TY - GEN
T1 - Serious games and personalization of the therapeutic education
AU - Demongeot, Jacques
AU - Elena, Adrien
AU - Taramasco, Carla
AU - Vuillerme, Nicolas
N1 - Publisher Copyright:
© Springer International Publishing Switzerland 2015.
PY - 2015
Y1 - 2015
N2 - Therapeutic education uses currently serious games techniques, to have more impact on persons with a chronic disease at their place of living. This requires to customize the game so that the person attempts to change in his lifestyle and dietary habits, according to the specific advices given at relevant moments by the therapeutic monitoring. Thus, taking better account of alimentary and sedentary own habits, and those of his family or professionnel environment, it is possible to build a personalized educational tool, which evolves according the transformations of the pathotology (toward stabilization or to complication), taking into account an actimetry objectified by sensors, complementing and overlapping the information obtained by subjective reporting declarative procedures of dialogue with the virtual coach, during the game. We take as an example the sequence obesity/type 2 diabetis, which affects between 4% and 10% of older people in most developed and developing countries.
AB - Therapeutic education uses currently serious games techniques, to have more impact on persons with a chronic disease at their place of living. This requires to customize the game so that the person attempts to change in his lifestyle and dietary habits, according to the specific advices given at relevant moments by the therapeutic monitoring. Thus, taking better account of alimentary and sedentary own habits, and those of his family or professionnel environment, it is possible to build a personalized educational tool, which evolves according the transformations of the pathotology (toward stabilization or to complication), taking into account an actimetry objectified by sensors, complementing and overlapping the information obtained by subjective reporting declarative procedures of dialogue with the virtual coach, during the game. We take as an example the sequence obesity/type 2 diabetis, which affects between 4% and 10% of older people in most developed and developing countries.
KW - Chronic disease
KW - E-health
KW - Serious game
KW - Therapeutic education
KW - Type 2 diabetes
UR - http://www.scopus.com/inward/record.url?scp=84947804873&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-19312-0_22
DO - 10.1007/978-3-319-19312-0_22
M3 - Conference contribution
AN - SCOPUS:84947804873
SN - 9783319193113
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 270
EP - 281
BT - Inclusive Smart Cities and e-Health - 13th International Conference on Smart Homes and Health Telematics, ICOST 2015, Proceedings
A2 - Demongeot, Jacques
A2 - Geissbuhler, Antoine
A2 - Abdulrazak, Bessam
A2 - Mokhtari, Mounir
A2 - Aloulou, Hamdi
PB - Springer Verlag
T2 - 13th International Conference on Smart Homes and Health Telematics, ICOST 2015
Y2 - 10 June 2015 through 12 June 2015
ER -