6,301 research outputs found

    Designing internet of tangible things for children with hearing impairment

    Get PDF
    Tangible User Interfaces (TUIs) are a new, non-traditional way to interact with digital information using a physical environment. Therefore, TUIs connect a physical set of objects that can be explored and manipulated. TUI can be interconnected over the Internet, using Internet of Things (IoT) technology to monitor a child''s activities in real-time. Internet of Tangible Things (IoTT) is defined as a tangible interaction applied to IoT. This article describes four case studies that apply IoTT to children with cochlear implants and children whose communication is sign language. For each case study, a discussion is presented, discussing how IoTT can help the child development in skills such as: social, emotional, psychomotor, cognitive, and visual. It was found that IoTT works best when it includes the social component in children with hearing impairment, because it helps them to communicate with each other and build social-emotional skills

    Academic methods for usability evaluation of serious games: a systematic review

    Get PDF
    In the last years, there has been an increasing interest in the design of video games as a tool for education, training, health promotion, socialization, etc. Usability, which is a key factor in any video game, becomes even more important in these so-called Bserious games^, where the users’ special characteristics should be considered, and the game efficacy depends on the users’ adherence and engagement. However, evaluation of the usability of this kind of games requires a redefinition of techniques, methods and even terminology. In this paper, we elicit six research questions and conduct a systematic review of the scientific literature, which resulted in the selection of 187 papers that contained the most relevant responses. The conclusions of this systematic review illustrate the general status of current academic usability evaluations of these games and the main trends in the selection of methodologies and how are they applied. This view may be a very valuable foundation for future researchMinisterio de Ciencia e Innovación PROCUR@-IPT-2011-1038-90000

    Social aspects in game accessibility research: a literature review

    Get PDF
    Games and game-based applications are part of entertainment, learning, socialization, and many other daily life activities. They have become a key part of the social fabric of our societies, nonetheless, social aspects in games and game-based applications have received little attention, meaning that these game technologies often remain inaccessible to people with disabilities, especially within social use contexts. This study is a literature review of research on game accessibility (2016 -2020 inclusive) to investigate social aspects in game accessibility literature, The findings indicate the scarcity of research primarily investigating social themes. Individuals with disabilities differ in their social accessibility challenges and needs based on the type of disability they have. The lack of conscious research on social aspects of game accessibility threatens to further the exclusion of people with disabilities from gaming and related activities and this study provides directions for further research of social themes.publishedVersionPeer reviewe

    Accessibility in video games: a systematic review

    Get PDF
    Video games are software products with several purposes that are growing in strength and weight in society. However, thereis one noticeable problem about them; in most cases, their developers most often do not take into consideration peoplewith disabilities when they are creating video game applications. People with disabilities are thus partially or completelyexcluded from their use. Prior to any additional work, it is required to have an updated state of the art about this topic. Thispaper shows the results of a systematic literature review conducted to define the current status of video games accessibility.The type of review is broader than usual, so it is a systematic mapping study (a specific class of systematic review). Besideselaborating the state of the art (qualitative information), we identified and analyzed related works (45 relevant studies) toprovide quantitative information of the performed search (including graphs and tables), such as the number of articles foundby phases, their sources, their research type, the research questions answered, the kind of disability addressed, and the typeand year of publications. None of the studied initiatives can guarantee universally accessible video game applications. Ourproposal is to create an integral software engineering methodology that considers accessibility guidelines, techniques, strategies,human factors, etc. in the video game software development process.European Commisio

    The Use of STEM Gaming to Promote Hearing Health in Youth

    Get PDF
    Hearing loss prevention programs targeting youth have been implemented in many forms to teach younger populations about hearing health to prevent noise-induced hearing loss. Some hearing loss prevention programs, such as Dangerous Decibels®, are based on health communication science and aim to not only increase youth’s knowledge about noise-induced hearing loss, but positively change their attitudes, beliefs, and behaviors towards safe listening practices. The purpose of this project was to investigate how an educational computer game called Song of the Starbird could potentially be used as an effective hearing health promotion tool for students with normal hearing and students with hearing loss. Exposure to this game could improve knowledge and change attitudes, beliefs, and behaviors in youth related to hearing health. It can also be a fun way for youth to learn about how we hear, the effects of damaging sound levels, and what they can do to reduce their risk of noise-induced hearing loss. In Chapter 1, an extensive literature review was performed to establish a rationale for using a video game as an appropriate hearing loss prevention resource targeting youth 9-12 years old. In Chapter 2, the game’s application within the field of audiology, methods, and examples of implementation opportunities are offered. Audiologists play a key role in disseminating the game within their practice settings. Finally, Chapter 3 reviews gaps in the research literature and future research needs

    Human Computer Interaction and Emerging Technologies

    Get PDF
    The INTERACT Conferences are an important platform for researchers and practitioners in the field of human-computer interaction (HCI) to showcase their work. They are organised biennially by the International Federation for Information Processing (IFIP) Technical Committee on Human–Computer Interaction (IFIP TC13), an international committee of 30 member national societies and nine Working Groups. INTERACT is truly international in its spirit and has attracted researchers from several countries and cultures. With an emphasis on inclusiveness, it works to lower the barriers that prevent people in developing countries from participating in conferences. As a multidisciplinary field, HCI requires interaction and discussion among diverse people with different interests and backgrounds. The 17th IFIP TC13 International Conference on Human-Computer Interaction (INTERACT 2019) took place during 2-6 September 2019 in Paphos, Cyprus. The conference was held at the Coral Beach Hotel Resort, and was co-sponsored by the Cyprus University of Technology and Tallinn University, in cooperation with ACM and ACM SIGCHI. This volume contains the Adjunct Proceedings to the 17th INTERACT Conference, comprising a series of selected papers from workshops, the Student Design Consortium and the Doctoral Consortium. The volume follows the INTERACT conference tradition of submitting adjunct papers after the main publication deadline, to be published by a University Press with a connection to the conference itself. In this case, both the Adjunct Proceedings Chair of the conference, Dr Usashi Chatterjee, and the lead Editor of this volume, Dr Fernando Loizides, work at Cardiff University which is the home of Cardiff University Press

    Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design

    Get PDF
    Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data
    corecore