WELCOME
3rdEDITION

It is with great pleasure that we invite you to participate in the 3rd International Conference on Serious Games and Applications for Health, SeGAH 2014, to be held in Rio de Janeiro, Brazil, from May 14-16, 2014.

AND


All papers presented at the conference venue will be available at the IEEE Xplorer. New: SEGAH2013 Proceedings!
Proceedings will be submitted for indexation by: Thomson Reuters Conference Proceedings Citation Index; DBLP Computer Science Bibliography; Inspec
Registration for tutorials (50% OFF):

- THE GAMES FOR HEALTH FINLAND EXPERIENCE

- MOCAP FOR BLENDER

- BRAIN COMPUTER INTERFACE

- GESTURE RECOGNITION WITH 3D SENSORS

SCOPE


The overall objectives of the conference are the discussion and sharing of knowledge, experiences and scientific and technical results, related to state-of-the-art solutions and technologies on serious games and applications for health and healthcare, as well as the demonstration of advanced products and technologies.

TOPICS
. Simulation
. Virtual environments
. Patient education
. Game-based learning
. Exercising and active living
. Natural user interface
. Human-computer interface
. Assistive technologies
. Accessibility
. Diagnosis
. Algorithms
. Game design and development
. Artificial intelligence
. Signal processing
. E-learning and Education
. Public Health Informatics
. Telemedicine and real-time monitoring
. Clinical training
. Healthcare professionals training
. Rehabilitation
. Public health education
. Medical imaging processing, Analysis and Visualization
. Augmented reality for Minimally-invasive surgery
. Techniques and tools for Minimally-invasive surgery
. Robotic surgical Procedures
. Robotic instruments for surgery
IMPORTANT DATES

Regular paper submission:

December 15, 2013


Poster Submission (extended abstract):

December 15, 2013


Tutorial Submission:

December 15, 2013


Demo Submission:

December 15, 2013


Workshops Submission:

December 15, 2013


Symposiums Submission:

July 31, 2013

 

 

 

Authors Notification (regular papers):

February 7, 2013


Authors Notification (poster - extended abstract):

February 7, 2013


Final Regular Paper Submission and Registration:

March 3, 2014


Final Poster - extended abstract Registration:

March 3, 2014


INVITED SPEAKERS

Igor Mayer is a senior assoc. prof. in the faculty of Technology, Policy and Management (TPM) at TU Delft, the Netherlands, and Director of TU-Delft Centre for Serious Gaming (www.seriousgaming.tudelft.nl). He was Co-founder and (2004-2008) a board member of Saganet – the Netherlands’ Simulation and Gaming Association. Since 2004, he is a member of the Netherlands Institute of Government (NIG). In 1997, got his PhD 'Debating Technologies. A methodological contribution to the design and evaluation of participatory policy-analysis'. From 1984-1991, he studied Political Sciences (1984-1986), Philosophy (1985-1988) and Policy and Organization Sciences (1986-1991) at the Radboud University Nijmegen. His main subjects of interest are the development, use and evaluation of innovative, interactive and participatory methods for policy analysis and policy development in general and gaming-simulation / serious games / virtual worlds in particular. Over the years and in various partnerships he initiated, managed and participated in a great many gaming-related research projects most recently for Rijkswaterstaat (2011, Leadership game), Neth. ministry of Infra and Environment ('11, Marine Spatial Planning), ProRail ('10-14), GHOR/Berenschot ('09, Aristoteles), Royal Dutch Shell ('08-11,Hazard Recognition), the Next Generation Infrastructures (NGI, '08-13) program, the Dutch Council for the Judiciary ('04), the Netherlands Office for the Public Prosecution (OM Interfaces, '05), the Port of Rotterdam (SimPort-MV2).



AbstractI explore how framing theory and the method of frame-reflective discourse analysis provide foundations for the emerging discipline of serious games research. Starting with Wittgenstein’s ‘language game’ and Berger & Luckmann’s social-constructivist view on science, the authors demonstrate why a definitional or taxonomic approach to serious games (SG) is problematic and unfruitful. Using Goffman’s frame analysis as an alternative, I construct four frames, with sample illustrations, demonstrating the different ways in which the utility of games for society, business and politics is considered. These are serious games as: 1) therapy (tool or drug, 2) innovation (economic utility), 3) persuasion (idea, belief) and 4) self-organization (complexity). The frames are based upon different values and perceive different impacts of games in society, business and politics. Using EU FP7 projects and policy documents as cases, I show how these frames colour the discourse in research and policy, discussing SG as a way to achieve: 1) twenty-first century (technology-enhanced) learning, 2) a flourishing creative industry, 3) cultural cohesion and empowerment, and 4) resilient infrastructure systems.



