Shadow reaching: a new perspective on interaction for large displays
Proceedings of the 20th annual ACM symposium on User interface software and technology
Remote impact: shadowboxing over a distance
CHI '08 Extended Abstracts on Human Factors in Computing Systems
An exploratory study on senior citizens' perceptions of the Nintendo Wii: the case of Singapore
Proceedings of the 3rd International Convention on Rehabilitation Engineering & Assistive Technology
Stroke therapy through motion-based games: a case study
Proceedings of the 12th international ACM SIGACCESS conference on Computers and accessibility
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Gesture-based games offer lucrative opportunities to engage users across all segments of the population. However, this requires that associated features go beyond mere expectations to meet the needs and requirements of diverse audience groups. Focusing on designing games for healthy older adults, we present a study exploring the usability and acceptability of a set of three gesture-based games. Designed for a large projection screen display, these games employ vision-based techniques that center on physical embodied interaction using a graphical silhouette. Infrared detection, accompanied by back-projection is used to reduce the effects of occluded body movements. User evaluations with 36 older adults were analyzed using a combination of pre- and post-game questionnaires, direct observations and semi-structured group interviews. The results demonstrate that while all the games were usable, they varied in their physical and social engagement, perceived ease of use and perceived usefulness. In particular, items associated with physical wellbeing were rated highly. During the discussion, we highlight strengths and weaknesses of our findings, including related interaction and application features.