GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Considerations for the design of exergames
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
VI-Tennis: a vibrotactile/audio exergame for players who are visually impaired
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Vi-bowling: a tactile spatial exergame for individuals with visual impairments
Proceedings of the 12th international ACM SIGACCESS conference on Computers and accessibility
Universal Access in the Information Society
Side effects and "gateway" tools: advocating a broader look at evaluating persuasive systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 6th International Conference on Foundations of Digital Games
Real-time human pose tracking from range data
ECCV'12 Proceedings of the 12th European conference on Computer Vision - Volume Part VI
The development of novel eyes-free exercise technologies using participatory design
ACM SIGACCESS Accessibility and Computing
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People who are blind or low vision may have a harder time participating in exercise classes due to inaccessibility, travel difficulties, or lack of experience. Exergames can encourage exercise at home and help lower the barrier to trying new activities, but there are often accessibility issues since they rely on visual feedback to help align body positions. To address this, we developed Eyes-Free Yoga, an exergame using the Microsoft Kinect that acts as a yoga instructor, teaches six yoga poses, and has customized auditory-only feedback based on skeletal tracking. We ran a controlled study with 16 people who are blind or low vision to evaluate the feasibility and feedback of Eyes-Free Yoga. We found participants enjoyed the game, and the extra auditory feedback helped their understanding of each pose. The findings of this work have implications for improving auditory-only feedback and on the design of exergames using depth cameras.