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Designing Wheelchair-Based Movement Games

Published: 09 March 2015 Publication History

Abstract

People using wheelchairs have access to fewer sports and other physically stimulating leisure activities than nondisabled persons, and often lead sedentary lifestyles that negatively influence their health. While motion-based video games have demonstrated great potential of encouraging physical activity among nondisabled players, the accessibility of motion-based games is limited for persons with mobility disabilities, thus also limiting access to the potential health benefits of playing these games. In our work, we address this issue through the design of wheelchair-accessible motion-based game controls. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games. Building on the toolkit, we developed Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs, and we created Wheelchair Revolution, a motion-based dance game that is accessible to both persons using wheelchairs and nondisabled players. Evaluation results show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage broad audiences in physically stimulating play. Through the application of the wheelchair as an enabling technology in games, our work has the potential of encouraging players of all ages to develop a positive relationship with their wheelchair.

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Published In

cover image ACM Transactions on Accessible Computing
ACM Transactions on Accessible Computing  Volume 6, Issue 2
Special Issue (Part 1) of Papers from ASSETS 2013
March 2015
65 pages
ISSN:1936-7228
EISSN:1936-7236
DOI:10.1145/2744294
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 09 March 2015
Accepted: 01 January 2015
Revised: 01 January 2015
Received: 01 June 2014
Published in TACCESS Volume 6, Issue 2

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Author Tags

  1. Video games
  2. accessibility
  3. assistive devices
  4. motion-based games
  5. older adults
  6. persons with mobility disabilities

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  • Research-article
  • Research
  • Refereed

Funding Sources

  • NSERC, SURFNET
  • GRAND NCE

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  • (2024)Visual instrument co-design embracing the unique movement capabilities of a dancer with physical disabilityProceedings of the 9th International Conference on Movement and Computing10.1145/3658852.3659075(1-9)Online publication date: 30-May-2024
  • (2023)Dance Gestures Recognition for Wheelchair Control2023 8th International Conference on Control and Robotics Engineering (ICCRE)10.1109/ICCRE57112.2023.10155605(84-90)Online publication date: 21-Apr-2023
  • (2023)Priority Experience Replay DQN for Training an Agent in Virtual Reality Game for Kids with Paraplegia2023 2nd International Conference on Applied Artificial Intelligence and Computing (ICAAIC)10.1109/ICAAIC56838.2023.10141031(743-749)Online publication date: 4-May-2023
  • (2023)Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverseVirtual Reality10.1007/s10055-023-00850-827:4(2989-3020)Online publication date: 1-Dec-2023
  • (2022)WISP, Wearable Inertial Sensor for Online Wheelchair Propulsion DetectionSensors10.3390/s2211422122:11(4221)Online publication date: 1-Jun-2022
  • (2022)Methodological Standards in Accessibility Research on Motor Impairments: A SurveyACM Computing Surveys10.1145/354350955:7(1-35)Online publication date: 15-Dec-2022
  • (2022)Examining Identity as a Variable of Health Technology Research for Older Adults: A Systematic ReviewProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517621(1-24)Online publication date: 29-Apr-2022
  • (2022)From One Language to the Next: Applications of Analogical Transfer for Programming EducationACM Transactions on Computing Education10.1145/348705122:4(1-21)Online publication date: 22-Nov-2022
  • (2022)Re-framing engagement for applied games: A conceptual frameworkEntertainment Computing10.1016/j.entcom.2021.10047541(100475)Online publication date: Mar-2022
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