Nuno Sousa (MD, PhD) is Full Professor at the School of Health Science, University of Minho. He is the Director of the Medical Degree at University of Minho. He serves at several medical education and medical assessment advisory boards (National Board of Medical Examiners – US and European Board of Medical Assessors). He is a NeuroRadiologist. Presently, he is the Director of the Clinical Academic Center at Hospital de Braga. He coordinates and is involved in several projects, namely FP7 projects on Aging (SwitchBox), and projects on cognitive and physical rehabilitation. He is the Coordinator of the Neuroscience Research Domain at ICVS/University of Minho. His research main interests are focused in the establishment of functional and structural correlations mediated by stress and aging and its implications in neuropsychiatric disorders. Detailed assessment of neuroplastic events, incorporation of newly generated cells into neuronal networks, rearrangements of established dendritic and synaptic contacts, combined with behavioural, neurochemical and electrophysiogical, molecular biology and (epi)genetics correlates have been established in his laboratory; the work from the lab covers from basic to clinical research and several modulatory interventions have also been described in order to promote recovery of structure and function in neuronal tissues. Nuno Sousa has published more than 100 peer-reviewed research articles. In addition to academic merits, Nuno Sousa serves on several science policy and advisory board positions, and as an Ad hoc reviewer for various neuroscience journal and international funding organizations. He is Editor-in-Chief of Frontiers in Behavioral Neuroscience and Member of the Editorial Board of Molecular Neurodegeneration. Since May 2011 Nuno Sousa is also the President of the Portuguese Society for Neuroscience.



AbstractThe scenario in medical education and in clinical practice has shifted dramatically in the last decade. Applying new technology to the medical training and healthcare goes beyond transferring and sharing health data. Following on from e-learning, we look at a new solution for medical students to develop and training their clinical competences, for doctors to retrain and retrain and even for patients to engagement in their interventions to promote health. Serious games are certainly part of the solution and in this presentation some examples of how this can be achieved will be presented and discussed.



Thiago Rivero Thiago Rivero has a master degreed in neuropsychology and is a PhD Candidate at UNIFESP. He has over 10 years of experience in Research and Development in the field of Neuropsychological Rehabilitation. His work involves the development of methods for creating and validating games that aims on early assessment of cognitive skills and brain rehabilitation. As Founder and CEO of NeuroGames startup, he leads a team of brilliant scientists and develops a platform for Cognitive and Metacognitive training for children and adolescents. In 2013 NeuroGames exhibited his games at E3, after winning a competition with 644 competitors to elect the best independent games. In addition, he manages the Neumann Project, a network of Pan-American researchers, focused on video games education, health and neuroscience that aim to foster high-impact research that may impact how games are used in education and health. Currently he is executive director of the Brazilian Neuropsychology Society.



Abstract Increasingly research suggests a close relationship between the video game use and cognitive-behavioral-emotional performance. During the last years, researchers and new startups presented a series of new and possible disruptive interventions ranging from repetitive training strategies (drill- and- practice) to complex daily life/ psych educational simulations. All the technological and methodological approach developed could revolutionize the way we understand health and education, reaching profound levels of individual performance comprehension. However efforts towards a methodological rigor within the neurosciences is needed to assess the real impact of these technology, aiming for reliability, replicability and scalability. Integrating game development methodology with a dynamic search of the best evidence-based interventions for health, will allow us to create a fast paced testing framework to create games that change the behavior in a truly transformative and validated way.



PREVIOUS SPEAKERS

Sara de Freitas, PhD, is Director of Research at the Serious Games Institute, Professor of Virtual Environments and Fellow of the Royal Society of Arts. Sara leads the applied research team at the Serious Games Institute and the Serious Games and Virtual Worlds Applied Research Group at oventry University.



Pamela M. Kato, Ed.M., PhD, is an internationally known health psychologist and creator of serious games for training and education. She has a master’s degree in counseling and consulting psychology from Harvard University and a Ph.D. in psychology from Stanford University. Before joining the University Medical Center Utrecht as a senior research scientist, she was the founding president and CEO of HopeLab and clinical instructor in Pediatrics at Stanford Hospital in the United States.



