2021
|
Chakravarthy, N. V.; Silva, D. R. Da Cunha; Gutierrez-Osuna, R. Evaluating the role of breathing guidance on game-based interventions for relaxation training Journal Article In: Frontiers in Digital Health, 2021. @article{nitin2021digitalhealth,
title = {Evaluating the role of breathing guidance on game-based interventions for relaxation training},
author = {N. V. Chakravarthy and D. R. Da Cunha Silva and R. Gutierrez-Osuna},
url = {https://www.frontiersin.org/articles/10.3389/fdgth.2021.760268/abstract
https://psi.engr.tamu.edu/wp-content/uploads/2021/12/nitin2021frontiers.pdf},
year = {2021},
date = {2021-11-18},
urldate = {2021-11-18},
journal = {Frontiers in Digital Health},
keywords = {Games, Health, Stress, Wearable sensors},
pubstate = {published},
tppubtype = {article}
}
|
Hair, A.; Ballard, K. J.; Markoulli, C.; Monroe, P.; McKechnie, J.; Ahmed, B.; Gutierrez-Osuna, R. A Longitudinal Evaluation of Tablet-Based Child Speech Therapy with Apraxia World Journal Article In: ACM Transactions On Accessible Computing, vol. 14, no. 1, 2021. @article{adam2021TACCESS,
title = {A Longitudinal Evaluation of Tablet-Based Child Speech Therapy with Apraxia World},
author = {A. Hair and K. J. Ballard and C. Markoulli and P. Monroe and J. McKechnie and B. Ahmed and R. Gutierrez-Osuna},
url = {https://psi.engr.tamu.edu/wp-content/uploads/2021/08/hair_taccess_2021.pdf},
doi = {10.1145/3433607},
year = {2021},
date = {2021-03-15},
journal = {ACM Transactions On Accessible Computing},
volume = {14},
number = {1},
abstract = {Digital games can make speech therapy exercises more enjoyable for children and increase their motivation during therapy. However, many such games developed to date have not been designed for long-term use. To address this issue, we developed Apraxia World, a speech therapy game specifically intended to be played over extended periods. In this study, we examined pronunciation improvements, child engagement over time, and caregiver and automated pronunciation evaluation accuracy while using our game over a multi-month period. Ten children played Apraxia World at home during two counterbalanced four-week treatment blocks separated by a two-week break. In one treatment phase, children received pronunciation feedback from caregivers and in the other treatment phase, utterances were evaluated with an automated framework built into the game. We found that children made therapeutically significant speech improvements while using Apraxia World, and that the game successfully increased engagement during speech therapy practice. Additionally, in offline mispronunciation detection tests, our automated pronunciation evaluation framework outperformed a traditional method based on goodness of pronunciation scoring. Our results suggest that this type of speech therapy game is a valid complement to traditional home practice.},
keywords = {Games, Health, Speech},
pubstate = {published},
tppubtype = {article}
}
Digital games can make speech therapy exercises more enjoyable for children and increase their motivation during therapy. However, many such games developed to date have not been designed for long-term use. To address this issue, we developed Apraxia World, a speech therapy game specifically intended to be played over extended periods. In this study, we examined pronunciation improvements, child engagement over time, and caregiver and automated pronunciation evaluation accuracy while using our game over a multi-month period. Ten children played Apraxia World at home during two counterbalanced four-week treatment blocks separated by a two-week break. In one treatment phase, children received pronunciation feedback from caregivers and in the other treatment phase, utterances were evaluated with an automated framework built into the game. We found that children made therapeutically significant speech improvements while using Apraxia World, and that the game successfully increased engagement during speech therapy practice. Additionally, in offline mispronunciation detection tests, our automated pronunciation evaluation framework outperformed a traditional method based on goodness of pronunciation scoring. Our results suggest that this type of speech therapy game is a valid complement to traditional home practice. |
