Related papers: POINTS -- Playful objects for inclusive, personali…
Assistive devices are a key aspect in wearable systems for biomedical applications, as they represent potential aids for people with physical and sensory disabilities that might lead to improvements in the quality of life. This chapter…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…
Despite the indisputable personal and societal benefits of regular physical activity, a large portion of the population does not follow the recommended guidelines, harming their health and wellness. The World Health Organization has called…
Sports recommender systems receive an increasing attention due to their potential of fostering healthy living, improving personal well-being, and increasing performances in sport. These systems support people in sports, for example, by the…
This book is about the transformation of screen objects into movable and resizable and about the design of applications entirely on the basis of such elements. The screen objects have a wide variety of shapes; they can be either graphical…
One issue in aging is how to stimulate the cognitive skills of older adults. One way to address it is the use of serious games delivered through humanoid robots, to provide engaging ways to perform exercises to train memory, attention,…
In recent years, gamification has become very popular for rehabilitating different cognitive and motor problems. It has been shown that rehabilitation is effective when it starts early enough and it is intensive and repetitive. However, the…
Visual impairments create barriers to learning physical activities, since conventional training methods rely on visual demonstrations or often inadequate verbal descriptions. This research explores 3D-printed human body models to enhance…
Physical visualizations (i.e., data representations by means of physical objects) have been used for many centuries in medical and anatomical education. Recently, 3D printing techniques started also to emerge. Still, other medical…
This paper explores the design of an expressive visual instrument that embraces the unique movement style of a dancer living with physical disability. Through a collaboration between the dancer and an interaction designer/visual artist, the…
Serious games are accepted as an effective approach to deliver augmented feedback in motor (re-) learning processes. The multi-modal nature of the conventional computer games (e.g. audiovisual representation) plus the ability to interact…
Interacting with human agents in complex scenarios presents a significant challenge for robotic navigation, particularly in environments that necessitate both collision avoidance and collaborative interaction, such as indoor spaces. Unlike…
Children tend to be constantly exposed to technologies, such as smartphones, tablets, and gaming consoles, drawn by the interactive and visually stimulating nature of digital platforms. Thus, integrating the teaching process with…
Shared control is a form of video gaming accessibility support that allows players with disabilities to delegate inaccessible controls to another person. Through interviews involving 14 individuals with lived experience of accessible gaming…
The number of applications on online mobile application stores is increasing at a rapid rate. Smart-phones are used by a wide range of people varying in age, and also in the ability to use a smart phone. With the increasing dependency on…
Aggressive incentive schemes that allow individuals to impose economic punishment on themselves if they fail to meet health goals present a promising approach for encouraging healthier behavior. However, the element of choice inherent in…
Interacting with video games is challenging for people with upper-limb impairments, especially when multiple hand-based inputs are required in rapid succession. Human cooperation, where another person assists the player, has been proposed…
As recommender systems increasingly guide physical actions, often through wearables and coaching tools, new challenges arise around how users interpret, trust, and respond to this advice. This paper introduces a conceptual framework for…
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…
Learning to code, and more broadly, learning about computer science is a growing field of activity and research. Under the label of computational thinking, computational concepts are increasingly used as cognitive tools in many subject…