22 research outputs found

    Digitally augmenting the physical ground space with timed visual cues for crutch-assisted walking

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    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

    An investigation into a Patterns Approach for Collaborative Requirements Elicitation

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    EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Serious Games Adoption in Organizations – An Exploratory Analysis

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    This paper arises from work ongoing in the GALA (Games and Learning Alliance – 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
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