Parnandi, A.; Gutierrez-Osuna, R. Partial reinforcement in game biofeedback for relaxation training Journal Article In: IEEE Transactions on Affective Computing, vol. 12, no. 1, pp. 141-153, 2021. @article{parnandi2018taffc,
title = {Partial reinforcement in game biofeedback for relaxation training},
author = {A. Parnandi and R. Gutierrez-Osuna },
url = {https://ieeexplore.ieee.org/document/8400398
https://psi.engr.tamu.edu/wp-content/uploads/2021/02/08400398.pdf},
year = {2021},
date = {2021-02-28},
journal = {IEEE Transactions on Affective Computing},
volume = {12},
number = {1},
pages = {141-153},
keywords = {Electrodermal activity, Games, Health, Heart rate variability, Wearable sensors},
pubstate = {published},
tppubtype = {article}
}
|
2020
|
Ahmed, B; Zafar, M; Rihawi, R; Gutierrez-Osuna, R Gaming away stress: Using biofeedback games to learn paced breathing Journal Article In: IEEE Transactions on Affective Computing, vol. 11, no. 3, pp. 519-531, 2020. @article{ahmed2018tac,
title = {Gaming away stress: Using biofeedback games to learn paced breathing},
author = {B Ahmed and M Zafar and R Rihawi and R Gutierrez-Osuna},
url = {https://ieeexplore.ieee.org/document/8319498},
year = {2020},
date = {2020-12-02},
journal = {IEEE Transactions on Affective Computing},
volume = {11},
number = {3},
pages = {519-531},
keywords = {Electrodermal activity, Games, Health, Stress, Wearable sensors},
pubstate = {published},
tppubtype = {article}
}
|
2019
|
Parnandi, A; Gutierrez-Osuna, R Visual Biofeedback and Game Adaptation in Relaxation Skill Transfer Journal Article In: IEEE Transactions on Affective Computing, vol. 10, no. 2, pp. 276 - 289, 2019. @article{parnandi21017tac,
title = {Visual Biofeedback and Game Adaptation in Relaxation Skill Transfer},
author = {A Parnandi and R Gutierrez-Osuna},
url = {https://psi.engr.tamu.edu/wp-content/uploads/2019/06/avinash-2019-tac.pdf},
year = {2019},
date = {2019-05-17},
journal = {IEEE Transactions on Affective Computing},
volume = {10},
number = {2},
pages = {276 - 289},
keywords = {Electrodermal activity, Games, Health, Heart rate variability, Stress, Wearable sensors},
pubstate = {published},
tppubtype = {article}
}
|
2018
|
Ahmed, B; Monroe, P; Hair, A; Tan, C-T; Gutierrez-Osuna, R; Ballard, K J Speech-driven mobile games for speech therapy: User experiences and feasibility Journal Article In: International Journal of Speech-Language Pathology , vol. 20, no. 6, pp. 644-658, 2018. @article{ahmed2018ijslp,
title = {Speech-driven mobile games for speech therapy: User experiences and feasibility},
author = {B Ahmed and P Monroe and A Hair and C-T Tan and R Gutierrez-Osuna and K J Ballard},
url = {https://psi.engr.tamu.edu/wp-content/uploads/2019/06/ahmed-2018-ijslp.pdf
https://doi.org/10.1080/17549507.2018.1513562},
year = {2018},
date = {2018-10-30},
journal = {International Journal of Speech-Language Pathology },
volume = {20},
number = {6},
pages = {644-658},
keywords = {Childhood apraxia of speech, Games, Health, Speech},
pubstate = {published},
tppubtype = {article}
}
|
Wang, Z; Parnandi, A; Gutierrez-Osuna, R BioPad: Leveraging off-the-Shelf Video Games for Stress Self-Regulation Journal Article In: IEEE Journal of Biomedical and Health Informatics, in press, 2018. @article{wang2018jbhi,
