38,521 research outputs found

    Serious games for the rehabilitation of disabled people: results of a multilingual survey

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    The paper reports the results of an original mixed-methods survey on the experiences and attitudes of disabled people to digital games in rehabilitation. Serious games are very widely used, but there is currently no research from the perspective of disabled people on their use in rehabilitation. A majority of participants were found to consider games in rehabilitation useful or very useful, with particular interest in games with a camera and sensors. Some statistically significant differences were found between the experiences and attitudes of blind and other disabled people and under and over 40s, but the results were found to be male-female gender independent. Several theories of technology use were applied to interpret the findings. The results were used to provide recommendations for the development and implementation of serious games in rehabilitation and suggestions for further work

    Customising games for non-formal rehabilitation

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    The field of rehabilitation has increasingly adopted commercially available games using perceptual interfaces as a means for physically training patients. The adaptability of such systems to match each person’s need and rehabilitation goal remains problematic. This paper presents a rapid prototyping approach for customising gaming technology using various affordable commercial devices and open source software. We first demonstrate how a freely available game is adapted for training disabled people through different sensors and control modes. We then show how an open online virtual world such as Second Life® offers sufficient conditions for quickly building custom content for testing with interactive devices. When presented with these prototyping possibilities, people from the target groups (healthcare professionals, patients, people with disabilities, older people, families) related such systems to their needs and further elaborated on the use of such systems. Our research indicates how availability of simple prototyping platforms expands upon the possibilities for developers and practitioners

    Combining brain-computer interfaces and assistive technologies: state-of-the-art and challenges

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    In recent years, new research has brought the field of EEG-based Brain-Computer Interfacing (BCI) out of its infancy and into a phase of relative maturity through many demonstrated prototypes such as brain-controlled wheelchairs, keyboards, and computer games. With this proof-of-concept phase in the past, the time is now ripe to focus on the development of practical BCI technologies that can be brought out of the lab and into real-world applications. In particular, we focus on the prospect of improving the lives of countless disabled individuals through a combination of BCI technology with existing assistive technologies (AT). In pursuit of more practical BCIs for use outside of the lab, in this paper, we identify four application areas where disabled individuals could greatly benefit from advancements in BCI technology, namely,“Communication and Control”, “Motor Substitution”, “Entertainment”, and “Motor Recovery”. We review the current state of the art and possible future developments, while discussing the main research issues in these four areas. In particular, we expect the most progress in the development of technologies such as hybrid BCI architectures, user-machine adaptation algorithms, the exploitation of users’ mental states for BCI reliability and confidence measures, the incorporation of principles in human-computer interaction (HCI) to improve BCI usability, and the development of novel BCI technology including better EEG devices

    "One-button” brain-computer interfaces

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    Mobile recommender apps with privacy management for accessible and usable technologies

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    The paper presents the preliminary results of an ongoing survey of the use of computers and mobile devices, interest in recommender apps and knowledge and concerns about privacy issues amongst English and Italian speaking disabled people. Participants were found to be regular users of computers and mobile devices for a range of applications. They were interested in recommender apps for household items, computer software and apps that met their accessibility and other requirements. They showed greater concerns about controlling access to personal data of different types than this data being retained by the computer or mobile device. They were also willing to make tradeoffs to improve device performance

    Future bathroom: A study of user-centred design principles affecting usability, safety and satisfaction in bathrooms for people living with disabilities

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    Research and development work relating to assistive technology 2010-11 (Department of Health) Presented to Parliament pursuant to Section 22 of the Chronically Sick and Disabled Persons Act 197
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