Stuart William Ferguson, PhD, is the Commissioning Editor at Mary Ann Liebert, Inc., a publisher more than 70 peer reviewed scientifc and technical journals for over thirty years. As Commissioning Editor he is responsible for identifying leading edge topics deserving high-profile print and on-line publication of journals for relevant research, editorial comments and articles. Titles include the Games for Health Journal, Disruptive Engineering and Technology, New Space, Violence and Gender, Soft Robotics and the MOOCs Forum. Contributing Editor to Sustainability: The Journal of Record. Liaison to the Editorial Board for Population Health and Telemedicine & eHealth.



Verónica Costa OrvalhoVerónica Costa Orvalho, PhD, in Software Development (Computer Graphics) from Universitat Politècnica de Catalunya (2007), where her research centered on "Facial Animation for CG Films and Videogames". She has been working in IT companies for the past 11 years, such as IBM and Ericsson, and Film companies. She has international publications related to game design and facial animation. She has received international awards for several projects: "Photorealistic facial animation and recognition", "Face Puppet" and "Face In Motion".

TUTORIALS

The role of the tutorials is to provide a platform for a more intensive scientific exchange amongst researchers interested in a particular topic and as a meeting point for the community.

 

Tutorials complement the depth-oriented technical sessions by providing participants with broad overviews of emerging fields. A tutorial can be scheduled for 2 hours.

 

If you wish to propose a new Tutorial, please kindly send to the secretariat (segah2014@ipca.pt) an expression of interest in order to obtain further information about how to submit a formal proposal. We will be happy to send you appropriate guidelines.

 

Already confirmed Tutorials:

 

MoCap for Blender Nuno Rodrigues & Pedro Mota Teixeira

 

Gesture Recognition Duarte Duque

 

Brain Computer Interface Nuno Dias

 

The Games for Health Finland experience Arto Holopainen - Kuopio Innovation Ltd. / Games for Health Finland & Tiina Arpola - Kuopio Innovation Ltd. / Games for Health Finland

SIMPOSIUMS

Symposiums are very small and specialized events to be held during the conference as a set of oral and poster presentations that are highly specialized in some particular theme or consisting of the works of some particular international project.

 

The goal of symposium (4 to 8 papers) is to provide a focused discussion on innovative topics. Each prospective organizer is invited to submit a proposal explaining the targeted topic's novelty/importance and listing the contributing authors and their contributions.

 

All accepted papers will be published in the conference proceedings and will be available at the IEEE Xplorer (http://ieeexplore.ieee.org/Xplore/home.jsp), under an ISBN reference, on paper and on CD-ROM support. The Proceedings will be submitted for indexation by: Thomson Reuters Conference Proceedings Citation Index; DBLP Computer Science Bibliography; and, Inspec.

 

If you wish to propose a new symposium, please kindly send to the secretariat (segah2014@ipca.pt) an expression of interest in order to obtain further information about how to submit a formal proposal. We will be happy to send you appropriate guidelines.

 

Open Calls for Simposium:

Serious Games for Quality, environmental, and Safty in Health

Chair Gilberto Santos, IPCA, Portugal

- Automatization of quality processes/standards in health
- Environmental education / Standards in environmental  health
- Education in safety and health at work/ Standards in safety

WORKSHOPS

Workshops present an excellent opportunity to address a specific topic in Serious Games, and provide a unique forum for researchers to present and discuss their R&D results and experiences.

 

Workshops can be scheduled for half-day.

 

If you wish to propose a new Workshop, please kindly send to the secretariat (segah2014@ipca.pt) an expression of interest in order to obtain further information about how to submit a formal proposal. We will be happy to send you appropriate guidelines.





DEMOS

Demo sessions aim to create an environment where participants are encouraged to interactively demonstrate developed tools, systems and products in the field of Serious Games. Academics, as well as exhibitors from industrial partners, are welcome.

 

Demos can be scheduled for half-day, and the organizers are expected to manage the all the event.

 

If you wish to propose a new Demo, please kindly send to the secretariat (segah2014@ipca.pt) an expression of interest in order to obtain further information about how to submit a formal proposal. We will be happy to send you appropriate guidelines.

THE GAMES FOR HEALTH FINLAND EXPERIENCE

Finland is one of the eHealth forerunners in the world. Finland hosts one of the most active and rapidly expanding video game industries in the world. What could be the result when the best of both worlds, eHealth and games, are combined? Games for Health Finland ecosystem builds up from state-of-the-art research, standardization, safety, living labs (smart cities), user involvement and fast prototyping to promote entrepreneurship for global business. Games for Health Finland reaches even further by looking to connect nationwide electronic health record archive and public open data sources including environmental informatics for best possible personalized outcomes. Join us in this tutorial to experience the Nordic excellence first hand!

