Over the past few years, challenges remain in producing an accurate brain structures segmentation due to the imag- ing nature of Magnetic Resonance images, that is known to exhibit similar intensity characteristics among subcortical structures such as the hippocampus, amygdala and caudate nucleus. Lack of a distinct image attributes that separate adjacent structures often hinders the accuracy of the segmentation. Therefore, researches have been directed to infer prior knowledge about the possible shape and spatial location to promote accurate segmentation. Realizing the importance of prior information, this focused review aims to introduce brain structures segmentation from the perspective of how the prior information has been utilized in the segmentation methods. A critical analysis on the methodology of the brain segmentation approaches, its’ advantages and issues pertaining to these methods has been discussed in detail. This review also provides an insight to the current happenings and future directions in brain structure segmentation.
Introduction: Exergames is defined as a technology-driven physical activity, which is an innovative way of physical activity that integrates interactive gameplay in the exercise process. The exergames may provide enjoyable expe- riences that could motivate people to participate and continue playing the game play, while also exercising at the same time. Methods: This article presents a treasure hunt-based walking exergames on android platform with the implementation of intelligence-based image recognition. The exergame, termed USM ExerHunt uses images of Universiti Sains Malaysia buildings as the hints. The participant of the game supposes to find a building shown in the hint, and once reaching the destination captures the image of the building. Then, the application will calculate the total steps taken and calories burnt by the participant using an implementation of accelerometer from the mobile phone. Results: The developed USM ExerHunt application is able to achieve accurate image recognition of USM building, with the accuracy rate of 92%. Besides that, the application is capable of calculating the number of total steps and calories burnt after an exercise routine is completed. Conclusion: This android application has shown a proof of concept in incorporating machine intelligence into an exergame application, with pilot study within the USM community.