title = {BioPad: Leveraging off-the-Shelf Video Games for Stress Self-Regulation},
author = {Z Wang and A Parnandi and R Gutierrez-Osuna},
url = {https://psi.engr.tamu.edu/wp-content/uploads/2018/01/wang2018jbhi.pdf},
year = {2018},
date = {2018-01-01},
journal = {IEEE Journal of Biomedical and Health Informatics, in press},
keywords = {Electrodermal activity, Games, Health, Heart rate variability, Stress, Wearable sensors},
pubstate = {published},
tppubtype = {article}
}
|
2017
|
Parnandi, A; Gutierrez-Osuna, R Physiological modalities for relaxation skill transfer in biofeedback games Journal Article In: Journal of Biomedical and Health Informatics, vol. in press, 2017. @article{parnandi2017jbhi,
title = {Physiological modalities for relaxation skill transfer in biofeedback games},
author = {A Parnandi and R Gutierrez-Osuna},
url = {https://psi.engr.tamu.edu/wp-content/uploads/2018/01/avinash2017jbhi.pdf},
year = {2017},
date = {2017-03-01},
journal = {Journal of Biomedical and Health Informatics},
volume = {in press},
keywords = {Electrodermal activity, Games, Health, Heart rate variability, Stress, Wearable sensors},
pubstate = {published},
tppubtype = {article}
}
|
2016
|
McKechnie, J; Ballard, K J; McCabe, P; Murray, E; Lan, T; Gutierrez-Osuna, R; Ahmed, B Influence of type of feedback on effect of tablet-based delivery of intensive speech therapy in children with Childhood Apraxia of Speech Proceedings Article In: Proceedings of the Motor Speech Conference, 2016. @inproceedings{mckechnie-2016-motorspeech,
title = {Influence of type of feedback on effect of tablet-based delivery of intensive speech therapy in children with Childhood Apraxia of Speech},
author = {J McKechnie and K J Ballard and P McCabe and E Murray and T Lan and R Gutierrez-Osuna and B Ahmed},
year = {2016},
date = {2016-03-03},
booktitle = {Proceedings of the Motor Speech Conference},
journal = {Motor Speech Conference},
keywords = {Childhood apraxia of speech, Games, Health, Mobile computing, Speech},
pubstate = {published},
tppubtype = {inproceedings}
}
|
2015
|
Parnandi, A; Karappa, V; Lan, T; Shahin, M; McKechnie, J; Ballard, K; Ahmed, B; Gutierrez-Osuna, R Development of a remote therapy tool for childhood apraxia of speech Journal Article In: ACM Transactions on Accessible Computing, vol. 7, no. 3, pp. 10:1-10:23, 2015. @article{parnandi2015taccess,
title = {Development of a remote therapy tool for childhood apraxia of speech},
author = {A Parnandi and V Karappa and T Lan and M Shahin and J McKechnie and K Ballard and B Ahmed and R Gutierrez-Osuna},
url = {https://psi.engr.tamu.edu/wp-content/uploads/2018/01/parnandi2015taccess.pdf},
year = {2015},
date = {2015-11-01},
journal = {ACM Transactions on Accessible Computing},
volume = {7},
number = {3},
pages = {10:1-10:23},
keywords = {Childhood apraxia of speech, Games, Health, Mobile computing, Speech},
pubstate = {published},
tppubtype = {article}
}
|
Bhandari, R; Parnandi, A; Shipp, E; Ahmed, B; Gutierrez-Osuna, R Music-based respiratory biofeedback in visually-demanding tasks Proceedings Article In: 15th International Conference on New Interfaces for Musical Expression (NIME), 2015. @inproceedings{Bhandari2015nime,
title = {Music-based respiratory biofeedback in visually-demanding tasks},
author = {R Bhandari and A Parnandi and E Shipp and B Ahmed and R Gutierrez-Osuna},
url = {https://psi.engr.tamu.edu/wp-content/uploads/2018/01/Bhandari2015nime.pdf},
year = {2015},
date = {2015-05-31},
urldate = {2015-05-31},
booktitle = {15th International Conference on New Interfaces for Musical Expression (NIME)},
keywords = {Electrodermal activity, Games, Health, Heart rate variability, Stress, Wearable sensors},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Shahin, M; Ahmed, B; Parnandi, A; Karappa, V; McKechnie, J; Ballard, K; Gutierrez-Osuna, R Tabby Talks: an automated tool for the assessment of childhood apraxia of speech Journal Article In: Speech Communication, vol. in press, 2015. @article{shahin2015specom,
