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Marientina Gotsis

dblp:10/7598 · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2014
0000-0002-0753-5708ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Games and playful interaction · 66% Health and well-being technologies · 34%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
serious games
0.212014
Adventurous Dreaming Highflying Dragon: A full body game for children with Attention Deficit Hyperactivity Disorder (ADHD) · ISMAR 2014
Health and well-being technologies › mental health technology
ADHD intervention
0.112014
Adventurous Dreaming Highflying Dragon: A full body game for children with Attention Deficit Hyperactivity Disorder (ADHD) · ISMAR 2014

Methods — techniques the papers use, named apart from their topics

rapid prototyping · 0.3mini-games · 0.2game design · 0.2
YearPublicationVenuePosition
2014 Adventurous Dreaming Highflying Dragon: A full body game for children with Attention Deficit Hyperactivity Disorder (ADHD)
abstract
Adventurous Dreaming Highflying Dragon is a full body-driven, game prototype for children ages 6–8 with a diagnosis of Attention Deficit Hyperactivity Disorder (ADHD). The current prototype incorporates research evidence showing that physical activity can help improve ADHD-related symptoms. Physical activity is integrated with cognitively challenging tasks that may improve brain activity by encouraging goal planning and dedication. The current prototype is includes three mini-games, each of which teaches skills with real-life use potential. Players role-play as a young dragon in the story and virtual world as they repeat virtual tasks several times to gain mastery over real-life skills. Each activity is focused on a specific strength/weakness reported in children with ADHD, with game mechanics targeting ADHD diagnosis categories: specific hyperactivity, impulsivity and inattention. This demonstration is based on the findings published in Hashemian, Y., & Gotsis, M. 2013, November. In Proceedings of the 4th Conference on Wireless Health (p. 12). ACM. http://dl.acm.org/citation.cfm?id=2534101
Yasaman Hashemian, Marientina Gotsis, David Baron
ISMAR2
2012 Mixed reality game prototypes for upper body exercise and rehabilitation
abstract
This research demonstration consists of an integrated hardware and software platform developed for rapid prototyping of virtual reality-based games for upper body exercise and rehabilitation. The exercise protocol has been adopted from an evidence-based shoulder exercise program for individuals with spinal cord injury. The hardware consists of a custom metal rig that holds a standard wheelchair, six Gametraks attached to elastic exercise bands, a Microsoft Kinect, a laptop and a large screen. A total of 21 prototypes were built using drivers for Kinect, MaxMSP and Unity Pro 3 in order to evaluate game ideas based on deconstruction of the exercise protocol. Future directions include validation of our heuristic design and evaluation model and the development of an exercise suite of point-of-care VR games.
Marientina Gotsis, Amanda Tasse, Maximilian Swider, Vangelis Lympouridis, Irina C. Poulos, Alasdair G. Thin, David Turpin, Diane Tucker, Maryalice Jordan-Marsh
VR1
2010 SMART-games: a video game intervention for children with Autism Spectrum Disorders
abstract
In this paper, we describe the design of a preliminary prototype and pilot results of the SMART-Games suite, a video game intervention for children with Autism Spectrum Disorders (ASDs). The prototype, consisting of a stuffed animal game controller with an on-screen video game, emphasizes empathy and related social skills. The proposed design aims to accommodate users across the autism spectrum through adaptive modules focused on core deficits: sensory and motor skills, imitation and turn-taking, joint attention and theory of mind. Response from the preliminary pilot suggests that the application appeals to the target audience and further development is underway.
Marientina Gotsis, Judith Piggot, Diana Hughes, Wendy Stone
IDC1