Mr. Arto Holopainen, M.Sc (Tech.) is Development Director at Kuopio Innovation Ltd., Vice President at Finnish Society of Telemedicine and eHealth, Secretary at European committee for standardization (CEN)/TC251/WGIV, Member of the Board at Finnish Social and Health Informatics Association, Liaison - International and Regulatory Affairs at Finnish Medical Technology Association. He has more than 15 years of experience in the development and implementation of eHealth and mHealth solutions. He is promoting the use of international standards and following closely regulatory development in the eHealth domain. He is member of IEEE Personal Health Devices working group as well as member of ISO/TC215. He is working with startups to create new global business innovations and to help existing companies to grow as well as to advance cooperation between public, private and third sector. He has also had an opportunity to influence many international conferences as an invited lecturer. He is actively participating to building up Games for Health Finland network.

Mrs. Tiina Arpola M.Sc. (Tech.) is an expert at Kuopio Innovation Ltd. Previously she worked at University of Eastern Finland as an Environmental Informatics researcher. She is working with experts from business, research and education with the intention of promoting business partnerships in the area of human security. She is participating to building up Games for Health Finland network and organizing Game Jam events. She is interested in green gamification.

MoCap FOR BLENDER

The goal of this tutorial is to provide a direct contact with MoCap technology and techniques, which are of great potential and applicability in the industry of video games, films, other industrial applications, medicine, sports, etc. The system allows a full capture of an actor’s body movements in real time, using this information to rapidly animate a virtual character. The tutorial will begin by discussing the details of preparing a virtual character for motion capture using a professional motion capture suite (Xsens). Real motion capture tests will be performed, exploring techniques for transposing captured motions to a virtual skeleton, using the opensource Blender application. Suitable work methodologies will be address for the process of motion capture, as well as the preparation of a virtual native bones skeleton in Blender. Finally one will also demonstrate the full potential of character animation resulting from the application of these techniques, as well as the weaknesses inherent to it.

Nuno F. Rodrigues is an Assistant Professor in the School of Technology at the Polytechnic Institute of Cávado and Ave. He is currently the head of the Digital Games Research Centre (DIGARC) where he investigates new methodologies and technologies for the improvement and development of digital games. He is also a member of the HASLab research unit at the INESC TEC Associated Laboratory. His main research interests focus on health interfaces and serious games. He is currently the Director of the School of Technology at the Polytechnic Institute of Cávado and Ave. Nuno F. Rodrigues received his Lic. in Mathematics and Computer Science in 2003 from Minho University, Braga, Portugal. In 2009 he received his Ph.D. in Informatics Engineering from the Engineering School at Minho University. Between 2009 and 2010 he joined the European project CACE (Computer Aided Cryptography Engineering) as a Postdoc Researcher.



 

Pedro Mota Teixeira is the Course Director for the Graphic Design graduation and digital animation teacher at Master class at the Polytechnic Institute of Cávado and Ave, Portugal. His research is focused on Digital animation and virtual character development. Duarte is graduated in Graphic Design at Porto University of Fine Arts, and have a PhD in audiovisual media at Minho University. Beyond the academy is also a director of several animated series, short films and art director for work performed in the field of digital animation in film and television industry.

BRAIN COMPUTER INTERFACE

A Brain-Computer Interface (BCI) is a platform of software and hardware parts that are employed to decode brain signals into device commands. Besides the user, BCI systems require signal conditioning hardware, feature extraction and translation algorithms as well as an actuator that will display visual, auditory or somatosensory stimuli thus, providing feedback to the user. BCI systems have been initially developed for movement assistance of motor-disabled patients by enabling them to control the pointer on a computer screen, virtual keyboards, wheelchairs, robotic prosthesis, among several other applications. Lately, the gaming industry have been demanding new game control interfaces, also known as natural user interfaces, that are made available through touch screens, gesture and voice recognition, eye tracking, among others. Bio-signals such as electroencephalogram (EEG), electrocardiogram (ECG) and electro-dermal activity (EDA) have been proposed as new communication channels between the user and the game, whether they are applied in game control or biofeedback. This tutorial aims to provide the participants with the fundamental concepts required to understand and implement simple BCI systems based on EEG for serious games development. It will start with an introduction to the physiology background of EEG, required hardware, main software modules for EEG signal processing and feedback interfaces. The tutorial will finish with a practical implementation of a BCI system for serious game control.

