724 research outputs found

    Visual complexity, player experience, performance and physical exertion in motion-based games for older adults

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    Motion-based video games can have a variety of benefits for the players and are increasingly applied in physical therapy, rehabilitation and prevention for older adults. However, little is known about how this audience experiences playing such games, how the player experience affects the way older adults interact with motion-based games, and how this can relate to therapy goals. In our work, we decompose the player experience of older adults engaging with motion-based games, focusing on the effects of manipulations of the game representation through the visual channel (visual complexity), since it is the primary interaction modality of most games and since vision impairments are common amongst older adults. We examine the effects of different levels of visual complexity on player experience, performance, and exertion in a study with fifteen participants. Our results show that visual complexity affects the way games are perceived in two ways: First, while older adults do have preferences in terms of visual complexity of video games, notable effects were only measurable following drastic variations. Second, perceived exertion shifts depending on the degree of visual complexity. These findings can help inform the design of motion-based games for therapy and rehabilitation for older adults

    Full-body motion-based game interaction for older adults

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    Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life. Copyright 2012 ACM

    Hyperelastic Material Properties of Mouse Skin under Compression

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    The skin is a dynamic organ whose complex material properties are capable of withstanding continuous mechanical stress while accommodating insults and organism growth. Moreover, synchronized hair cycles, comprising waves of hair growth, regression and rest, are accompanied by dramatic fluctuations in skin thickness in mice. Whether such structural changes alter skin mechanics is unknown. Mouse models are extensively used to study skin biology and pathophysiology, including aging, UV-induced skin damage and somatosensory signaling. As the skin serves a pivotal role in the transfer function from sensory stimuli to neuronal signaling, we sought to define the mechanical properties of mouse skin over a range of normal physiological states. Skin thickness, stiffness and modulus were quantitatively surveyed in adult, female mice (Mus musculus). These measures were analyzed under uniaxial compression, which is relevant for touch reception and compression injuries, rather than tension, which is typically used to analyze skin mechanics. Compression tests were performed with 105 full-thickness, freshly isolated specimens from the hairy skin of the hind limb. Physiological variables included body weight, hair-cycle stage, maturity level, skin site and individual animal differences. Skin thickness and stiffness were dominated by hair-cycle stage at young (6–10 weeks) and intermediate (13–19 weeks) adult ages but by body weight in mature mice (26–34 weeks). Interestingly, stiffness varied inversely with thickness so that hyperelastic modulus was consistent across hair-cycle stages and body weights. By contrast, the mechanics of hairy skin differs markedly with anatomical location. In particular, skin containing fascial structures such as nerves and blood vessels showed significantly greater modulus than adjacent sites. Collectively, this systematic survey indicates that, although its structure changes dramatically throughout adult life, mouse skin at a given location maintains a constant elastic modulus to compression throughout normal physiological stages

    Living in Your Letters: Assessing Congruence Between Espoused and Enacted Values of One Fraternity/Sorority Community

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    Fraternity and sorority members have long been charged with fulfilling the espoused values of their organizations. Although several studies have explored the gap between the actions and values of undergraduate fraternal members and their institutions, few have examined the degree to which the publicly stated values of fraternal organizations are enacted by members. Using qualitative methodology, researchers compared the creeds and mission statements of undergraduate fraternal organizations to member actions observed on the campus transit system. Results indicated that while there is some congruence between organizational and institutional values and member actions, there are also areas of disconnect for members related to their values

    Online electronic cigarette marketing-violation of self-regulated standards by tobacco companies

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    Online Electronic Cigarette Marketing—Violation of Self-regulated Standards by Tobacco Companies. Adolescents cannot easily access information about leading cigarette brands owing to the strict age-verification gates major tobacco companies maintain on theirwebsites—a requirement of the 1998 Master Settlement Agreement. These gates require viewers to verify they are 21 years or older by supplying their name, address, birthdate, last 4 digits of their Social Security number, and driver license number

    Spin Diffusion in Classical Heisenberg Magnets with Uniform, Alternating, and Random Exchange

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    We have carried out an extensive simulation study for the spin autocorrelation function at T=∞ of the one‐dimensional classical Heisenberg model with four different types of isotropic bilinear nearest‐neighbor coupling: uniform exchange, alternating exchange, and two kinds of random exchange. For the long‐time tails of all but one case, the simulation data seem incompatible with the simple ∌t −1/2 leading term predicted by spin diffusion phenomenology
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