title = {Tabby Talks: an automated tool for the assessment of childhood apraxia of speech},
author = {M Shahin and B Ahmed and A Parnandi and V Karappa and J McKechnie and K Ballard and R Gutierrez-Osuna},
url = {https://psi.engr.tamu.edu/wp-content/uploads/2018/01/shahin2015specom.pdf},
year = {2015},
date = {2015-04-02},
urldate = {2015-04-02},
journal = {Speech Communication},
volume = {in press},
keywords = {Childhood apraxia of speech, Games, Health, Mobile computing, Speech},
pubstate = {published},
tppubtype = {article}
}
|
2014
|
Al-Rihawi, R; Ahmed, B; Gutierrez-Osuna, R Dodging Stress With A Personalized Biofeedback Game Proceedings Article In: Proc. CHI-PLAY, 2014. @inproceedings{rami2014chiplay,
title = {Dodging Stress With A Personalized Biofeedback Game},
author = {R Al-Rihawi and B Ahmed and R Gutierrez-Osuna},
url = {https://psi.engr.tamu.edu/wp-content/uploads/2018/01/rami2014chiplay.pdf},
year = {2014},
date = {2014-10-19},
booktitle = {Proc. CHI-PLAY},
keywords = {Electrodermal activity, Games, Health, Heart rate variability, Stress, Wearable sensors},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Lan, T; Aryal, S; Ahmed, B; Ballard, K; Gutierrez-Osuna, R Flappy Voice: An Interactive Game for Childhood Apraxia of Speech Therapy Proceedings Article In: Proc. CHI-PLAY, 2014. @inproceedings{lan2014chiplay,
title = {Flappy Voice: An Interactive Game for Childhood Apraxia of Speech Therapy},
author = {T Lan and S Aryal and B Ahmed and K Ballard and R Gutierrez-Osuna},
url = {https://psi.engr.tamu.edu/wp-content/uploads/2018/01/lan2014chiplay.pdf},
year = {2014},
date = {2014-10-19},
booktitle = {Proc. CHI-PLAY},
keywords = {Childhood apraxia of speech, Games, Health, Speech},
pubstate = {published},
tppubtype = {inproceedings}
}
|
McKechnie, J; Ballard, K; McCabe, P; Gutierrez-Osuna, R; Karappa, V; Parnandi, A; Shahin, M; Murray, E; Ahmed, B Tablet-based delivery of intensive speech therapy in children with Childhood Apraxia of Speech - Pilot Phase Proceedings Article In: Speech Pathology Australia National Conference, 2014. @inproceedings{jacqui2013australiaSLPconference,
title = {Tablet-based delivery of intensive speech therapy in children with Childhood Apraxia of Speech - Pilot Phase},
author = {J McKechnie and K Ballard and P McCabe and R Gutierrez-Osuna and V Karappa and A Parnandi and M Shahin and E Murray and B Ahmed},
year = {2014},
date = {2014-05-14},
urldate = {2014-05-14},
booktitle = {Speech Pathology Australia National Conference},
keywords = {Games, Health, Speech},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Parnandi, A; Gutierrez-Osuna, R A Comparative Study of Game Mechanics and Control Laws for an Adaptive Physiological Game Journal Article In: Journal on Multimodal User Interfaces, 2014. @article{avinash2014jmui,
title = {A Comparative Study of Game Mechanics and Control Laws for an Adaptive Physiological Game},
author = {A Parnandi and R Gutierrez-Osuna},
url = {https://psi.engr.tamu.edu/wp-content/uploads/2018/01/avinash2014jmui.pdf},
year = {2014},
date = {2014-04-29},
journal = {Journal on Multimodal User Interfaces},
keywords = {Electrodermal activity, Games, Health, Stress, Wearable sensors},
pubstate = {published},
tppubtype = {article}
}
|
Harris, J; Vance, S; Fernandes, O; Parnandi, A; Gutierrez-Osuna, R Sonic Respiration: Controlling Respiration Rate Through Auditory Biofeedback Proceedings Article In: Proc. ACM CHI Conference on Human Factors in Computing Systems (CHI 2014) Works-in-Progress, 2014. @inproceedings{harris2014chi,
