5,457 research outputs found

    CorpOperatio: Game-inspired App for Encouraging Outdoor Physical Activity for People with Intellectual Disabilities

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    This thesis presents a serious mobile exergame for people with intellectual disabilities, to help people with intellectual disability be more physically active. Exergames are games with the purpose of physically engaging the user in the gameplay, and intervenes with sedentariness and repetitive behavior. The game is based around the use of augmented reality, which is described as bringing 3D virtual objects into a 3D real environment in real time. As the field of physical activity in people with intellectual disabilities is a low-research field, the project aims to create a technical solution to them improve their physical health. There are few solutions tailored for people with intellectual disabilities to aid in physical exercise, something we wanted to change. A physical activity mobile game was created using the Unity game engine and augmented reality. Requirements and design choices came through literature review, reference meetings and meetings with professional psychologists. The game was tested by intellectually disabled users in a controlled, randomized trial over the course of four days, with interviews after testing to get results. While evaluation of the application rvealed areas of potential improvement, the application is already usable for people with intellectual disabilities. Augmented reality proved to be challenging to understand initially, but also fun, once the concept was understood. We have created an application for encouraging physical activity for people with intellectual disabilities. The application shows promise, but also improvement points for it to be deployed to the public market

    Sorterius: Game-inspired App for Encouraging Outdoor Physical Activity for People with Intellectual Disabilities

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    People with intellectual disabilities have difficulties in reaching the World Health Organization's (WHO) suggested level of physical activity. Previous research shows that participating in physical activities often is related to self-efficacy in a physical activity setting and personal motivation. As physical activity has significant effects on physical and mental health, this thesis aimed to develop a mobile application that could help people with intellectual disabilities be more physically active. In the process of creating an encouraging and user-friendly mobile application, this project includes literature reviews, meetings with experts in the field, discussions with special education teachers and teachers working with people with intellectual disability, and the author's own experience with this user group. The project relies on guidelines and theory to create a user interface to fit people with intellectual disabilities. This thesis presents a cross-platform mobile application that combines the digital and real world. Using augmented reality, players walk around in the real world looking after digital garbage. As they walk, they will find garbage on the ground and get the option of sorting the garbage in the correct garbage bins. The game's main objective is to look for garbage and throw it in the correct garbage bin. As users progress throughout the game, they earn stars based on their step count while playing the game. Together with family members or assistants, they can add weekly physical activity goals and earn special rewards created by family members or assistants. Usability testing is mainly done on special education teachers, social workers, psychologist, and researchers working with people with intellectual disabilities. It revealed that creating a mobile application focusing on everyday life scenarios can have a potential value for the targeted user group. However, testing also showed that using augmented reality can be challenging. Long-term testing on individuals with an intellectual disability will start in the upcoming weeks in a study conducted by the University Hospital of North Norway (UNN), in collaboration with UiT The Arctic University of Norway

    Exploring the Front Touch Interface for Virtual Reality Headsets

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    In this paper, we propose a new interface for virtual reality headset: a touchpad in front of the headset. To demonstrate the feasibility of the front touch interface, we built a prototype device, explored VR UI design space expansion, and performed various user studies. We started with preliminary tests to see how intuitively and accurately people can interact with the front touchpad. Then, we further experimented various user interfaces such as a binary selection, a typical menu layout, and a keyboard. Two-Finger and Drag-n-Tap were also explored to find the appropriate selection technique. As a low-cost, light-weight, and in low power budget technology, a touch sensor can make an ideal interface for mobile headset. Also, front touch area can be large enough to allow wide range of interaction types such as multi-finger interactions. With this novel front touch interface, we paved a way to new virtual reality interaction methods

    Implementing Motivational Features for an Augmented Reality Game Encouraging Physical Activity for Persons with Intellectual Disabilities

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    Evidence shows lower physical activity (PA) levels in persons with an intellectual disability (ID) compared to the general population. Physical activity promotes multiple health benefits, such as prolonged life and reduced risk for obtaining various chronic diseases. There are numerous applications targeting increased physical activity for the general population, but these tend to be too complex to use, and have therefore not been adopted, by persons with ID. Exergames promote increased physical activity by utilizing the entertaining aspects of games as a motivator, and some research has been explicitly aimed toward providing such a platform for persons with ID. One application targeting increased PA levels in persons with ID is Sorterius. While Sorterius promotes PA during utilization, it is somewhat limited in providing motivational elements to its users, and an increase in motivational elements could greatly increase usage of the application. Therefore, the main goal of this project was to enhance the overall enjoyment of playing Sorterius. To reach this goal, the project utilized knowledge gained from a prior literature review assessing which game aspects persons with ID perceived as motivating. The project also relied on continuous discussion with experts in the field. The resulting design includes a customizable mascot where users can unlock new items for their mascot and an automated difficulty adjustment based on user performance. To evaluate the application, a usability test was conducted on two experts and six persons with ID for a duration of two weeks. Due to various reasons, we were only able to retrieve written consent from one of the persons with ID before submitting the thesis. Results from testing indicated a similar degree of usability as the previous version while providing an increased number of motivational elements towards its users. The new version was also tested on the intended users compared to the previous version

    Design and Evaluation of a Vision-Based UI for People with Large Cognitive-Motor Disabilities

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    Recovering from multiple traumatic brain injury (TBI) is a very difficult task, depending on the severity of the lesions, the affected parts of the brain and the level of damage (locomotor, cognitive or sensory). Although there are some software platforms to help these patients to recover part of the lost capacity, the variety of existing lesions and the different degree to which they affect the patient, do not allow the generalization of the appropriate treatments and tools in each case. The aim of this work is to design and evaluate a machine vision-based UI (User Interface) allowing patients with a high level of injury to interact with a computer. This UI will be a tool for the therapy they follow and a way to communicate with their environment. The interface provides a set of specific activities, developed in collaboration with the multidisciplinary team that is currently evaluating each patient, to be used as a part of the therapy they receive. The system has been successfully tested with two patients whose degree of disability prevents them from using other types of platforms
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