Candy Castle — A Prototype for Pervasive Health Games
C. Stach, and L. Schlindwein. Proceedings of the 2012 IEEE International Conference on Pervasive Computing and Communications Workshops, page 501–503. Lugano, IEEE, (March 2012)
DOI: 10.1109/PerComW.2012.6197547
Abstract
Serious games have primarily the function to educate and train, and secondly to entertain. We present a serious game used for the treatment of diabetes and for teaching a diabetes-aware lifestyle. The game encourages the player to walk around in his / her surrounding and check the blood sugar level in as many different places as possible. Undoubtedly, the special feature of Candy Castle is our feedback loop which can be used for on-the-fly data analysis and automatic adaptation of the application. Thus, the patients as well as their doctors can be automatically alerted if their blood values deteriorate. In this demo paper, we explain both the design of the game as well as some interesting implementation aspects of our prototype. Even though we concern just on the topic of mobile games, all introduced techniques can be transferred to a general setting and used in any other mobile application.
%0 Conference Paper
%1 percom_12_candycastle
%A Stach, Christoph
%A Schlindwein, Luiz Fernando M.
%B Proceedings of the 2012 IEEE International Conference on Pervasive Computing and Communications Workshops
%C Lugano
%D 2012
%E Giordano, Silvia
%E Langheinrich, Marc
%E Puccinelli, Daniele
%E Ranganathan, Anand
%E Curcio, Igor
%I IEEE
%K data_analysis health_education health_game pervasive_application
%P 501–503
%R 10.1109/PerComW.2012.6197547
%T Candy Castle — A Prototype for Pervasive Health Games
%X Serious games have primarily the function to educate and train, and secondly to entertain. We present a serious game used for the treatment of diabetes and for teaching a diabetes-aware lifestyle. The game encourages the player to walk around in his / her surrounding and check the blood sugar level in as many different places as possible. Undoubtedly, the special feature of Candy Castle is our feedback loop which can be used for on-the-fly data analysis and automatic adaptation of the application. Thus, the patients as well as their doctors can be automatically alerted if their blood values deteriorate. In this demo paper, we explain both the design of the game as well as some interesting implementation aspects of our prototype. Even though we concern just on the topic of mobile games, all introduced techniques can be transferred to a general setting and used in any other mobile application.
%@ 978-1-4673-0905-9
@inproceedings{percom_12_candycastle,
abstract = {Serious games have primarily the function to educate and train, and secondly to entertain. We present a serious game used for the treatment of diabetes and for teaching a diabetes-aware lifestyle. The game encourages the player to walk around in his / her surrounding and check the blood sugar level in as many different places as possible. Undoubtedly, the special feature of Candy Castle is our feedback loop which can be used for on-the-fly data analysis and automatic adaptation of the application. Thus, the patients as well as their doctors can be automatically alerted if their blood values deteriorate. In this demo paper, we explain both the design of the game as well as some interesting implementation aspects of our prototype. Even though we concern just on the topic of mobile games, all introduced techniques can be transferred to a general setting and used in any other mobile application.},
added-at = {2020-09-21T11:45:55.000+0200},
address = {Lugano},
author = {Stach, Christoph and Schlindwein, Luiz Fernando M.},
biburl = {https://puma.ub.uni-stuttgart.de/bibtex/24f7a3f6714b4cdce5b7b3540cb3749b3/christophstach},
booktitle = {Proceedings of the 2012 IEEE International Conference on Pervasive Computing and Communications Workshops},
doi = {10.1109/PerComW.2012.6197547},
editor = {Giordano, Silvia and Langheinrich, Marc and Puccinelli, Daniele and Ranganathan, Anand and Curcio, Igor},
interhash = {21702fa609dc77f839be0604738f3d54},
intrahash = {4f7a3f6714b4cdce5b7b3540cb3749b3},
isbn = {978-1-4673-0905-9},
keywords = {data_analysis health_education health_game pervasive_application},
month = mar,
pages = {501–503},
publisher = {IEEE},
series = {PerCom '12},
timestamp = {2020-09-21T09:45:55.000+0200},
title = {Candy Castle — A Prototype for Pervasive Health Games},
year = 2012
}