22 research outputs found
Digitally augmenting the physical ground space with timed visual cues for crutch-assisted walking
This late-breaking work presents initial results regarding a novel mobile-projection system, aimed
at helping people to learn how to walk with crutches. The existing projection-based solutions for
gait training disorders are based on walking over a fixed surface (usually a treadmill). In contrast,
our solution projects visual cues (footprints and crutch icons) directly into the floor, augmenting the
physical space surrounding the crutches, in a portable way. Walking with crutches is a learning skill
that requires continuous repetition and constant attention to detail to make sure they are being used
correctly, avoiding negative consequences, such as falls or injuries. We conducted expert consultation
sessions, and we identified the main issues that patients face when walking with crutches. This informed the design of Augmented Crutches. We performed a qualitative evaluation and conclude
with design implications: the importance of timing, self-assurance and awareness.info:eu-repo/semantics/publishedVersio
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Identifying the Baseline for Serious Games in Corporate Training
The term Serious Gaming was coined by David Rejeski and Ben Sawyer in their white paper Serious Games Initiative (2002(. Serious games are games that educate, train and inform (Michael & Chen, 2006) and they are proven successful as a learning method for conveying skills on complex tasks. It could therefore be expected that serious games would play an important role within cooperate[sic] training, but this seems not to be the case. In order to identify which barriers the use of serious games in corporate training faces, the authors have developed a questionnaire in the frame of the Gala NoE project. This article presents the questionnaire as such, and it is the intention of the authors that the feedback of the IFIP workshop will be used to improve the questionnaire
An investigation into a Patterns Approach for Collaborative Requirements Elicitation
EThOS - Electronic Theses Online ServiceGBUnited Kingdo
Serious Games Adoption in Organizations тАУ An Exploratory Analysis
This paper arises from work ongoing in the GALA (Games and Learning Alliance тАУ Network of Excellence for Serious Games). An exploratory set of case studies were carried out to understand the benefits, barriers and enablers of adopting serious games in companies and non-educational organizations. Serious games are games that educate, train and inform. It could therefore be expected that serious games would play an important role within corporate training, but this seems not to be the case. Five exploratory case studies of SG adoption were collected. There was use of serious games for training (three cases) and for corporate change interventions (two cases). Most of the organizations commissioned the SG from an external party and only in one case did the organization itself develop the serious game. The key finding was that senior management support was critical for serious game adoption in every case. SG adoption was typically limited to a single department or branch/subsidiary of the company