Nuno Dias graduated in Industrial Electronics and Computers at University of Minho, Portugal in 2004. In 2009, he obtained the PhD degree in Industrial Electronics from the University of Minho, Guimarães, Portugal, in collaboration with the Center for Neural Engineering at The Pennsylvania State University, State College, PA, USA. During his PhD thesis, he worked on Brain-Machine Interfaces Based on Biotelemetry and Dry Electrodes. Besides the development of new bio-electrodes and bio-telemetry platforms, he is currently focused on the development of new human-machine interfaces based on biofeedback for cognitive and motor rehabilitation. Nuno Dias is presently an Auxiliary Professor at Polytechnic Institute of Cavado and Ave, Barcelos, and is also pursuing a Post-Doc Research Program at Life and Health Sciences Research Institute - ICVS, University of Minho, Braga, Portugal. Doctor Dias is also a Member of the IEEE Engineering in Medicine and Biology Society.

 

GESTURE RECOGNITION WITH 3D SENSORS

 

This tutorial aims to make an introduction to the main techniques of gesture recognition observed by 3D sensors, addressing various machine-learning algorithms. Thus, it is intended that at the end of this tutorial, participants are able to develop solutions capable to recognize static postures, as well to recognize a predefined set of movements performed by humans. Participants in this tutorial must have experience in C++ programming language, and should bring their respective 3D sensor (Asus Xtion, or Kinect) and computer. It is also necessary that participants previously install the following software: OpenFrameworks; Microsoft Visual Studio Express; 3D sensors drivers.

Duarte Duque is the Course Director for the Digital Games Development Engineering, at the Polytechnic Institute of Cávado and Ave, Portugal. His research is focused on Image Processing, Pattern Recognition, Computer Graphics and Augmented Reality.
Duarte is graduated in Industrial Electronic Engineering from the University of Minho, and gained is PhD in 2009, at the same institution, working with Professor Henrique Santos in the development of algorithms for automatic prediction and detection of abnormal behaviors observed by video surveillance cameras.
In 2008 he founded the EXVA – Experts in Video Analysis, a spin-off from the University of Minho, a company devoted to research and development in the areas of computer vision and human-machine interaction.

ORGANIZING COMMITTEE

General Co-Chairs
Esteban Clua, Fluminense Federal University, Brazil
João Vilaça, Polytechnic Institute of Cávado and Ave, Portugal

Program Chair
Duarte Duque, Polytechnic Institute of Cávado and Ave, Portugal
Marcelo de Vasconcellos, Fundação Oswaldo Cruz, Brazil

Treasure Chair
Nuno Rodrigues, Polytechnic Institute of Cávado and Ave, Portugal

Submissions Chair
Nuno Dias, Polytechnic Institute of Cávado and Ave, Portugal

Tutorials/Workshops Chair
Ricardo Simões, Polytechnic Institute of Cávado and Ave, Portugal

Posters Chair
Manuela Cunha, Polytechnic Institute of Cávado and Ave, Portugal

Demos Chair
Nuno Lopes, Polytechnic Institute of Cávado and Ave, Portugal

Local Arrangement Chair
André Brandão, Fluminense Federal University, Brazil
Eva Oliveira, Polytechnic Institute of Cávado and Ave, Portugal

Publicity Chair
Patrícia Gonçalves, Polytechnic Institute of Cávado and Ave, Portugal

Proceedings Chair
Pedro Mota Teixeira, Polytechnic Institute of Cávado and Ave, Portugal

