2020
DOI: 10.1007/978-3-030-46902-3_7
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Probabilistic Activity Recognition for Serious Games with Applications in Medicine

Abstract: Human activity recognition plays an important role especially in medical applications. This paper proposes a formal approach to model such activities, taking into account possible variations in human behavior. Starting from an activity description enriched with event occurrence probabilities, we translate it into a corresponding formal model based on discrete-time Markov chains (DTMCs). We use the PRISM framework and its model checking facilities to express and check interesting temporal logic properties (PCTL… Show more

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Cited by 4 publications
(5 citation statements)
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“…This paper is an updated and extended version of [9]. It largely extends the conference paper with…”
Section: Introductionmentioning
confidence: 92%
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“…This paper is an updated and extended version of [9]. It largely extends the conference paper with…”
Section: Introductionmentioning
confidence: 92%
“…Our first contribution is a formal modeling framework where activities are represented by (hierarchical) discrete-time Markov chains whose edges can be decorated with probabilities [9]. Markov chains are deterministic and do not impose to associate a real duration with each action, contrarily to, e.g., timed automata.…”
Section: Introductionmentioning
confidence: 99%
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“…The efficacy of serious games has been demonstrated across many differing areas including, for example, healthcare monitoring [15] evacuation [16], way-finding in an emergency [17], industrial safety [18], and rehabilitation settings [19]. Serious games have been found to be particularly relevant in an safety-critical industries, due to the significant financial and time costs associated with safety drills [20], and low generalisation of safety behaviour to real-world contexts due to limited feedback on outcomes [21] and poor emotional investment [22].…”
Section: Social Factors Within Serious Games: What We Knowmentioning
confidence: 99%
“…In the line of [6], we expect that our approach to categorize the behavior of patients could provide doctors with significant information to complete their diagnosis. We chose to represent serious game activities as discrete-time Markov chains whose edges can be decorated with probabilities [7]. All the possible actions do not occur with the same probability, since some behaviors are most frequent than others.…”
Section: Introductionmentioning
confidence: 99%