3 research outputs found

    Adaptive interfaces for people with special needs

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    The final publication is available at Springer via http://dx.doi.org/10.1007/978-3-642-02481-8_117Proceedings of 10th International Work-Conference on Artificial Neural Networks, IWANN 2009 Workshops, Salamanca, Spain, June 10-12, 2009This paper covers those aspects of modern interfaces which expand and enhance the way in which people interact with computers, like multi-touch table systems, presence-detection led displays and interactive virtualized real-life environments. It elaborates on how disabled or conditioned people take great advantage of natural interaction as interfaces adapt to their needs; interfaces which can be focused towards memory, cognitive or physical deficiencies. Applications size-up to serve specific users with customized tools and options, and are aware while taking into account the state and situation of the individual.This work has been partly funded by HADA project number TIN2007 – 64718

    Benefits of Digital Gameplay for Older Adults: Does Game Type Make a Difference?

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    Digital games can help older adults to entertain themselves, socialize with others, engage their cognitive functions, and enhance emotional states. This study surveyed 463 older Canadian adults to identify the digital games they had played and investigate whether playing them was associated with perceived socioemotional and cognitive benefits. The most widely reported socioemotional benefits were developing self-confidence, dealing with loneliness, and connecting with family. The most widely reported cognitive benefits were focusing, memory improvement, improved reaction speed, and problem solving. In the socioemotional category, connecting with current friends and connecting with family were both associated with strategy games, while connecting with current friends was also associated with sport games. In the cognitive category, both problem solving and speed in reacting/responding were associated with arcade games. Results show that playing digital games has the potential to be an intervention tool to improve older adults’ wellbeing

    EDM 2011: 4th international conference on educational data mining : Eindhoven, July 6-8, 2011 : proceedings

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