2013 · 33 citations · 7 references
EducationPhysical EducationAssistive TechnologyMotor ControlMovement AnalysisAssistive Mobility DevicesAssistive Technology For MobilityMobility AidsMotion CaptureWheelchair DesignWheelchair MobilityAssistive Input DevicesFull-body Motion CaptureGaming AccessibilityMotion AccessibilityWheelchair AccessibilityWheelchair Technology
The increasing popularity of full-body motion-based video games creates new challenges for game accessibility research. Many games strongly focus on able-bodied persons and require players to move around freely. To address this problem, we introduce KINECTWheels, a toolkit that facilitates the integration of wheelchair-based game input. Our library can help game designers to integrate wheelchair input at the development stage, and it can be configured to trigger keystroke events to make off-the-shelf PC games wheelchair-accessible.
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Jacob O. Wobbrock, Shaun K. Kane, Krzysztof Z. Gajos et al. · ACM Transactions on Accessible Computing · 2011 · 540 citations · Full text
Arts, Design, Interaction Design +7
Full-body motion-based game interaction for older adults
Kathrin Gerling, Ian J. Livingston, Lennart E. Nacke et al. · 2012 · 305 citations · Full text
The acute cognitive benefits of casual exergame play
Yue Gao, Regan L. Mandryk · 2012 · 93 citations