PROGRAMME COMMITEE

Adamantios Koumpis, ALTEC, Greece
Agostino Poggi, University of Parma, Italy
Anthony Faiola, Indiana University - Purdue, USA
Ismar Frango - Universidade Mackenzie, Brazil
António Coelho, University of Porto, Portugal
António Moreira, Polytechnic Institute of Cávado and Ave, Portugal
Chien Yu, Mississippi State University, USA
Eike Anderson, National Centre for Computer Animation (NCCA), Bournemouth University, UK
Esteban Clua, Fluminense Federal University, Brazil
Estevão Lima, Life and Health Sciences Research Institute, Portugal
Eva Oliveira, Polytechnic Institute of Cávado and Ave, Portugal
Fotis Liaparokys, Coventry University, UK
Gianluca Cornetta, University of San Pablo-CEU, Spain
MMarcelo de Vasconcellos - Fundação Oswaldo Cruz, Brazil
Hadi Kharrazi, Indiana University Purdue University Indianapolis, USA
Daniel Barbosa, KULeuven, BE and INSA Lyon, FR
Heiko Duin, University of Bremen, Germany
Herman D. Tolentino, University of Illinois - Chicago, USA
João Tavares, University of Porto, Portugal
Joaquim Cunha, Health Cluster Portugal, Portugal
Joaquim Gabriel Mendes, University of Porto, Portugal
John H. Holmes, University of Pennsylvania, USA
Jorge Correia-Pinto, University of Minho, Portugal
Kurt Debattista, University of Warwick, UK
Manuela Cunha, Polytechnic Institute of Cávado and Ave, Portugal
Leonel Morgado, University of Trás-os-Montes and Alto Douro, Portugal
Lorenzo Ros, Polithecnic University of Cartagena, Spain
Luís Santos, University of Minho, Portugal
Marc Cavazza, Teesside University, USA
Ricardo Simões, Polytechnic Institute of Cávado and Ave, Portugal
Michael Barlow, University of New South Wales, Australia
Carla Pereira, PT Associate Laboratory ICVS/3B's, Portugal
Nelson Zagalo, University of Minho, Portugal
Nuno Sousa, University of Minho, Portugal
Patrícia Gonçalves, Polytechnic Institute of Cávado and Ave, Portugal
Rafael Bidarra, Technical University of Delft, Netherlands
Rui Prada, Technical University of Lisbon and INESC-ID, Portugal
Rui Rodrigues, University of Porto, Portugal
Ido Iurgel, Rhine-Waal University of Applied Sciences, Kamp-Lintfort, Germany



Rafael Bidarra, Technical University of Delft, Netherlands
Rui Prada, Technical University of Lisbon and INESC-ID, Portugal
Paula Tavares, Polytechnic Institute of Cávado and Ave, Portugal
Rui Rodrigues, University of Porto, Portugal
Adriano Ferreira, PT Associate Laboratory ICVS/3B's, Portugal
Sara de Freitas, Serious Games Institute, UK
Nuno Dias, Polytechnic Institute of Cávado and Ave, Portugal
Sylvester Arnab, Serious Games Institute, UK
Nuno F. Rodrigues, Polytechnic Institute of Cávado and Ave, Portugal
Thomas Connolly, University of the West of Scotland, UK
Lynn Alvez - Universidade Estadual da Bahia, Brazil
Tiago Henriques-Coelho, São João Hospital of Porto, Portugal
Tristan Jackson, Microsoft Corporation, USA
André Brandão, Fluminense Federal University, Brazil
Vinesh Raja, University of Warwick, UK
Pedro Henriques, University of Minho, Portugal
Nuno Lopes, Polytechnic Institute of Cávado and Ave, Portugal
João L. Vilaça, Polytechnic Institute of Cávado and Ave, Portugal
Abdelkader Gouaïch, Laboratoire Informatique de Robotique et de Microélectronique de Montpellier, France
Maria João Félix, Polytechnic Institute of Cávado and Ave, Portugal
Fernando Veloso, PT Associate Laboratory ICVS/3B's, Portugal
Abdenour Bouzouane, Universite du Québec à Chicoutimi, Canada
Nuno Martins, Polytechnic Institute of Cávado and Ave, Portugal
David Brown, Nottingham Trent University, UK
Gabriel Pires, Institute for Systems and Robotics, Portugal
Leandro Arthur Diehl, State University of Londrina, Brazil
Maria João Rodrigues, University of Madeira, Portugal
Martin Heitmann, Techincal University of Berlin, Germany
Gilberto Santos, Polytechnic Institute of Cávado and Ave, Portugal
Ricardo Nakamura - Universidade de São Paulo, Brazil
Marijke Melles, Technical University of Delft, Netherlands
Duarte Duque, Polytechnic Institute of Cavado and Ave, Portugal
Nicholas Wickström, Halmstad University, Sweden
Pedro Gordan, State University of Londrina, Brazil
Pedro Mota Teixeira, Polytechnic Institute of Cávado and Ave, Portugal
Pierangelo Dell Acqua, Linköping University, Sweden
Ruediger Zarnekow, Technische Universitaet Berlin, Germany
Vitor Carvalho, Polytechnic Institute of Cávado and Ave, Portugal
Ton Spil, Universiteit Twente, Netherlands
Veronica Orvalho, Faculdade de Ciências da U. do Porto, Portugal
Yan Zhang, The University of Texas at Austin, USA

