12 research outputs found

    Tangibot: A tangible-mediated robot to support cognitive games for ageing people A usability study

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    [EN] The ever increasing elderly population requires a revision of technology to make it usable and meaningful for them. Most applications take into account their reduced physical and cognitive abilities in order to provide assistive services, but this paper focuses on building technology to improve these capacities through cognitive games. We present Tangibot, a tangible-mediated robot aimed at enabling more intuitive and appealing interactions. A usability study conducted on subjects at three different levels of cognitive impairment (none, mild, and severe) reveals that it is usable and engaging for users with no or mild cognitive impairment, and even though it is less usable for persons with severe impairment, it triggers positive emotional reactions among them, which makes it promising for their use in therapeutic activities.This work is supported by Spanish Ministry of Economy and Competitiveness and funded by the European Development Regional Fund (EDRF-FEDER) with Project TIN2014-60077-R. It is also supported by fellowship ACIF/2014/214 within the VALi+d program from Conselleria d'Educacio, Cultura i Esport (Generalitat Valenciana), and by fellowship FPU14/00136 within the FPU program from Spanish Ministry of Education, Culture, and Sport.García Sanjuan, F.; Jaén Martínez, FJ.; Nácher-Soler, VE. (2017). Tangibot: A tangible-mediated robot to support cognitive games for ageing people A usability study. Pervasive and Mobile Computing. 34:91-105. doi:10.1016/j.pmcj.2016.08.007S911053

    Designing Meaningful Intergenerational Digital Games

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    ABSTRACT This paper will focus on intergenerational digital games between grandparents and their grandchildren, which could enhance not only their physical and social well-being but also social bonding between them. This is a topic which has been neglected in digital game research. Therefore, after having discussed the relevance of intergenerational relations the paper will present empirical studies in this field. Then, attention will be paid to (1) the motivation of younger and older adults to play digital games and (2) the impact of age-related difficulties on playing digital games. Finally, the implications for the design of intergenerational digital games will be sketched

    Analyzing the Impact of Spatio-Temporal Sensor Resolution on Player Experience in Augmented Reality Games

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    Along with automating everyday tasks of human life, smartphones have become one of the most popular devices to play video games on due to their interactivity. Smartphones are embedded with various sensors which enhance their ability to adopt new new interaction techniques for video games. These integrated sen- sors, such as motion sensors or location sensors, make the device able to adopt new interaction techniques that enhance usability. However, despite their mobility and embedded sensor capacity, smartphones are limited in processing power and display area compared to desktop computer consoles. When it comes to evaluat- ing Player Experience (PX), players might not have as compelling an experience because the rich graphics environments that a desktop computer can provide are absent on a smartphone. A plausible alternative in this regard can be substituting the virtual game world with a real world game board, perceived through the device camera by rendering the digital artifacts over the camera view. This technology is widely known as Augmented Reality (AR). Smartphone sensors (e.g. GPS, accelerometer, gyro-meter, compass) have enhanced the capability for deploying Augmented Reality technology. AR has been applied to a large number of smartphone games including shooters, casual games, or puzzles. Because AR play environments are viewed through the camera, rendering the digital artifacts consistently and accurately is crucial because the digital characters need to move with respect to sensed orientation, then the accelerometer and gyroscope need to provide su ciently accurate and precise readings to make the game playable. In particular, determining the pose of the camera in space is vital as the appropriate angle to view the rendered digital characters are determined by the pose of the camera. This defines how well the players will be able interact with the digital game characters. Depending in the Quality of Service (QoS) of these sensors, the Player Experience (PX) may vary as the rendering of digital characters are affected by noisy sensors causing a loss of registration. Confronting such problem while developing AR games is di cult in general as it requires creating wide variety of game types, narratives, input modalities as well as user-testing. Moreover, current AR games developers do not have any specific guidelines for developing AR games, and concrete guidelines outlining the tradeoffs between QoS and PX for different genres and interaction techniques are required. My dissertation provides a complete view (a taxonomy) of the spatio-temporal sensor resolution depen- dency of the existing AR games. Four user experiments have been conducted and one experiment is proposed to validate the taxonomy and demonstrate the differential impact of sensor noise on gameplay of different genres of AR games in different aspect of PX. This analysis is performed in the context of a novel instru- mentation technology, which allows the controlled manipulation of QoS on position and orientation sensors. The experimental outcome demonstrated how the QoS of input sensor noise impacts the PX differently while playing AR game of different genre and the key elements creating this differential impact are - the input modality, narrative and game mechanics. Later, concrete guidelines are derived to regulate the sensor QoS as complete set of instructions to develop different genres or AR games

    ExerLink: Enabling Pervasive Social Exergames with Heterogeneous Exercise Devices

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    We envision that diverse social exercising games, or exergames, will emerge, featuring much richer interactivity with immersive game play experiences. Further, the recent advances of mobile devices and wireless networking will make such social engagement more pervasive - people carry portable exergame devices (e.g., jump ropes) and interact with remote users anytime, anywhere. Towards this goal, we explore the potential of using heterogeneous exercise devices as game controllers for a multi-player social exergame; e.g., playing a boat paddling game with two remote exercisers (one with a jump rope, and the other with a treadmill). In this paper, we propose a novel platform called ExerLink that converts exercise intensity to game inputs and intelligently balances intensity/delay variations for fair game play experiences. We report the design considerations and guidelines obtained from the design and development processes of game controllers. We validate the efficacy of game controllers and demonstrate the feasibility of social exergames with heterogeneous exercise devices via extensive human subject studies.

