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Adventure Game for Children With Disabilities Luke Innes Supervisor: Brett Wilkinson.

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Presentation on theme: "Adventure Game for Children With Disabilities Luke Innes Supervisor: Brett Wilkinson."— Presentation transcript:

1 Adventure Game for Children With Disabilities Luke Innes Supervisor: Brett Wilkinson

2 The Project Research Question Technology Evaluation Termination Criteria Timeline Conclusion

3 Adventure Game Fantasy Genre Fun for both sexes Aimed at simulating physiotherapy for upper limbs for children with disabilities Primary target group – wheelchair Stretching Simple gestures for repetitive actions (e.g. Moving the avatar)

4 Evaluate the appeal and usability of Kinect based adventure game to assist in rehabilitation Hypothesis: The use of an accessible adventure game will motivate participants to take part in motor rehabilitation

5 Hardware: Xbox Kinect Software: Microsoft Visual Studio 2010 XNA GameStudio 4.0 Kinect SDK Custom Kinect Library

6 Target Groups: Students Staff The project will be evaluated using the following criteria: Capture of seated user Fatigue Accuracy Interactivity How: Experiment Surveys Interviews

7 JulAugSepOctNovDecJanFebMarAprMayJun Literature Review Ethics Approval Product Development User Evaluation Thesis

8 Create an engaging, NUI adventure game Gather data to evaluate the game’s performance Provide recommendations for future development for the target group application

9 BETKER, A., SZTURM, T. & MOUSSAVI, Z. 2005. Development of an interactive motivating tool for rehabilitation movements. Conference proceedings :... Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Conference, 7, 6893-6. BURKE, J. W., MCNEILL, M. D. J., CHARLES, D. K., MORROW, P. J., CROSBIE, J. H. & MCDONOUGH, S. M. 2009. Serious Games for Upper Limb Rehabilitation Following Stroke, Los Alamitos, Ieee Computer Soc. CAMEIRAO, M. S., BADIA, S. B. I., OLLER, E. D. & VERSCHURE, P. 2010. Neurorehabilitation using the virtual reality based Rehabilitation Gaming System: methodology, design, psychometrics, usability and validation. Journal of Neuroengineering and Rehabilitation, 7, 14. GOLOMB, M. R., MCDONALD, B. C., WARDEN, S. J., YONKMAN, J., SAYKIN, A. J., SHIRLEY, B., HUBER, M., RABIN, B., ABDELBAKY, M., NWOSU, M. E., BARKAT-MASIH, M. & BURDEA, G. C. 2010. In-Home Virtual Reality Videogame Telerehabilitation in Adolescents With Hemiplegic Cerebral Palsy. Archives of Physical Medicine and Rehabilitation, 91, 1-8. HSU, J. K., THIBODEAU, R., WONG, S. J., ZUKIWSKY, D., CECILE, S. & WALTON, D. M. 2011. A "Wii" bit of fun: the effects of adding Nintendo Wii() Bowling to a standard exercise regimen for residents of long-term care with upper extremity dysfunction. Physiotherapy theory and practice, 27, 185-93. HUANG, J. D. & ACM 2011. Kinerehab: A Kinect-based System for Physical Rehabilitation - A Pilot Study for Young Adults with Motor Disabilities, New York, Assoc Computing Machinery. LEVAC, D., RIVARD, L. & MISSIUNA, C. 2012. Defining the active ingredients of interactive computer play interventions for children with neuromotor impairments: A scoping review. Research in Developmental Disabilities, 33, 214-223. LOUREIRO, R. C. V., HARWIN, W. S., NAGAI, K. & JOHNSON, M. 2011. Advances in upper limb stroke rehabilitation: a technology push. Medical & Biological Engineering & Computing, 49, 1103-1118. LOWES, L. P., ALFANO, L. N., YETTER, B. A., WORTHEN-CHAUDHARI, L., HINCHMAN, W., SAVAGE, J., SAMONA, P., FLANIGAN, K. M. & MENDELL, J. R. 2013. Proof of concept of the ability of the kinect to quantify upper extremity function in dystrophinopathy. PLoS currents, 5. O'CONNOR, T. J., FITZGERALD, S. G., COOPER, R. A., THORMAN, T. A. & BONINGER, M. L. 2001. Does computer game play aid in motivation of exercise and increase metabolic activity during wheelchair ergometry? Medical Engineering & Physics, 23, 267-273. RAND, D., KIZONY, R. & WEISS, P. T. L. 2008. The Sony PlayStation II EyeToy: low-cost virtual reality for use in rehabilitation. Journal of neurologic physical therapy : JNPT, 32, 155-63. ROWLAND, J. L. & RIMMER, J. H. 2012. Feasibility of Using Active Video Gaming as a Means for Increasing Energy Expenditure in Three Nonambulatory Young Adults With Disabilities. Pm&R, 4, 569-573. SHIH, C. H., CHANG, M. L. & SHIH, C. T. 2010. A limb action detector enabling people with multiple disabilities to control environmental stimulation through limb action with a Nintendo Wii Remote Controller. Research in Developmental Disabilities, 31, 1047-1053. SHIH, C. H., CHEN, L. C. & SHIH, C. T. 2012. Assisting people with disabilities to actively improve their collaborative physical activities with Nintendo Wii Balance Boards by controlling environmental stimulation. Research in Developmental Disabilities, 33, 39-44. WUANG, Y. P., CHIANG, C. S., SU, C. Y. & WANG, C. C. 2011. Effectiveness of virtual reality using Wii gaming technology in children with Down syndrome. Research in Developmental Disabilities, 32, 312-321.


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