39,169 research outputs found
Wheelchair-based game design for older adults
Few leisure activities are accessible to institutionalized older adults using wheelchairs; in consequence, they experience lower levels of perceived health than able-bodied peers. Video games have been shown to be an engaging leisure activity for older adults. In our work, we address the design of wheelchair-accessible motion-based games. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games, and Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs. Results of two studies show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage older adults. Through the application of the wheelchair as an enabling technology in play, our work has the potential of encouraging older adults to develop a positive relationship with their wheelchair. Copyright 2013 ACM
Designing wheelchair-based movement games
People using wheelchairs have access to fewer sports and other physically stimulating leisure activities than nondisabled persons, and often lead sedentary lifestyles that negatively influence their health. While motion- based video games have demonstrated great potential of encouraging physical activity among nondisabled players, the accessibility of motion-based games is limited for persons with mobility disabilities, thus also limiting access to the potential health benefits of playing these games. In our work, we address this issue through the design of wheelchair-accessible motion-based game controls. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games. Building on the toolkit, we developed Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs, and we created Wheelchair Revolution, a motion-based dance game that is accessible to both persons using wheelchairs and nondisabled players. Evaluation results show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage broad audiences in physically stimulating play. Through the application of the wheelchair as an enabling technology in games, our work has the potential of encouraging players of all ages to develop a positive relationship with their wheelchair
Custom-designed motion-based games for older adults: a review of literature in human-computer interaction
Many older adults, particularly persons living in senior residences and care homes, lead sedentary lifestyles, which reduces their life expectancy. Motion-based video games encourage physical activity and might be an opportunity for these adults to remain active and engaged; however, research efforts in the field have frequently focused on younger audiences and little is known about the requirements and benefits of motion-based games for elderly players. In this paper, we present an overview of motion-based video games and other interactive technologies for older adults. First, we summarize existing approaches towards the definition of motion-based video games – often referred to as exergames – and suggest a categorization of motion-based applications into active video games, exergames, and augmented sports. Second, we use this scheme to classify case studies addressing design efforts particularly directed towards older adults. Third, we analyze these case studies with a focus on potential target audiences, benefits, challenges in their deployment, and future design opportunities to investigate whether motion-based video games can be applied to encourage physical activity among older adults. In this context, special attention is paid to evaluation routines and their implications regarding the deployment of such games in the daily lives of older adults. The results show that many case studies examine isolated aspects of motion-based game design for older adults, and despite the broad range of issues in motion-based interaction for older adults covered by the sum of all research projects, there appears to be a disconnect between laboratory-based research and the deployment of motion-based video games in the daily lives of senior citizens. Our literature review suggests that despite research results suggesting various benefits of motion-based play for older adults, most work in the field of game design for senior citizens has focused on the implementation of accessible user interfaces, and that little is known about the long-term deployment of video games for this audience, which is a crucial step if these games are to be implemented in activity programs of senior residences, care homes, or in therapy
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The use and function of gestures in word-finding difficulties in aphasia
Background: Gestures are spontaneous hand and arm movements that are part of everyday communication. The roles of gestures in communication are disputed. Most agree that they augment the information conveyed in speech. More contentiously, some argue that they facilitate speech, particularly when word-finding difficulties (WFD) occur. Exploring gestures in aphasia may further illuminate their role.
Aims: This study explored the spontaneous use of gestures in the conversation of participants with aphasia (PWA) and neurologically healthy participants (NHP). It aimed to examine the facilitative role of gesture by determining whether gestures particularly accompanied WFD and whether those difficulties were resolved.
Methods & Procedures: Spontaneous conversation data were collected from 20 PWA and 21 NHP. Video samples were analysed for gesture production, speech production, and WFD. Analysis 1 examined whether the production of semantically rich gestures in these conversations was affected by whether the person had aphasia, and/or whether there were difficulties in the accompanying speech. Analysis 2 identified all WFD in the data and examined whether these were more likely to be resolved if accompanied by a gesture, again for both groups of participants.
Outcomes & Results: Semantically rich gestures were frequently employed by both groups of participants, but with no effect of group. There was an effect of the accompanying speech, with gestures occurring most commonly alongside resolved WFD. An interaction showed that this was particularly the case for PWA. NHP, on the other hand, employed semantically rich gestures most frequently alongside fluent speech. Analysis 2 showed that WFD were common in both groups of participants. Unsurprisingly, these were more likely to be resolved for NHP than PWA. For both groups, resolution was more likely if a WFD was accompanied by a gesture.
Conclusions: These findings shed light on the different functions of gesture within conversation. They highlight the importance of gesture during WFD, both in aphasic and neurologically healthy language, and suggest that gesture may facilitate word retrieval
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