254 research outputs found

    An evaluation of the Wii Nunchuk as an alternative assistive device for people with intellectual and physical disabilities using switch controlled software

    Get PDF
    Many people with intellectual disabilities also have physical difficulties which prevent them from using standard computer control devices. Custom made alternative devices for those with special needs can be expensive and the low unit turnover makes the prospect unattractive to potential manufacturers. One solution is to explore the potential of devices used in contemporary gaming technology, such as the Nintendo Wii. The Wii Nunchuk has the potential to replace joystick functions with the advantages of not being surface bound and easier for some individuals to grasp. This study evaluated the feasibility of using the Nunchuk by comparing its performance as a switch with the participant's usual switch. Twenty three volunteers aged between 17 and 21 with intellectual and physical disabilities completed a Single Switch Performance Test using the new device and their familiar device. For most functions of the switch, there was no significant difference between the participants' performance using the Nunchuck and their familiar device. Additional analysis found that some participants' performance did improve whilst using the Nunchuck, but this was not significantly related to physical or cognitive ability. Those whose performance was better with the Nunchuk were more likely to hold it in the conventional way than were those who had better performance with their familiar device. This merits it being offered as a possible alternative to currently available switches for those with physical difficulties affecting their grip

    A review of fly ash-based paste filling deamination methods

    Get PDF
    On the basis of discussing the status of fly ash-based paste filling technology, this paper further discusses the deterioration of downhole air environment caused by ammonia release in fly ash-based paste filling. By analyzing the mechanism of ammonia generation, it was found that NH4 HSO4 and (NH4)2SO4 adsorbed in fly ash are soluble in water and generate NH4+, which will be converted to NH3 and released under alkaline environment. It is studied that the existing methods for removing ammonia adsorbed in fly ash solids, such as alkali addition, oxidation and heating methods, can remove ammonia to an appropriate range and meet the normal use of fly ash. However, since the alkali addition method and the oxidation method need to add chemicals and the fly ash after deamination treatment needs to be heated and dried, the heating method has higher requirements on the heat source, and the high cost makes these methods can not be widely used in the deamination treatment of fly ash-based paste filling. The fly ash is made into slurry, and the basic theory of physical and chemical deamination in sewage is used for reference, and the technical measures to remove ammonia in slurry by stripping method, break-point chlorination method and magnesium ammonium phosphate method are proposed. Among them, the stripping method is stable and does not require additional chemicals, while the break-point chlorination method and magnesium ammonium phosphate method can theoretically remove ammonia from slurry completely, but the required dosage is large, and it is difficult to control the dosage, which affects the ammonia removal effect and the performance of fly ash. Through a comprehensive comparison of the technical characteristics of the above deamination methods, combined with the economic evaluation that the stripping method for treating fly ash slurry has good prospects for engineering applications. Subsequent studies can optimize the operating conditions for the removal of ammonia from fly ash slurry by the stripping method through experiments or simulations, with a view to obtaining better deamination results. In addition, the performance of the filled paste formulated from the deaminated fly ash slurry needs to be paid continuous attention

    Wii-based exercise program to improve physical fitness, motor proficiency and functional mobility in adults with Down syndrome

    Get PDF
    People with Down syndrome (DS) usually display reduced physical fitness (aerobic capacity, muscle strength and abnormal body composition), motor proficiency impairments (balance and postural control) and physical functional limitations. Exergames can be an appealing alternative to enhance exercise engagement and compliance, whilst improving physical fitness and motor function. This study aims to analyse the effects of a Wii-based exercise program on physical fitness, functional mobility and motor proficiency of adults with DS.info:eu-repo/semantics/publishedVersio

    Validation of the Internet Gaming Disorder Scale – Short-Form (IGDS9-SF) in an Italian-speaking sample

    Get PDF
    Background and aims: The inclusion of Internet Gaming Disorder (IGD) in Section III of the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders has increased the interest of researchers in the development of new standardized psychometric tools for the assessment of such a disorder. To date, the nine-item Internet Gaming Disorder Scale – Short-Form (IGDS9-SF) has only been validated in English, Portuguese, and Slovenian languages. Therefore, the aim of this investigation was to examine the psychometric properties of the IGDS9-SF in an Italian speaking sample. Methods: A total of 757 participants were recruited to the present study. Confirmatory factor analysis and multi-group analyses were applied to assess the construct validity. Reliability analyses comprised the average variance extracted, the standard error of measurement, and the factor determinacy coefficient. Convergent and criterion validities were established through the associations with other related constructs. The receiver operating characteristic curve analysis was used to determine an empirical cut-off point. Results: Findings confirmed the single factor structure of the instrument, its measurement invariance at the configural level, and the convergent and criterion validities. Satisfactory levels of reliability and a cut-off point of 21 were obtained. Discussion and conclusions: The present study provides validity evidence for the use of the Italian version of the IGDS9-SF and may foster research into gaming addiction in the Italian context

    The use of the Nintendo Wii in motor rehabilitation for virtual reality interventions:a literature review

    Get PDF
    Several review articles have been published on the use of Virtual Reality (VR) in motor rehabilitation. The majority of these focus on the effectiveness of VR on improving motor function using relatively expensive commercial tools and technologies including robotics, cybergloves, cybergrasps, joysticks, force sensors and motion capture systems. However, we present the case in this chapter that game sensors and VR technologies which can be customized and reconfigured, such as the Nintendo Wii, provide an alternative and affordable VR intervention for rehabilitation. While the performance of many of the Wii based interventions in motor rehabilitation are currently the focus of investigation by researchers, an extensive and holistic discussion on this subject does not yet exist. As such, the purpose of this chapter is to provide readers with an understanding of the advantages and limitations of the Nintendo Wii game sensor device (and its associated accessories) for motor rehabilitation and in addition, to outline the potential for incorporating these into clinical interventions for the benefit of patients and therapists
    corecore