Interactive video games and real time displays for the wheelchair aerobic fitness trainer

Author(s):  
B.P. Flaherty ◽  
C.J. Robinson ◽  
W.E. Langbein
2017 ◽  
Vol 60 (6S) ◽  
pp. 1800-1809 ◽  
Author(s):  
Gabriel J. Cler ◽  
Talia Mittelman ◽  
Maia N. Braden ◽  
Geralyn Harvey Woodnorth ◽  
Cara E. Stepp

Purpose Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization. Method Five participants were recruited across a range of ages, VPD severities, and VPD etiologies. Participants completed multiple weeks of individual game play with a video game that provides feedback on nasalization measured via nasal accelerometry. Nasalization was assessed before and after training by using nasometry, aerodynamic measures, and expert perceptual judgments. Results Four participants used the game at home or school, with the remaining participant unwilling to have the nasal accelerometer secured to his nasal skin, perhaps due to his young age. The remaining participants showed a tendency toward decreased nasalization after training, particularly for the words explicitly trained in the video game. Conclusion Results suggest that video game–based systems may provide a useful rehabilitation platform for providing real-time feedback of speech nasalization in VPD. Supplemental Material https://doi.org/10.23641/asha.5116828


Author(s):  
Jonathan Weinel

This chapter explores altered states of consciousness in interactive video games and virtual reality applications. First, a brief overview of advances in the sound and graphics of video games is provided, which has led to ever-more immersive capabilities within the medium. Following this, a variety of games that represent states of intoxication, drug use, and hallucinations are discussed, in order to reveal how these states are portrayed with the aid of sound and music, and for what purpose. An alternative trajectory in games is also explored, as various synaesthetic titles are reviewed, which provide high-adrenaline experiences for ravers, and simulate dreams, meditation, or psychedelic states. Through the analysis of these, and building upon the previous chapters of Inner Sound, this chapter presents a conceptual model for ‘Altered States of Consciousness Simulations’: interactive audio-visual systems that represent altered states with regards to the sensory components of the experience.


2011 ◽  
Vol 37 (8) ◽  
pp. 715-731 ◽  
Author(s):  
Ming-Yueh Hwang ◽  
Jon-Chao Hong ◽  
Yung-wei Hao ◽  
Jyh-Tsorng Jong

Author(s):  
Ralph Maddison ◽  
Cliona Mhurchu ◽  
Andrew Jull ◽  
Harry Prapavessis ◽  
Louise S Foley ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document