FINAL SUBMISSION OF REGULAR PAPERS AND POSTERS

In order to submit the final version of your regular paper or poster, please follow the following steps:

1. Assure that your article complies with the IEEE CS proceedings style template.

2. Log in to the IEEE PDF eXpress Plus site.

First-time users should do the following:
A. Select the New Users - Click Here link.
B. Enter the following:
• 33139XP for the Conference ID
• your email address
• a password
C. Continue to enter information as prompted.
An Online confirmation will be displayed and an email confirmation will be sent verifying your account setup.
Previous users of PDF eXpress or IEEE PDF eXpress Plus need to follow the above steps, but should enter the same password that was used for previous conferences. Verify that your contact information is valid.

3. Complete the IEEE Copyright Form and send to e-mail

If you have any problem, please read the IEEE PDF eXpress Process Overview.

SPECIAL ISSUE

The authors of the best papers will be invited to submit an extended version of their contribution for publication in a special issue of Journal of Health Informatics.

ABOUT CITY

 

Flying into Rio is a beautiful sight. Whether it is at night or during the day, the visitor quickly finds out why Rio is known as the Wonderful City. Rio is nestled between the mountains and the sea. Its magnificent shoreline includes charming bays and beautiful beaches, dotted with islands up and down the coast.

 

The city’s 6 million inhabitants are known as “Cariocas”. They are friendly, carefree people who always seem to find time for the pleasures of good living. The city itself never sleeps. From a simple evening stroll to Rio’s intense nightlife, there is something for everyone.

 

Rio is also an important center for art and fashion. Works by Brasilian and international artists are featured in local galleries and museums. New styles and clothing concepts are always available in Ipanema’s elegant stores and boutiques. Precious and semiprecious stones are also a specialty in Rio where some of the world’s largest and most renowned jewelers are located. Shopping is also a pleasure in a city with excellent stores and several modern shopping centers. Hotels are plentiful in Rio and range from the most modest to some of the best 5–star hotels in the world.

 

Many hotels are located in the beach districts, especially in Copacabana and Ipanema. Hundreds of restaurants offer a wide variety of cuisines from all over the world. A special treat is Brasil’s famous “feijoada”, a dish prepared with black beans and pork and served with manioc flour, rice, and kale. A number of local tours are available to help visitors appreciate the many sights and sounds of Rio. The State of Rio de Janeiro also offers beautiful beaches in Angra dos Reis, Búzios, Cabo Frio, historical buildings in Parati and a mountainous region with the cities of Petrópolis (the famous imperial city), Teresópolis, and Friburgo.

CONFERENCE VENUE

 

 

Fluminense Federal University

Institute of Computing

 

Rua Passo da Pátria 156 - Bloco E - 3º andar

São Domingos - Niterói - Rio de Janeiro

24210-240

Directions

 


TRAVEL AND ACCOMMODATION

H-Niterói Hotel
Rua Dr. Paulo Alves
14 Ingá, Niterói, Rio de Janeiro

Standard
R$ 356,40 (single) R$ 392,00 (double) R$ 445,50 (triple)

Superior sea view
R$ 392,00 (single) R$ 431,20 (double)

Superior front sea
R$ 411,60 (single) R$ 452,80 (double) R$ 514,60 (triple)

Premium front sea
R$ 432,20 (single) R$ 475,40 (double) R$ 540,30 (triple)

Buffet breakfast, included in room rate, served in the Restaurant Don Juan in the schedule of 6am to 10:30.

Additional Charges: 10% service charge and 2% ISS

More information: www.hniteroi.com.br
Reservation to email: reservas@hniteroi.com.br
Promotional code: SEGAH 2014


Hotel Cantareira
Rua General Osório, 62,
São Domingos – Niterói – RJ

Single room
R$ 190,00

Double room
R$ 260,00

Triple room
R$ 300,00

If o pay in cache
Single room
R$ 170,00

Double room
R$ 210,00

Triple room
R$ 280,00

Fees already included.

Includes: Breakfast, parking (subject to availability), and wireless internet.

