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iGYM: An Interactive Floor Projection System for Inclusive Exergame Environments

Published: 17 October 2019 Publication History

Abstract

In traditional sport settings, players with mobility disabilities typically do not have opportunities to engage in physical play with their peers without mobility aids and vice versa. In this paper, we present an interactive floor projection system, iGYM, designed to enable people with mobility disabilities to compete on par with, and in the same physical environment as, their peers without disabilities. At the core of iGYM are the concept of peripersonal circle interaction and adjustable game mechanics, which enable individualized game calibration and wheelchair-accessible manipulation of virtual targets on the floor. Based on a pilot study, we determined three adaptation levels designed to make the system (I) accessible, (II) more playable, and (III) more balanced. We conducted a user study with 12 children testing the effects of these levels. Findings indicate that higher adaptation levels were not always preferred. Player preferences were multifactorial and also based on their desire to challenge themselves. Perceptions of fairness were often formed regardless of whether players used wheelchairs or not.

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References

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      cover image ACM Conferences
      CHI PLAY '19: Proceedings of the Annual Symposium on Computer-Human Interaction in Play
      October 2019
      680 pages
      ISBN:9781450366885
      DOI:10.1145/3311350
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      Published: 17 October 2019

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      1. adaptive sport
      2. game balancing
      3. inclusive exergame
      4. interactive floor
      5. peripersonal space

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      CHI PLAY '19 Paper Acceptance Rate 51 of 181 submissions, 28%;
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      • (2024)Designing Inclusive Future Augmented RealitiesExtended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613905.3636313(1-6)Online publication date: 11-May-2024
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