KINECTWheels: Wheelchair-Accessible Motion-Based Game Interaction (original) (raw)
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A Gesture Recognition Approach for Wheelchair Users in an Exergame
2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), 2018
Studies indicate that playing exergames, games that use technologies of gesture recognition to incentive exercising, can improve multiple skills of the players. However, when players are wheelchair users, interactive gesture recognition is an issue not sufficiently explored. There are already exergames explicitly developed for wheelchair users, but until 2016, as far as we know, there was no game that explored the users' gesture movements in the digital game characters. In this work, we present our approach for gesture recognition of wheelchair users. It uses a depth sensor to track specific movements from wheelchair users. We employ those movements to interact with the game character. Results suggest that our technique, despite its simplicity, provides interactive frame rates while being also efficient.
Wheelchair-Based Game Design for Older Adults
Few leisure activities are accessible to institutionalized older adults using wheelchairs; in consequence, they experience lower levels of perceived health than able-bodied peers. Video games have been shown to be an engaging leisure activity for older adults. In our work, we address the design of wheelchairaccessible motion-based games. We present KINECT Wheels , a toolkit designed to integrate wheelchair movements into motionbased games, and Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs. Results of two studies show that KINECT Wheels can be applied to make motionbased games wheelchair-accessible, and that wheelchair-based games engage older adults. Through the application of the wheelchair as an enabling technology in play, our work has the potential of encouraging older adults to develop a positive relationship with their wheelchair.
Augmenting Intuitiveness with Wheelchair Interface Using Nintendo Wiimote
The natural interaction aspects of the user interface are more significant in the devices of impaired users than the devices of healthy users. This work investigates three controls as the wheelchair controllers according to the design and physicality principles; conventional joystick, isometric joystick, and quad-directional button. Our aim is to provide further ease of use to the impaired whilst strengthening link between embedded software engineering and human-computer interaction. We conclude that an improved multi-function interface design by using Nintendo's Wiimote quad-directional button is more intuitive, flexible and natural to use.
Augmenting Intuitiveness with Wheelchair Interface Using Nintendo
2015
The natural interaction aspects of the user interface are more significant in the devices of impaired users than the devices of healthy users. This work investigates three controls as the wheelchair controllers according to the design and physicality principles; conventional joystick, isometric joystick, and quad-directional button. Our aim is to provide further ease of use to the impaired whilst strengthening link between embedded software engineering and human-computer interaction. We conclude that an improved multi-function interface design by using Nintendo‘s Wiimote quad-directional button is more intuitive, flexible and natural to use.
Game on! Accessible gaming for children with disabilities
Children with a disability enjoy many of the same hobbies and activities as their typically developing peers, particularly playing computer games. Computer gaming has come a long way since the advent of the ATARI or Commodore 64, with the Australian gaming industry worth an estimated 140millionperyearandwithAustraliansspendingover140 million per year and with Australians spending over 140millionperyearandwithAustraliansspendingover2 million per day on interactive computer games (GameIndustry International, 2008). However, children with motor impairments encounter two main obstacles when attempting to play commercial gaming systems like their peers. The controllers (hardware) assume that the user’s hands are dexterous, nimble, and can perform multiple bimanual activities in coordination with each other. The games themselves (software) assume that all the functions available on a typical controller (all the joysticks and many buttons) are usable and accessible to the user, meaning the game play itself can require complex and rapid finger control and manipulation. This paper will highlight the novel development of a suite of accessible games that are based on joystick control only. The games have been critiqued and evaluated by a group of typically developing children (n=31, ages 5-12 years), with the results to be discussed. Citation: Hobbs, D., Henschke, M., Wilkinson, B., & Reynolds, K. (2012). Game on! Accessible gaming for children with disabilities, proceedings of the Australian Rehabilitation and Assistive Technology Association (ARATA) National Conference, 22-24 August, Sydney, Australia.