    Design for social interaction through physical play : proceedings of the 1st workshop, October 22, 2008, Eindhoven

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    Benefits and factors influencing the design of intergenerational digital games

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    The main purpose of this paper is to review the benefits and factors to be taken into consideration for the design of intergenerational digital games. We conducted a systematic in Scopus, Web of Science, PsicInfo, Pubmed and Science Direct, finally including 16 empirical studies written in English. The identified benefits were found to fall into four main categories, i.e., (1) reinforcing family bond, (2) enhancing reciprocal learning (3) increasing understanding of the other generation and (4) reducing social anxiety. According to the literature, two types of factors are important to take into consideration: player-centric and game-centric factors. We identified the nature of the interactions between older (55–81 year-olds) and younger players (4–22 year-olds), their motivations to play digital games and the difference in abilities as the main player-centric factors to take into account when designing intergenerational games. The most relevant game-centric factors were found to be goal-related and space-related forms of interaction. To gain more insight into how specific benefits of playing digital games are related to a type of game, gender or age of the participant, additional empirical studies (comparative analyses), that take these factors into account are needed

    Head Up Games : on the design, creation and evaluation of interactive outdoor games for children

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    This thesis proposes a new genre of outdoor games for children, namely Head Up Games. The concept was inspired by the observation that existing pervasive outdoor games for children were mostly played head down, as the predominantly screen-based interaction of existing games required constant attention of the children. First, the vision of Head Up Games is described and illustrated with several design cases (Chapter 2). In contrast to the head down games, Head Up Games aim to encourage and support rich social interaction and physical activity, play behaviors that are similar to play behaviors seen in traditional outdoor games (such as tag and hide-and-seek). The design process of Head Up Games poses several challenges. In User Centered Design it is commonly accepted to start the development of a new product using low-fi mock-ups, e.g., paper prototypes, and evaluate these with end-users. In the case of Head Up Games this proved to be difficult, as the emerging game experience is significantly altered when using paper prototypes. Therefore, a study was carried out that used high-fi prototypes, i.e. working, interactive, prototypes, from a very early stage in the design process (Chapter 3). This way, the effect of interactions on the game experience can be addressed earlier and better in the design process. Furthemore, having access to technology early in the design process, allows designers to better explore the design space. However, designers often do not possess adequate skills to quickly prototype interactive products, particularly products that need to be evaluated in an outdoor context. Such a development is often costly and time-consuming. Therefore, the RaPIDO platform was developed (Chapter 4). The platform not only includes the appropriate hardware for creating outdoor games, but is also bundled with software libraries, to allow designers not specifically trained in software engineering to adopt the platform easily. RaPIDO was evaluated using a case study methodology with two Industrial Design master students. The evaluation not only focused on the usability of the platform, but, more importantly, how the use of the platform affected the design process. The main conclusion of the study was that the designers indeed were able to rapidly create mobile games, and that the hardware offered was suitable for creating outdoor games. Furthermore, issues were identified with regard to writing the game software, e.g., managing the complexity of the software. Finally, for evaluating Head Up Games with children two methods were applied: the Outdoor Play Observation Scheme (OPOS) was used to quantify the intended play behavior. Furthermore, GroupSorter was developed to provide a framework to interview a group of children simultaneously, resulting in qualitative comments. Both OPOS and GroupSorter were applied for evaluating three Head Up Games, which are described in Chapter 5

    Development of a Social Robot as a Mediator for Intergenerational Gameplay & Development of a Canvas for the Conceptualisation of HRI Game Design

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    Intergenerational interaction between grandparents and grandchildren benefits both generations. The use of a social robot in mediating this interaction is a relatively unexplored area of research. Often Human-Robot Interaction (HRI) research uses the robot as a point of focus; this thesis puts the focus on the interaction between the generations, using a multi-stage study with a robot mediating the interaction in dyads of grandparents and grandchildren. The research questions guiding this thesis are: 1) How might a robot-mediated game be used to foster intergenerational gameplay? 2) What template can be created to conceptually describe HRI game systems? To answer the first question, the study design includes three stages: 1. Human mediator Stage (exploratory); 2. The Wizard-of-Oz (WoZ) Stage (where a researcher remotely controls the robot); 3. Fully/semi-autonomous Stage. A Tangram puzzle game was used to create an enjoyable, collaborative experience. Stage 1 of the study was conducted with four dyads of grandparents (52-74 years of age) and their grandchildren (7-9 years of age). The purpose of Stage 1 was to determine the following: 1. How do dyads of grandparent-grandchild perceive their collaboration in the Tangram game? 2. What role do the dyads envision for a social robot in the game? Results showed the dyads perceived high collaboration in the Tangram game, and saw the role of the robot as helping them by providing clues in the gameplay. The research team felt the game, in conjunction with the proposed setup, worked well for supporting collaboration and decided to use the same game with a similar setup for the next two stages. Although the design and development of the next stage were ready, the COVID-19 pandemic led to the suspension of in-person research. The second part of this thesis research focused on creating the Human-Robot Interaction Game Canvas (HRIGC), a novel way to conceptually model HRI game systems. A literature search of systematic ways to capture information, to assist in the design of the multi-stage study, yielded no appropriate tool, and prompted the creation of the HRIGC. The goal of the HRIGC is to help researchers think about, identify, and explore various aspects of designing an HRI game-based system. During the development process, the HRIGC was put through three case studies and two test runs: 1) Test run 1 with three researchers in HRI game design; 2) Test run 2 with four Human-Computer Interaction (HCI) researchers of different backgrounds. The case studies and test runs showed HRIGC to be a promising tool in articulating the key aspects of HRI game design in an intuitive manner. Formal validation of the canvas is necessary to confirm this tool

    Intergenerational Physical and Cultural Play Systems

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    Ph.DDOCTOR OF PHILOSOPH
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