scholarly journals Investigating user perspectives on mixed-reality games for people who drive mobility devices.

2021 ◽  
Author(s):  
Gregory Dolinar

Video games are not being designed to address the needs of the disabled user. As a result, people with mobility disabilities are being left out of game play experiences. As the population ages, more and more people will require mobility devices such as powered wheelchairs and scooters to support their mobility needs. This thesis explores the types of games mobility device users would like to play using their input to influence game development. Past gaming and play experiences are explored as a component useful to the production of a new game design. A Crowdsourcing technique called, an Idea Jam, is used to collect the data relevant to the game design. The Idea Jam for mobility games explores the type of game genres and functionality (game objectives, characters, input/output, audience integration and rewards) mobility device users would be willing to consider in a game and why. It also explores the impact of having users participate at early stages of game design on the actual functionality and development of an actual mobility game. The main findings show that Crowdsourcing is a viable method for collecting data on game development that mobility device embodiment plays a role in the way people view games and that people with mobility devices can impact game design at the beginning stages of development.

2021 ◽  
Author(s):  
Gregory Dolinar

Video games are not being designed to address the needs of the disabled user. As a result, people with mobility disabilities are being left out of game play experiences. As the population ages, more and more people will require mobility devices such as powered wheelchairs and scooters to support their mobility needs. This thesis explores the types of games mobility device users would like to play using their input to influence game development. Past gaming and play experiences are explored as a component useful to the production of a new game design. A Crowdsourcing technique called, an Idea Jam, is used to collect the data relevant to the game design. The Idea Jam for mobility games explores the type of game genres and functionality (game objectives, characters, input/output, audience integration and rewards) mobility device users would be willing to consider in a game and why. It also explores the impact of having users participate at early stages of game design on the actual functionality and development of an actual mobility game. The main findings show that Crowdsourcing is a viable method for collecting data on game development that mobility device embodiment plays a role in the way people view games and that people with mobility devices can impact game design at the beginning stages of development.


2003 ◽  
Author(s):  
Teresa Garate-Serafini ◽  
Jose Mendez ◽  
Patty Arriaga ◽  
Larry Labiak ◽  
Carol Reynolds

2020 ◽  
Author(s):  
Carlos Alberto Catalina Ortega ◽  
Svjetlana Kolić-Vehovec ◽  
Barbara Rončević Zubković ◽  
Sanja Smojver-Ažić ◽  
Tamara Martinac Dorčić

UNSTRUCTURED Objectives: The main purpose of the paper is to define a new methodology that allows the design of Serious Games that promote a behavioural change. The methodology is based on the Intervention Mapping Protocol (IMP) to define all the information and interventions and Applied Behaviour Analysis (ABA) to promote the behaviour change. Materials and methods: The methodology is based on the experience of game designers and psychologies within the eConfidence H2020 research project in which a new methodology was designed and implemented in two serious games. The game development methodology is described in six steps to be followed, with the psychological perspective integrated with the game design. Both games were tested in 10 schools with a pre and post-test for the data analysis. Results: Both games developed within the methodology present relevant findings on the change of behaviour of the users. Additionally, the proposed metric integrated allows a database improvement of the games to get better results. Conclusion: New methodology for design and study effectiveness of Serious Games that promote behavioural changes, was designed and integrated into two serious games that demonstrate changes in the users. The methodology could help other teams in the work of design and assess the effectiveness of a Serious Game for behavioural change.


2021 ◽  
Vol 13 (4) ◽  
pp. 2247 ◽  
Author(s):  
Ana Manzano-León ◽  
Pablo Camacho-Lazarraga ◽  
Miguel A. Guerrero ◽  
Laura Guerrero-Puerta ◽  
José M. Aguilar-Parra ◽  
...  

Educational gamification consists of the use of game elements and game design techniques in the educational context. The objective of this study is to examine the existing evidence on the impact of educational gamification on student motivation and academic performance in the last five years in order to analyze its distribution over time, educational level, variables, and most used game elements, and know the advantages of its implementation in the classroom. For this, a systematic review is proposed through the Preferred Reporting Items for Systematic Review and Meta-Analyses (PRISMA) methodology in three multidisciplinary databases, through an exhaustive search with inclusion and exclusion criteria on quantitative experimental studies that explore gamification in educational centers, which provide information about the most current lines of research. Fourteen studies were included in this review. These used experimental or quasi-experimental designs. Most of them report gamification as a valid learning strategy. The results support the conclusion that educational gamification has a potential impact on the academic performance, commitment, and motivation of students. Therefore, this study implies the need to expand research on the needs and challenges of students when learning with gamified techniques.


