Testing pointing device performance and user assessment with the ISO 9241, Part 9 standard
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
HaWCoS: the "hands-free" wheelchair control system
Proceedings of the fifth international ACM conference on Assistive technologies
Text entry from power wheelchairs: edgewrite for joysticks and touchpads
Assets '04 Proceedings of the 6th international ACM SIGACCESS conference on Computers and accessibility
DanceAlong: supporting positive social exchange and exercise for the elderly through dance
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the Sixth Australasian Conference on Interactive Entertainment
Head-guided wheelchair control system
Proceedings of the 12th international ACM SIGACCESS conference on Computers and accessibility
Ability-Based Design: Concept, Principles and Examples
ACM Transactions on Accessible Computing (TACCESS)
Evaluating gesture-based games with older adults on a large screen display
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
A framework for adaptive training and games in virtual reality rehabilitation environments
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Full-body motion-based game interaction for older adults
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Considerations for technology that support physical activity by older adults
Proceedings of the 14th international ACM SIGACCESS conference on Computers and accessibility
KINECTwheels: wheelchair-accessible motion-based game interaction
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Motion-based game interaction for older adults
ACM SIGACCESS Accessibility and Computing
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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 wheelchair-accessible motion-based games. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games, and Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs. Results of two studies show that KINECTWheels can be applied to make motion-based 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.