Related papers: A Sudoku Game for People with Motor Impairments
Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…
The video game industry plays an essential role in the entertainment sphere of our society. However, from Monopoly to Flight Simulators, serious games have also been appealing tools for learning a new language, conveying values, or training…
This paper describes the design, implementation and testing of "Danse-doigts", an edutainment therapeutic application for hemiplegic children. The objective of this program is twofold. Firstly, to allow them to train their fine motor skills…
Most digital bodily games focus on the body as they use movement as input. However, they also draw the player's focus away from the body as the output occurs on visual displays, creating a divide between the physical body and the virtual…
This paper proposes an interactive system for mobile devices controlled by hand gestures aimed at helping people with visual impairments. This system allows the user to interact with the device by making simple static and dynamic hand…
Shared control in assistive robotics blends human autonomy with computer assistance, thus simplifying complex tasks for individuals with physical impairments. This study assesses an adaptive Degrees of Freedom control method specifically…
Assistive technologies and in particular assistive robotic arms have the potential to enable people with motor impairments to live a self-determined life. More and more of these systems have become available for end users in recent years,…
Recent research proposed gaze-assisted gestures to enhance interaction within virtual reality (VR), providing opportunities for people with motor impairments to experience VR. Compared to people with other motor impairments, those with…
Only a small percentage of blind and low-vision people use traditional mobility aids such as a cane or a guide dog. Various assistive technologies have been proposed to address the limitations of traditional mobility aids. These devices…
This paper reports on a study that helps visually-impaired people to walk more confidently. The study hypothesizes that a smart cane that alerts visually-impaired people over obstacles in front could help them in walking with less accident.…
This paper presents a cooperative location-based game for the elderly with the use of tablets equipped with mobile application. The game was designed to tackle at once several crucial topics related to the issue of aging, namely the social…
Numerous accessibility features have been developed and included in consumer operating systems to provide people with a variety of disabilities additional ways to access computing devices. Unfortunately, many users, especially older adults…
In the article a turn-based game played on four computers connected via network is investigated. There are three computers with natural intelligence and one with artificial intelligence. Game table is seen by each player's own view point in…
Neurofeedback games are an effective and playful approach to enhance certain social and attentional capabilities in children with autism, which are promising to become widely accessible along with the commercialization of mobile EEG…
Recommender Systems are widely and successfully applied in e-commerce. Could they be used for design? In this paper, we introduce Pitako1, a tool that applies the Recommender System concept to assist humans in creative tasks. More…
The game of Go has a long history in East Asian countries, but the field of Computer Go has yet to catch up to humans until the past couple of years. While the rules of Go are simple, the strategy and combinatorics of the game are immensely…
The lack of an accessible and effective system for blind individuals to create handwritten signatures presents a significant barrier to their independence and full participation in various aspects of life. This research introduces the…
Assistive technologies for adults with Down syndrome (DS) need designs tailored to their specific technology requirements. While prior research has explored technology design for individuals with intellectual disabilities, little is…
In this document, we discuss our work into a speaker recognition to support people with prosopagnosia and the limitations of alerting the user of whom they are in discussion with. We will discuss how current research into Situationally…
Advances in artificial intelligence have transformed the paradigm of human-computer interaction, with the development of conversational AI systems playing a pivotal role. These systems employ technologies such as natural language processing…