundation upon which several games are designed and implemented. Two heuristic studies were conducted to evaluate the general concept and the implemented games. The results show that the games are suitable for educational use and that their integration into smart environments could be appropriate to address the requirements following the Education 4.0 paradigm. Full article
Show Figures

Figure 1

33 pages, 2477 KB  
Systematic Review
Patient-Oriented Smart Applications to Support the Diagnosis, Rehabilitation, and Care of Patients with Parkinson’s: An Umbrella Review
by Rute Bastardo, João Pavão, Ana Isabel Martins, Anabela G. Silva and Nelson Pacheco Rocha
Future Internet 2025, 17(8), 376; https://doi.org/10.3390/fi17080376 - 19 Aug 2025
Viewed by 892
Abstract
This umbrella review aimed to identify, analyze, and synthesize the results of existing literature reviews related to patient-oriented smart applications to support healthcare provision for patients with Parkinson’s. An electronic search was conducted on Scopus, Web of Science, and PubMed, and, after screening [...] Read more.
This umbrella review aimed to identify, analyze, and synthesize the results of existing literature reviews related to patient-oriented smart applications to support healthcare provision for patients with Parkinson’s. An electronic search was conducted on Scopus, Web of Science, and PubMed, and, after screening using predefined eligibility criteria, 85 reviews were included in the umbrella review. The included studies reported on smart applications integrating wearable devices, smartphones, serious computerized games, and other technologies (e.g., ambient intelligence, computer-based objective assessments, or online platforms) to support the diagnosis and monitoring of patients with Parkinson’s, improve physical and cognitive rehabilitation, and support disease management. Numerous smart applications are potentially useful for patients with Parkinson’s, although their full clinical potential has not yet been demonstrated. This is because the quality of their clinical assessments, as well as aspects related to their acceptability and compliance with requirements from regulatory bodies, have not yet been adequately studied. Future research requires more aligned methods and procedures for experimental assessments, as well as collaborative efforts to avoid replication and promote advances on the topic. Full article
Show Figures

Figure 1

30 pages, 6560 KB  
Article
Ambient Intelligence Environment for Home Cognitive Telerehabilitation
by Miguel Oliver, Miguel A. Teruel, José Pascual Molina, Dulce Romero-Ayuso and Pascual González
Sensors 2018, 18(11), 3671; https://doi.org/10.3390/s18113671 - 29 Oct 2018
Cited by 28 | Viewed by 7100
Abstract
Higher life expectancy is increasing the number of age-related cognitive impairment cases. It is also relevant, as some authors claim, that physical exercise may be considered as an adjunctive therapy to improve cognition and memory after strokes. Thus, the integration of physical and [...] Read more.
Higher life expectancy is increasing the number of age-related cognitive impairment cases. It is also relevant, as some authors claim, that physical exercise may be considered as an adjunctive therapy to improve cognition and memory after strokes. Thus, the integration of physical and cognitive therapies could offer potential benefits. In addition, in general these therapies are usually considered boring, so it is important to include some features that improve the motivation of patients. As a result, computer-assisted cognitive rehabilitation systems and serious games for health are more and more present. In order to achieve a continuous, efficient and sustainable rehabilitation of patients, they will have to be carried out as part of the rehabilitation in their own home. However, current home systems lack the therapist’s presence, and this leads to two major challenges for such systems. First, they need sensors and actuators that compensate for the absence of the therapist’s eyes and hands. Second, the system needs to capture and apply the therapist’s expertise. With this aim, and based on our previous proposals, we propose an ambient intelligence environment for cognitive rehabilitation at home, combining physical and cognitive activities, by implementing a Fuzzy Inference System (FIS) that gathers, as far as possible, the knowledge of a rehabilitation expert. Moreover, smart sensors and actuators will attempt to make up for the absence of the therapist. Furthermore, the proposed system will feature a remote monitoring tool, so that the therapist can supervise the patients’ exercises. Finally, an evaluation will be presented where experts in the rehabilitation field showed their satisfaction with the proposed system. Full article
(This article belongs to the Special Issue New Trends in Ambient Intelligence Applications)
Show Figures

Figure 1

24 pages, 1596 KB  
Article
Design and Implementation of a Prototype with a Standardized Interface for Transducers in Ambient Assisted Living
by Enrique Dorronzoro, Isabel Gómez, Ana Verónica Medina and José Antonio Gómez
Sensors 2015, 15(2), 2999-3022; https://doi.org/10.3390/s150202999 - 29 Jan 2015
Cited by 6 | Viewed by 7002
Abstract
Solutions in the field of Ambient Assisted Living (AAL) do not generally use standards to implement a communication interface between sensors and actuators. This makes these applications isolated solutions because it is so difficult to integrate them into new or existing systems. The [...] Read more.
Solutions in the field of Ambient Assisted Living (AAL) do not generally use standards to implement a communication interface between sensors and actuators. This makes these applications isolated solutions because it is so difficult to integrate them into new or existing systems. The objective of this research was to design and implement a prototype with a standardized interface for sensors and actuators to facilitate the integration of different solutions in the field of AAL. Our work is based on the roadmap defined by AALIANCE, using motes with TinyOS telosb, 6LoWPAN, sensors, and the IEEE 21451 standard protocol. This prototype allows one to upgrade sensors to a smart status for easy integration with new applications and already existing ones. The prototype has been evaluated for autonomy and performance. As a use case, the prototype has been tested in a serious game previously designed for people with mobility problems, and its advantages and disadvantages have been analysed. Full article
Show Figures

Back to TopTop