Interaction design for wheelchair using Nintendo Wiimote controller
2011
Impaired people require additional attention by the people around them and also by the people who design artifacts and tools for them. We investigate the interaction design aspects of a wheelchair controller, developed by embedded software engineers in the laboratory, according to the rules of physicality. The purpose of the study is to facilitate impaired people with ease of use while bridging the gap between human-computer interaction and embedded software engineering. By proposing Nintendo's Wiimote as wheelchair controller, we intend to produce intuitive, simple and natural interaction with the wheelchair.
Evolution of Game Controllers: Toward the Support of Gamers with Physical Disabilities
Computer-Human Interaction Research and Applications, 2019
Video games, as an entertaining media, dates back to the '50s and their hardware device underwent a long evolution starting from handmade devices such as the "cathode-ray tube amusement device" up to the modern mass-produced consoles. This evolution has, of course, been accompanied by increasingly specialized interaction mechanisms. As of today, interaction with games is usually performed through industry-standard devices. These devices can be either general purpose (e.g., mouse and keyboard) or specific for gaming (e.g., a gamepad). Unfortunately, for marketing reasons, gaming interaction devices are not usually designed taking into consideration the requirements of gamers with physical disabilities. In this paper, we will offer a review of the evolution of gaming control devices with a specific attention to their use by players with physical disabilities in the upper limbs. After discussing the functionalities introduced by controllers designed for disabled players we will also propose an innovative game controller device. The proposed game controller is built around a touch screen interface which can be configured based on the user needs and will be accessible by gamers which are missing fingers or are lacking control in hands movement.
A Touch-based Configurable Gamepad for Gamers with Physical Disabilities
Proceedings of the International Conference on Computer-Human Interaction Research and Applications, 2017
In modern videogames, interfaces and interaction design play a major role in user experience. As of today, in-game interaction is mainly performed through industry-standard devices. These devices can be either general purpose (e.g., mouse and keyboard) or specific for gaming (e.g., a gamepad). However, gaming interaction devices are not usually designed for people with physical disabilities. In this paper, we first explore issues related to the use of standard gaming devices from gamers with physical disabilities and then we propose a solution by means of an innovative game controller device. This game controller is build using a touch screen interface. The touch screen interface can be configured based on the user needs and will be accessible by gamers which are missing fingers or are lacking control in hands movement.
Exploratory Design of a Hands-free Video Game Controller for a Quadriplegic Individual
Augmented Humans Conference 2021, 2021
From colored pixels to hyper-realistic 3D landscapes of virtual reality, video games have evolved immensely over the last few decades. However, video game input still requires two-handed dexterous finger manipulations for simultaneous joystick and trigger or mouse and keyboard presses. In this work, we explore the design of a hands-free game control method using realtime facial expression recognition for individuals with neurological and neuromuscular diseases who are unable to use traditional game controllers. Similar to other Assistive Technologies (AT), our facial input technique is also designed and tested in collaboration with a graduate student who has Spinal Muscular Atrophy. Our preliminary evaluation shows the potential of facial expression recognition for augmenting the lives of quadriplegic individuals by enabling them to accomplish things like walking, running, flying or other adventures that may not be so attainable otherwise.
CHI Conference on Human Factors in Computing Systems
Movement-based video games can provide engaging play experiences, and also have the potential to encourage physical activity. However, existing design guidelines for such games overwhelmingly focus on non-disabled players. Here, we explore wheelchair users' perspectives on movement-based games as an enjoyable play activity. We created eight game concepts as discussion points for semi-structured interviews (N=6) with wheelchair users, and used Interpretative Phenomenological Analysis to understand their perspectives on physical activity and play. Themes focus on independent access, challenges in social settings, and the need for comprehensive adaptation. We also conducted an online survey (N=21) using the same game concepts, and thematic analysis highlighted the importance of adequate challenge, and considerations around multiplayer experiences. Based on these findings, we recontextualize and expand guidelines for movement-based games previously established by Mueller and Isbister to include disabled players, and suggest design strategies that take into account their perspectives on play. CCS CONCEPTS • Human-centered computing → Accessibility; • Applied computing → Computer games.