ID: 258
/ Fr.T1.M1: 1
Research Strand
Topics: STS on Advancing Diagnosis and Rehabilitation of Neurodevelopmental Disorders: The Role of Virtual Reality, Eye-Tracking, and Serious GamesKeywords: Virtual reality, Intellectual disability, Game development, Gaming experience, Accessibility
Sensors in Inclusive Virtual Reality Games for People with Intellectual Disability
D. Tapia Huechao, L. Ekberg, T. Westin
Stockholm University, Sweden
People with intellectual disability are often neglected in the design of emerging technologies, such as virtual reality (VR). This qualitative study, in the form of an exploratory experiment, investigated how VR gaming experiences can be designed using various sensors to be more inclusive for people with intellectual disabilities (ID). Data was collected through observation and semi-structured interviews with a VR game prototype. Six participants (n = 6), all of whom were staff working with individuals with disabilities, took part in the study, which is a deliberate pragmatic delimitation to find a way forward. The findings suggest that VR controllers, when designed to replicate simple, concrete, and repeatable patterns, were well-received. Joystick had mixed results and were considered less intuitive due to design choices, but could still contribute to inclusive VR environments. Voice (not speech) control was the most promising option, with room for improvement in terms of accuracy and response time. An important conclusion is that the design of VR headsets should be improved to reduce the feeling of confinement and enhance accessibility. Finally, the study emphasizes the importance of integrating input methods early in the design process to create more inclusive experiences.
ID: 182
/ Fr.T1.M1: 2
Research Strand
Topics: STS on Advancing Diagnosis and Rehabilitation of Neurodevelopmental Disorders: The Role of Virtual Reality, Eye-Tracking, and Serious GamesKeywords: Neurological re/habilitation, smart wearables, serious games
Usability of Smart Wearable for Adult and Paediatric Neurological Upper Limb Re/Habilitation: Perspectives of Users and Allied Health Professionals
S. Borg Schembri, N. Buhagiar, M. Bonello, P. Farrugia
University of Malta, Malta
DIGICLAP device, is a 3D-printed smart wearable designed to enhance upper-limb rehabilitation for individuals with motor disabilities, particularly those with cerebral palsy and similar conditions. DIGICLAP integrates motion sensors with gamified augmented reality exercises to improve user engagement and rehabilitation outcomes. A mixed-methods study, conducted at a Rehabilitation Centre in Cyprus, involved 20 participants and 2 allied health professionals. The findings highlighted high user motivation and engagement, with 55% of participants finding DIGICLAP easy to use and 90% appreciating its design. However, challenges were noted in usability for individuals with severe impairments, emphasising the need for personalized adjustments. Allied health professionals found the device efficient and beneficial but suggested improvements in haptics and game responsiveness.
ID: 196
/ Fr.T1.M1: 3
Research Strand
Topics: STS on Advancing Diagnosis and Rehabilitation of Neurodevelopmental Disorders: The Role of Virtual Reality, Eye-Tracking, and Serious GamesKeywords: Virtual Environment, Serious Games, Ocolus Quest 2, Children with Autism
Creating a Virtual Environment For The Development Of Social And Communication Skills Of Children With Autism
C. Sik-Lanyi1,2, B. Fogl1
1University of Pannonia, Veszprem, Hungary; 2Hungarian Research Network (HUN_REN), Budapest, Hungary
This project aims to create a virtual environment that supports the development of children with autism through creative and skill-building activities. The software runs on the Meta (Oculus) Quest 2 VR headset. The development utilized the Godot Engine, primarily leveraging GDScript and C# programming languages. The application is based on the concept of "serious games", designed to make learning more engaging and enjoyable for children. Autism is a sensitive topic affecting a growing number of families worldwide. The use of virtual environments in the development of children with autism not only opens up new possibilities, but also helps children and their families in their daily lives. The primary target audience includes children with autism and their families, as well as the professionals supporting them, such as special education teachers, psychologists, and therapists. The application aims to teach various skills and abilities to children in an enjoyable and engaging environment, enhancing the overall experience. The application developed within the scope of our project is intended to improve the quality of life and support the development of affected children. The virtual environment was tested with a psychologist and other testers, and the results and feedback were positive.