2020 ◽  
Vol 4 (4) ◽  
pp. 78
Author(s):  
Andoni Rivera Pinto ◽  
Johan Kildal ◽  
Elena Lazkano

In the context of industrial production, a worker that wants to program a robot using the hand-guidance technique needs that the robot is available to be programmed and not in operation. This means that production with that robot is stopped during that time. A way around this constraint is to perform the same manual guidance steps on a holographic representation of the digital twin of the robot, using augmented reality technologies. However, this presents the limitation of a lack of tangibility of the visual holograms that the user tries to grab. We present an interface in which some of the tangibility is provided through ultrasound-based mid-air haptics actuation. We report a user study that evaluates the impact that the presence of such haptic feedback may have on a pick-and-place task of the wrist of a holographic robot arm which we found to be beneficial.


1978 ◽  
Vol 7 (3) ◽  
pp. 257-284 ◽  
Author(s):  
Hilary Land

ABSTRACTAlthough Britain has never had a set of policies explicitly labelled ‘family policies’, most if not all social policies are implicitly family policies because they are based on certain assumptions about the nature of relationships between the sexes and the generations. By careful examination of the detail of the legislation and administrative rules, together with the way in which services are allocated and used, it is possible to expose these assumptions and show that they are not only consistent between policies but very persistent over time. This paper first examines the assumptions concerning the division of unpaid labour within the family whereby women care for the young, the sick and the old and for able-bodied adult men (their husbands). The examples are selected from a variety of income maintenance systems and services for children, the old and the disabled. Particular attention is focused on the extent to which it is recognized that women are at the same time workers in the labour market and unpaid domestic workers in the home. The second part of the paper analyses the impact on their participation and opportunities in the labour market of the ideology which accords to women the primary responsibilities for caring for other members of their family. The perpetuation of such an ideology favours the interests of men and frequently the interests of the economically powerful, but it is not assumed that these interests always coincide.


Author(s):  
TSD Koh ◽  
YL Woo ◽  
TH Wong ◽  
MH Tan

Introduction: Personal mobility devices (PMDs), such as electronic scooters or motorised bicycles, are efficient modes of transportation. Their recent popularity has also resulted in an increase in PMD-related injuries. We aimed to characterise and compare the nature of injuries sustained by PMD users and bicycle riders. Methods: This retrospective study compared injury patterns among PMD and bicycle users. 140 patients were admitted between November 2013 and September 2018. Parameters studied included patients’ demographics (e.g. age, gender and body mass index), type of PMD, nature of injury, surgical intervention required, duration of hospitalisation and time off work. Results: Of 140 patients, 46 (32.9%) patients required treatment at the department of orthopaedic surgery. 19 patients were PMD users while 27 were bicycle riders. 16 (84.2%) patients with PMD-related injuries were men. PMD users were significantly younger (mean age 45 ± 15 years) when compared to bicycle riders (mean age 56 ±17 years; p < 0.05). A quarter (n = 5, 26.3%) of PMD users sustained open fractures and over half (n = 10, 52.6%) required surgical intervention. Among 27 bicycle users, 7.4% (n = 2) of patients sustained open fractures and 70.4% (n = 19) required surgical intervention. Both groups had comparable inpatient stay duration and time off work. Conclusion: PMD-related orthopaedic traumas are high-energy injuries, with higher rates of open fractures, when compared to bicycle injuries. In addition, PMD users are significantly younger and of economically viable age. Prolonged hospitalisation and time off work have socioeconomic implications. Caution should be exercised when using PMDs.


1977 ◽  
Vol 44 (3_suppl) ◽  
pp. 1095-1105 ◽  
Author(s):  
Dennis C. Harper

The purposes of this study were (a) to contrast the reported perceptions of maternal rearing using the Child's Report of Parental Behavior Inventory of 70 disabled (cerebral palsied) and 70 non-disabled adolescents of similar sex, age, intelligence, and socioeconomic status and (b) to evaluate the impact of severity of physical impairment within the disabled group. Analyses of variance were completed using group (disabled/controls) as one dimension and sex as the within-groups source. Partial correlations were used to assess the relationship between severity of incapacitation and perceived maternal behavior. Of the 18 main effects, two were significant, suggesting that the non-disabled perceived their mothers as more possessive and intrusive than did the disabled. Males perceived their mothers as significantly more lax in discipline and allowing more autonomy than did females. Severity of disability was only modestly related to perceived maternal behavior. With this sample of disabled adolescents it was suggested that a physically handicapping condition and its severity may be of more limited influence in the maternal rearing process than assumed.


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