200 research outputs found

    Exploring casual exergames with kids using wheelchairs

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    Physical activity (PA) is important for health and well-being, but often PA is inaccessible for children using wheelchairs. In this work, we explore the potential of casual exergames to provide opportunities for physically active play. We apply existing wheelchair-controlled video games to explore children’s and parents’ perceptions of these games. Feedback shows that children and parents feel that casual exergames could be a valuable opportunity of offering wheelchair-accessible play, however, refinement of game concepts particularly regarding challenge and physical effort required to play is necessary. By integrating these findings into games for young people using wheelchairs in the future, we hope to provide opportunities for accessible and physically challenging play

    Motion-based technology to support motor skills screening in developing children: A scoping review

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    Background. Acquiring motor skills is fundamental for children's development since it is linked to cognitive development. However, access to early detection of motor development delays is limited. Aim. This review explores the use and potential of motion-based technology (MBT) as a complement to support and increase access to motor screening in developing children. Methods. Six databases were searched following the PRISMA guidelines to search, select, and assess relevant works where MBT recognised the execution of children's motor skills. Results. 164 studies were analysed to understand the type of MBT used, the motor skills detected, the purpose of using MBT and the age group targeted. Conclusions. There is a gap in the literature aiming to integrate MBT in motor skills development screening and assessment processes. Depth sensors are the prevailing technology offering the largest detection range for children from age 2. Nonetheless, the motor skills detected by MBT represent about half of the motor skills usually observed to screen and assess motor development. Overall, research in this field is underexplored. The use of multimodal approaches, combining various motion-based sensors, may support professionals in the health domain and increase access to early detection programmes.Funding for open access charge: Universidad de Málaga / CBUA

    Designing games for the rehabilitation of functional vision for children with cerebral visual impairment

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    Evidence has accumulated that visual rehabilitation for patients with neurological visual impairment can be effective. Unfortunately, the existing therapy tools are repetitive, uninteresting, and unsuitable for use with children. This project aims to improve the engaging qualities of visual rehabilitation for children, through the design of therapy tools based on game design principles. Development is ongoing in a participatory, user-centred manner in conjunction with a specialist centre for childhood visual impairment. This paper outlines design requirements and briefly reports early findings of the development process

    Designing movement-based play with young people using powered wheelchairs

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    Young people using powered wheelchairs have limited access to engaging leisure activities. We address this issue through a two-stage project; 1) the participatory development of a set of wheelchair-controlled, movement-based games (with 9 participants at a school that provides education for young people who have special needs) and 2) three case studies (4 participants) exploring player perspectives on a set of three wheelchair-controlled casual games. Our results show that movement-based playful experiences are engaging for young people using powered wheelchairs. However, the participatory design process and case studies also reveal challenges for game accessibility regarding the integration of movement in games, diversity of abilities among young people using powered wheelchairs, and the representation of disability in games. In our paper, we explore how to address those challenges in the development of accessible, empowering movement-based games, which is crucial to the wider participation of young people using powered wheelchairs in play

    Exergames

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    Widening participation in technology design: A review of the involvement of children with special educational needs and disabilities

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    This article presents a review of the design methods and techniques that have been used to involve children with special educational needs and/or disabilities (SEND) in the technology design process. Situating the work within the established child–computer interaction research sub-field of participatory design, we examine the progress that has been made in relation to the participation of this specific child population. An extensive review of the literature in this area has been undertaken and we describe the different roles, responsibilities and activities that have been undertaken by both the child and adult participants within previous technology design projects. We also highlight the different types of outcome from this previous work involving children with SEND, exploring the impact the children’s participation has had on both the resulting technology as well as the impact on the child participants themselves. Finally we conclude this review with a set of reporting recommendations for technology designers and researchers aiming to involve this population in future technology design projects

    Automatic Bike as a Tool for Motor Development Programs for Children with Cerebral Palsy

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    This article discusses the development and implementation of motor development tools to assist children with Cerebral Palsy. The failure to control motor function due to damage to the central nervous system has caused limbs stiffness resulting in the inability to carry out daily activities. The are some efforts to improve the limb stiffness for instance motor development activities to train muscles and joints. Utilizing a technology-based Automatic Bike can help implement the motor development program for children with Cerebral Palsy. The research includes a framework containing partners, problems, FGD, Automatic Bike, development, manuals and demonstration videos, FGD, information sharing, trials, results, and evaluation. Automatic Bike is a technology-based automatic bicycle that can be adjusted according to child's needs. This tool consists of pedals for upper and lower limbs which are driven by a motor. The implementation of the motor development program using Automatic Bike technology is carried out for four weeks frequently with a duration of 30 minutes a day. The continuous application of Automatic Bike can provide stimulus to both upper and lower limbs as the organs of movements, improving flex for joints and muscles stiffness along with increasing blood flow

    Muscle activation during Exergame playing

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    Exergames may provide low-cost solutions for playing, training and rehabilitation. Exergame user research (EUR), studies the interaction between an Exergame and users, in order to provide feedback for game developers and safe and meaningful gameplay. Detailed evaluations and a coding system based on muscle activation levels are necessary to characterize Exergames. This is important when it comes to use exergames in purposes other than fun. The purpose of this chapter was to characterize the muscle activation during a swimming Exergame as an example and to compare the level of activation during different conditions. Healthy subjects played bouts of Exergame using Xbox360 and Kinect. Muscle activation was monitored for desired muscles on dominant upper limb using wireless electromyographic system. Preliminary resutls showed that upper trapezius was the most active muscle in all techniques. An investigation of muscular coordination was also conducted to provide an activation sequences of studied muscles. Results can provide insights for practitioners to have a baseline on application of exergames in their routines
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