More information: www.hotelcantareiraniteroi.com.br

Reservation to email: hotelcantareira@gmail.com
Promotional code: SEGAH 2014






REACHING CITY

 

How to arrive to the campus by car:
After the toll of the Rio/Niterói bridge, follow the traffic signs "Barcas/Ingá", on your right side. Keep going right, and you will get to a big straight avenue, named Avenida Feliciano Sodré. Go straight to the end of this avenue and naturally turn left, following the traffic flow; You will pass by the ferry boat station on your right; Keep going ahead, on the right lane, on the way to the Contemporary Arts Museum – MAC, and Icaraí; You will pass by the Movie Museum (under construction) on your right, and by Cantareira square, on your left. Then, you will see a big school called Colégio Universitário Geraldo Reis – UFF, on your right. Right after it, turn left, on Passo da Pátria street; Go straight for about 400 m. The campus of Praia Vermelha is on your right, accross from Nilo Peçanha Square; The main administrative office is located at bloco E, also known as the old building, on the third floor, room 313.

How to arrive to the campus by ferry boat and/or by bus:
When you leave the ferry boat station downtown Niterói, walk to your right until the traffic light, on the way to the mall Plaza Shopping; Cross one lane and keep going right, where your can see two bus stops. Walk to the second one and get the bus 47 (do not get the 47-A or 47-B). This bus will follow the same directions described above in "how to get to the campus by car"; Get off the bus on the bus stop right in front of the campus. Find the main gate; To go back, get the bus 47 on the other side of Passo da Pátria street. This time you can get the buses 47-A or 47-B. To go to the ferry boat station, get off the bus on the Plaza shopping bus stop, in front of the mall.

 

 

VISA INFORMATION

 

You don't need a visa to visit Brazil if your passport is from: South Africa, Germany, Andorra, Argentina, Austria, Bahamas, Barbados, Belgium, Bolivia, Bulgaria, Chile, Colombia, South Korea, Costa Rica, Croatia, Denmark, Ecuador, Slovakia, Slovenia, Philippines, Finland, France, Great Britain/UK, Greece, Guatemala, Honduras, Hungary, Ireland, Iceland, Israel, Italy, Liechtenstein, Luxemburg, Macau, Malaysia, Morocco, Monaco, Namibia, Norway, New Zealand, Malta, Netherlands/Holland, Panama, Paraguay, Peru, Poland, Portugal, Republic of Guyana, Check Republic, San Marino, Sweden, Switzerland, Suriname, Thailand, Trinidad and Tobago, Tunisia, Turkey, Uruguay, Venezuela and Vatican. You can obtain further information in Passport Information.

 

There is also a list of Brazillian Embassies, Consulates and Vice-Consulates, Delegartions, Missions and Offices at the site of the Brazilian Ministry of External Relations. If you need an invitation letter to get the visa, send us a request at this e-mail after you paid the registration fee, providing: - Your full name - Afiliation - Full address (including street, number, city, country) - If you get a paper accepted, provide the title The process takes time, so attendees should proceed with the VISA request as earlier as possible. Brazil Visa: Application, Requirements, Apply for Brazilian Visas Online. http://brazil.visahq.com/ (commercial website). See also www.consulatebrazil.org for US attendees.









CONTACTS

For more infomation please contact: segah2014@ipca.pt

INFORMATION

To be published in the IEEE SEGAH 2014 Conference Proceedings (indexed in IEEE Xplore), an author of an accepted paper is required to register for the conference at the Full (member or non-member) rate and the paper must be presented at the conference. Non-refundable registration fees must be paid prior to uploading the final IEEE formatted, publication-ready version of the paper. For authors with multiple accepted papers, one full registration is valid for up to 2 papers. Accepted and presented papers will be published in the IEEE SEGAH 2014 Conference Proceedings (indexed in IEEE Xplore). IEEE reserves the right to exclude a paper from distribution after the conference (e.g., removal from IEEE Xplore) if the paper is not presented at the conference.

COSTS

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Blender & Mocap

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The Games for Health Finland experience

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60€

60€


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50€

50€

50€


50€


Tutorials/Workshops/Demos Organization
Tutorials

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1000€

1000€

1000€



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Non-authors, without catering

Students

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50€

80€

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Registration for SEGAH 2014



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IEEE 1ST SEGAH2011

IEEE 1st SEGAH 2011

 

PROCEEDINGS: IEEE Xplore

 

BEST PAPER AWARD

Di Loreto I., Gouaich A., Mixed Reality Serious Games: The Therapist Perspective

IEEE 1ST SEGAH2013

IEEE 2nd SEGAH 2013

 

PROCEEDINGS: IEEE Xplore

 

BEST PAPER AWARD

Cavaco S., Mengucci M., Henriques T., Correia N. and Medeiros F., From pixels to pitches: unveiling the world of color for the blind

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