title = {Sonic Respiration: Controlling Respiration Rate Through Auditory Biofeedback},
author = {J Harris and S Vance and O Fernandes and A Parnandi and R Gutierrez-Osuna},
url = {https://psi.engr.tamu.edu/wp-content/uploads/2018/01/harris2014chi.pdf},
year = {2014},
date = {2014-04-26},
urldate = {2014-04-26},
booktitle = {Proc. ACM CHI Conference on Human Factors in Computing Systems (CHI 2014) Works-in-Progress},
volume = {in press},
keywords = {Games, Health, Heart rate variability, Stress, Wearable sensors},
pubstate = {published},
tppubtype = {inproceedings}
}
|
2013
|
Parnandi, A; Ahmed, B; Shipp, E; Gutierrez-Osuna, R Chill-Out: Relaxation training through respiratory biofeedback in a mobile casual game Conference Fifth International Conference on Mobile Computing, Applications and Services (MobiCASE 2013), 2013. @conference{avimobicase2013,
title = {Chill-Out: Relaxation training through respiratory biofeedback in a mobile casual game},
author = {A Parnandi and B Ahmed and E Shipp and R Gutierrez-Osuna},
url = {https://psi.engr.tamu.edu/wp-content/uploads/2018/01/avimobicase2013.pdf},
year = {2013},
date = {2013-11-07},
booktitle = {Fifth International Conference on Mobile Computing, Applications and Services (MobiCASE 2013)},
keywords = {Electrodermal activity, Games, Health, Heart rate variability, Stress, Wearable sensors},
pubstate = {published},
tppubtype = {conference}
}
|
Parnandi, A; Karappa, V; Son, Y; Shahin, M; McKechnie, J; Ballard, K; Ahmed, B; Gutierrez-Osuna, R Architecture of an automated therapy tool for childhood apraxia of speech Conference The 15th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS), 2013. @conference{avinashassets2013,
title = {Architecture of an automated therapy tool for childhood apraxia of speech},
author = {A Parnandi and V Karappa and Y Son and M Shahin and J McKechnie and K Ballard and B Ahmed and R Gutierrez-Osuna},
url = {https://psi.engr.tamu.edu/wp-content/uploads/2018/01/avinashassets2013.pdf},
year = {2013},
date = {2013-10-21},
urldate = {2013-10-21},
booktitle = {The 15th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)},
keywords = {Childhood apraxia of speech, Games, Health, Mobile computing, Speech},
pubstate = {published},
tppubtype = {conference}
}
|
Parnandi, A; Son, Y; Gutierrez-Osuna, R A Control-Theoretic Approach to Adaptive Physiological Games Conference Humaine Association Conference on Affective Computing and Intelligent Interaction (ACII), 2013. @conference{avigameacii,
title = {A Control-Theoretic Approach to Adaptive Physiological Games},
author = {A Parnandi and Y Son and R Gutierrez-Osuna},
url = {https://psi.engr.tamu.edu/wp-content/uploads/2018/01/avigameacii.pdf},
year = {2013},
date = {2013-09-02},
booktitle = {Humaine Association Conference on Affective Computing and Intelligent Interaction (ACII)},
keywords = {Electrodermal activity, Games, Health, Stress, Wearable sensors},
pubstate = {published},
tppubtype = {conference}
}
|
2012
|
Son, Y; Parnandi, A; Gutierrez-Osuna, R A Control-Theoretic Approach to Adaptive Physiological Games Technical Report 2012. @techreport{son2012techreport,
title = {A Control-Theoretic Approach to Adaptive Physiological Games},
author = {Y Son and A Parnandi and R Gutierrez-Osuna},
url = {https://psi.engr.tamu.edu/wp-content/uploads/2018/01/son2012techreport.pdf},
year = {2012},
date = {2012-09-21},
abstract = {This paper presents an adaptive biofeedback videogame
that aims to maintain the player’s arousal level at an
optimum level by monitoring physiological signals and
manipulating game difficulty accordingly. We use concepts
from classical control theory to model the interaction
between human physiology and game difficulty during
game play. Based on this control model, we have developed
a real-time car-racing game with adaptive game mechanics.
