Abstract

AbstractIn this paper, several physical activity-based human–computer interaction (HCI) games which are developed and implemented for the improvement of attention, emotion, and sensory–motor coordination will be presented. The interface and the difficulty levels of these games are specially designed for the use of people with different age groups and disabilities. The games involve physical activities for the fulfillment of some basic HCI tasks which require hand and arm motion for control, such as fruit picking and air hockey, with adaptive difficulty levels based on varying parameters of the games and human performance. In the fruit picking game, several fruit images are moving from top to the bottom of the screen. Objective is to collect apples while avoiding the pears. The player’s hand will control the basket that collects the fruits. In the air hockey game, the player will try to score goals against computer-controlled opponent. The player’s hand will control the paddle to hit the puck to score or to defend his/her goal area. The player’s hand is recognized by Kinect RGB-D sensors in both games. Aim of the adaptive difficulty-based system is keeping the players engaged in the games. The games are tested with a group of deaf children (3.5–5 years) as a part of an ongoing project,1 to decrease the stress of the children and increase their positive emotions, attention, and sensory–motor coordination before the audiology tests. The game performances and the evaluation of the therapists show that the games have a positive impact on the children. The games are also tested with a group of adults as a control group, where a mobile EEG device is employed to detect the attention levels. For this purpose, the adults also attended a third game featuring a maze and controlled with Myo sensors.

Highlights

  • Game playing is successfully used for increasing the learning capacity or developing cognitive skills [1, 2, 3, 4, 5, 6, 19]

  • The survey presents several Kinect-based games that have been designed for learning purposes and categorizes them according to their goals and ability to adapt and analyze

  • For the first set of experiments, experimental setup (Fig. 8) consists of a laptop, a Kinect RGB-D device (Fig. 9) and the Mindwave set (Fig. 10), for the first two games, and the Kinect is replaced by a Myo sensor for the maze game

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Summary

Introduction

Game playing is successfully used for increasing the learning capacity or developing cognitive skills [1, 2, 3, 4, 5, 6, 19]. Two Kinect-based games and a Myo Armband-based game are designed and implemented in order to show that physical activity-based games support the development of cognitive skills by encouraging the participant’s increased attention in order to be successful in the game. Players will try to pick fruits in the screen by their movement This game will motivate users to be engaged in physical activities while implementing strategies to pick most of the fruits to maximize their game score. Since fruits will fall with different velocities, players will try to prioritize fruits to pick, and this will encourage them to be engaged in cognitive activities as well. This game is suitable for encouraging both physical and cognitive activities as well as this research

Air hockey game
Myo Armband-based game
Fruit picking game
First set of experiments-experiments for measuring concentration
Second set of experiments – game scores
Findings
Conclusions

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