5 research outputs found
Mid-Air Gestural Interaction with a Large Fogscreen
Projected walk-through fogscreens have been created, but there is little research on the evaluation of the interaction performance with fogscreens. The present study investigated mid-air hand gestures for interaction with a large fogscreen. Participants (N = 20) selected objects from a fogscreen using tapping and dwell-based gestural techniques, with and without vibrotactile/haptic feedback. In terms of Fitts’ law, the throughput was about 1.4 bps to 2.6 bps, suggesting that gestural interaction with a large fogscreen is a suitable and effective input method. Our results also suggest that tapping without haptic feedback has good performance and potential for interaction with a fogscreen, and that tactile feedback is not necessary for effective mid-air interaction. These findings have implications for the design of gestural interfaces suitable for interaction with fogscreens.Peer reviewe
Exploring Mid-air Gestural Interfaces for Children with ADHD
This study examined the potential of mid-air gestural interfaces specifically designed for children, in the context of full-body motion control for confirmation actions while interacting with large conventional displays. The study aimed to investigate gestures for confirmation actions that were feasible for children, including children with challenges in behavior control and impulse inhibition. Two scenarios were explored, namely, active full-body gesturing (i.e., jumps and jumps with hands up) and freezing (i.e., motionless posture) to identify their usability for confirmation actions. Experiment I involved 11 typically developing children playing the game to check the system’s general functionality and robustness. Experiment II involved 18 children with attention deficit/hyperactivity disorder (ADHD) to evaluate a prolonged usage of the confirmation gestures in six game sessions. The results showed that the children were able to interact with the large conventional displays with consistent accuracy and responsiveness in both active gesturing and freezing scenarios. Moreover, jumps with rising hands were significantly preferred as an interaction input method. Further, there was no significant difference in ratings of the difficulty of freezing gesture, and children successfully repeated the predefined postures. The findings provided insights into the functionality and suitability of mid-air gestural interfaces for confirmation actions in interactive applications targeted to children.Peer reviewe
TangramDemo_video.mp4
Video presented a custom-designed puzzle-based game Tangram tailored for fogscreen interaction</p
PigScape:an embodied video game for cognitive peer-training of impulse and behavior control in children with ADHD
Abstract
This paper describes a therapeutic full-body controlled video game for children with attention deficit / hyperactivity disorder (ADHD). The game supports a co-located gameplay with a depth-sensing camera and a large media screen. Children play the game in pairs for improved impulse and behavior control, self-monitoring, peer-communication, and emotion regulation. The gaming was implemented as a part of a neuropsychological group intervention for children with confirmed deficits in attention or diagnosed ADHD. We present a final design of the game and associated gaming routines, explain anticipated health benefits of the gaming, outline how the gaming can be used for research and therapeutic purposes, and provide directions for future research