Specifically, we utilized car speed, road visibility, and
steering jitter as three mechanisms to manipulate game
difficulty. We propose quantitative measures to characterize
the extent to which these three game adaptations can
manipulate the player’s arousal. For this purpose, we used
electrodermal activity (EDA) as a physiological correlate of
arousal. We have validated our approach by conducting
experimental trials with 20 subjects in both open-loop (no
feedback) and closed-loop (negative feedback) conditions.
Our results show statistically significant differences among
the three game mechanics in terms of their effectiveness.
Specifically, manipulating car speed provides higher
arousal levels than modulating road visibility or vehicle
steering. Finally, we discuss the theoretical and practical
implications of our approach},
keywords = {Electrodermal activity, Games, Health, Stress, Wearable sensors},
pubstate = {published},
tppubtype = {techreport}
}
This paper presents an adaptive biofeedback videogame
that aims to maintain the player’s arousal level at an
optimum level by monitoring physiological signals and
manipulating game difficulty accordingly. We use concepts
from classical control theory to model the interaction
between human physiology and game difficulty during
game play. Based on this control model, we have developed
a real-time car-racing game with adaptive game mechanics.
Specifically, we utilized car speed, road visibility, and
steering jitter as three mechanisms to manipulate game
difficulty. We propose quantitative measures to characterize
the extent to which these three game adaptations can
manipulate the player’s arousal. For this purpose, we used
electrodermal activity (EDA) as a physiological correlate of
arousal. We have validated our approach by conducting
experimental trials with 20 subjects in both open-loop (no
feedback) and closed-loop (negative feedback) conditions.
Our results show statistically significant differences among
the three game mechanics in terms of their effectiveness.
Specifically, manipulating car speed provides higher
arousal levels than modulating road visibility or vehicle
steering. Finally, we discuss the theoretical and practical
implications of our approach |
Parnandi, A; Son, Y; Shahin, M; Ahmed, B; Gutierrez-Osuna, R Architecture of an Automated Therapy Tool for Childhood Apraxia of Speech Technical Report 2012. @techreport{parnandi2012techreport-2,
title = {Architecture of an Automated Therapy Tool for Childhood Apraxia of Speech},
author = {A Parnandi and Y Son and M Shahin and B Ahmed and R Gutierrez-Osuna},
url = {https://psi.engr.tamu.edu/wp-content/uploads/2018/01/parnandi2012techreport-2.pdf},
year = {2012},
date = {2012-08-21},
urldate = {2012-08-21},
abstract = {We present a multi-tier architecture for automating the administration of speech therapy to children suffering from apraxia of speech. This architecture follows a client-server model and facilitates task-oriented remote therapeutic training in home settings. The therapy regimen is remotely assigned to the child by a speech therapist based on a standardized protocol. We utilize tablet PCs to provide stimuli to the children and record their speech response. The speech data is then streamed to a back-end server running a specialized speech-processing module to identify errors and quantify the progress of the child. These automated results allow the therapist to closely monitor the performance of each child, provide relevant feedback, and adapt the training program as needed. Our proposed architecture can accommodate a variety of interaction modalities that can serve as a complement to traditional face-to-face speech practice. In this paper we describe the client-server architecture, the middleware tools upon which the system has been built, and the speechprocessing tools for automatically scoring the patients’ speech.},
keywords = {Games, Health, Mobile computing, Speech},
pubstate = {published},
tppubtype = {techreport}
}
We present a multi-tier architecture for automating the administration of speech therapy to children suffering from apraxia of speech. This architecture follows a client-server model and facilitates task-oriented remote therapeutic training in home settings. The therapy regimen is remotely assigned to the child by a speech therapist based on a standardized protocol. We utilize tablet PCs to provide stimuli to the children and record their speech response. The speech data is then streamed to a back-end server running a specialized speech-processing module to identify errors and quantify the progress of the child. These automated results allow the therapist to closely monitor the performance of each child, provide relevant feedback, and adapt the training program as needed. Our proposed architecture can accommodate a variety of interaction modalities that can serve as a complement to traditional face-to-face speech practice. In this paper we describe the client-server architecture, the middleware tools upon which the system has been built, and the speechprocessing tools for automatically scoring the patients’ speech. |