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      • Enhancing Elderly Long-Term Care Service Uing Kinect Exergame

        ( Tien Lung Sun ),( Ta Min Hung ),( Chien Hua Huang ),( Chia Hsuan Lee ),( Chun Pei ) 한국감성과학회 2014 춘계학술대회 Vol.2014 No.-

        Kinect based somatosensory exergame is useful to support long-term care as it can motivate chronic rehabilitation patients or elderly with decreasing motor ability to do physical exercise in a pleasant and interesting gaming environment. Dynamic game difficulty adjustment (DDA) technique is implemented in all games to keep players engaged and adhered to the game. For long-term care service, game difficulty has to be manually adjusted as players are not able to or not willing to adjust game settings by themselves. To support manually difficulty adjustment, it is important to conduct player experience study to understand the impact of different game settings or gaming parameters on game difficulty. This paper evaluates the dif-ficulty of a Kinect exergame using objective player experiences derived from Kinect sensor and gameplay based player experience. Specifically, a Kinect exergame for upper arm exercise is developed and deployed to a nursing center at central Taiwan. The challenge (psychological difficulty) and intensity (physiological difficulty) of the game are analyzed using hand movement speed derived from Kinect sensor (objective player experience) and game score (gameplay based experi-ence). The results show that the objective player experience derived from Kinect sensor can help understand the exergame intensity. With cross reference to game performance, subjects who are more engaged in the exergame can be identified.

      • Enhancing elderly long-term care service using Kinect exergame

        Tien-Lung Sun,Ta-Min Hung,Chia-Hsuan Lee,Chien-Hua Huang,Chun Pei 대한인간공학회 2014 대한인간공학회 학술대회논문집 Vol.2014 No.5

        Kinect based somatosensory exergame is useful to support long-term care as it can motivate chronic rehabilitation patients or elderly with decreasing motor ability to do physical exercise in a pleasant and interesting gaming environment. Dynamic game difficulty adjustment (DDA) technique is implemented in all games to keep players engaged and adhered to the game. For long-term care service, game difficulty has to be manually adjusted as players are not able to or not willing to adjust game settings by themselves. To support manually difficulty adjustment, it is important to conduct player experience study to understand the impact of different game settings or gaming parameters on game difficulty. This paper evaluates the difficulty of a Kinect exergame using objective player experiences derived from Kinect sensor and gameplay based player experience. Specifically, a Kinect exergame for upper arm exercise is developed and deployed to a nursing center at central Taiwan. The challenge (psychological difficulty) and intensity (physiological difficulty) of the game are analyzed using hand movement speed derived from Kinect sensor (objective player experience) and game score (gameplay based experience). The results show that the objective player experience derived from Kinect sensor can help understand the exergame intensity. With cross reference to game performance, subjects who are more engaged in the exergame can be identified. Specifically, analysis of the hand movement speed shows that the Kinect exergame considered in this work does not present enough physiological difficulty (intensity) to elderly with level-4 muscle power but does present difficulty to elderly with level-3 muscle power. Subjects with level-3 muscle power who are engaged in the game can be identified from their game scores. As the optimum difficulty level as well as other game settings varies from individual to individual, an important task in exergame design is to dynamically adjust its challenge and intensity so that elderly players can be engaged in and adhered to the game. The results of this paper show that player experiences derived from Kinect sensor and gameplay performance can help game developers better understand, and hence adjust, the game difficulty levels.

      • Mitigating SYN flooding Attack and ARP Spoofing in SDN Data Plane

        Ting-Yu Lin,Jhen-Ping Wu,Pei-Hsuan Hung,Ching-Hsuan Shao,Yu-Ting Wang,Yun-Zhan Cai,Meng-Hsun Tsai 한국통신학회 2020 한국통신학회 APNOMS Vol.2020 No.09

        As the number of network devices increases rapidly, it becomes more and more difficult to defend network attacks. Large-scaled attacks, such as SYN flooding, may lead to heavy burden to the switches as well as the controller in a software defined network (SDN). In this paper, we investigate the SYN flooding and Address Resolution Protocol (ARP) spoofing attacks in SDN, and then propose mechanisms to address these two attacks. We also present a new scheme to detect SYN flooding by using only a few forwarding rules. Moreover, we utilize the Programming Protocol-independent Packet Processors (P4) technique to mitigate the burden of the controller.

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