ID: 146
/ Fr.T1.M1: 4
Research Strand
Topics: STS on Advancing Diagnosis and Rehabilitation of Neurodevelopmental Disorders: The Role of Virtual Reality, Eye-Tracking, and Serious GamesKeywords: virtual reality, rehabilitation, motion, mobility therapy, workout
A New Path to Recovery: Virtual Reality-Driven Treadmill Exercises
P. Szabó1,2, K. Pete3, C. Sik-Lanyi1
1University of Pannonia, Egyetem u. 10, 8200 Veszprem; 2Eötvös Loránd Research Network, Piarista u. 4, H-1052 Budapest; 3Eötvös Loránd University, Egyetem tér 1-3, 1053 Budapest
A virtual reality (VR) application is being developed to transform treadmill-based walking into an immersive experience replicating natural environments. Monotony, often experienced during traditional treadmill workouts. With this project our goal is to address this problem by displaying dynamically changing landscapes synchronized with the treadmill's speed. This system is designed to support rehabilitation, aiding mobility therapy for individuals recovering from injuries, strokes, or other neurological conditions. Additionally, it offers a motivating alternative to traditional workouts. The application is currently undergoing testing to evaluate its effectiveness and user benefits.
ID: 149
/ Fr.T1.M1: 5
Research Strand
Topics: STS on Advancing Diagnosis and Rehabilitation of Neurodevelopmental Disorders: The Role of Virtual Reality, Eye-Tracking, and Serious GamesKeywords: Virtual Reality application, Recommendation system, Rehabilitation purpose
Recommendation System of Virtual Reality (VR) Application for Rehabilitation Purposes
J. Ara, C. Sik-Lanyi
University of Pannonia, Veszprem, Hungary
Generally, a recommendation system is considered an information aggregation system that directs appropriate information to the users. Considering the Virtual Reality (VR) application, nowadays, the use of VR applications has increased than previously for several activities including rehabilitation purposes. Therefore, in this study, the aim is to propose and develop an effective VR application recommendation system specifically for rehabilitation purposes. The developed system performs considering user queries and extracts the most suitable application according to the user interest considering different attributes of the suitable VR application. In the initial phase, the developed application is able to recommend 95 VR applications according to the user interest considering three rehabilitation purposes including ‘Cognitive’, ‘Physical’, and ‘Motion’ disability. The developed application is suitable for recommending the appropriate VR application to improve the rehabilitation experience of the user.
ID: 195
/ Fr.T1.M1: 6
Research Strand
Topics: STS on Advancing Diagnosis and Rehabilitation of Neurodevelopmental Disorders: The Role of Virtual Reality, Eye-Tracking, and Serious GamesKeywords: User-center, Inclusive design, Older adults, Game, Unity, Motor and cognitive skill
User-center Game Development For Older Adults
J. D. Góczán1, C. Sik-Lanyi1,2
1University of Pannonia, Veszprem, Hungary; 2Hungarian Research Network (HUN-REN), Budapest, Hungary
The elderly population faces numerous motor and cognitive challenges that can intensify with age. These challenges include a decline in memory and attention and a weakening of motor skills. To prevent age-related regression and improve quality of life, seeking effective development solutions is essential. Our goal was to create a developmental game in Unity that develops the motor and cognitive skills of the elderly. During the design and development of the game, those tasks and challenges were implemented, which aided in improving fine motor skills, coordination, memory, and attention. The software includes several smaller games and tasks designed to stimulate different brain functions, such as thinking, memory, problem-solving, and attention. The goal of creating this game was to provide older people with a fun and motivating tool that helps them stay active; by offering them such a game, we allow them to maintain both their motor skills and cognitive abilities enjoyably, thereby improving their quality of life
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