User involvement in virtual and augmented technologies and games for rehabilitation and learning: ICDVRAT-ITAG special issue

IF 1.7 Q2 REHABILITATION
S. Cobb, P. Standen, D. Brown, P. Gamito
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引用次数: 0

Abstract

a range of research including: serious games for education, end user involvement in research, stroke/TBI, cognitive impairment, technology comparison of of describe a participatory design approach in which deaf adults informed the iterative development of a mobile app to aid them in communication with hearing people. Lahav et al. pick up the theme of research into the use of robots, this time with high functioning students with autism. Designing the behavior of smart artifacts, these students were able to program robotic behavior independently and directly, without the involvement of a therapist. Proffitt et al. build on this and explore end user engagement at different stages of the design process and offer recommendations for the effective integration of input from end user clients and therapists in the development of VR technologies for rehabilitation. Howes et al. explore the User Centred Design of an Active Computer Gaming system with elders to deliver tailored rehabilitation exercises to meet their needs, in the context of falls prevention. Interestingly, this group had a strong preference for a screen display compared to using an Oculus Rift VR headset. Other research is this special issue considers how designer appreciation of the needs and requirements of people with “ hidden disabilities ” can improve the design and use of rehabilitation technology. Zubair et al. show the importance of effective personae description of children with autism, while Poyade et al. demonstrate successful user-informed development of a mobile app to provide virtual exposure therapy to help people with autism or PTSD cope with busy public environments.
用户参与虚拟和增强技术以及康复和学习游戏:ICDVRAT-ITAG特刊
一系列研究,包括:严肃的教育游戏、最终用户参与研究、中风/TBI、认知障碍、技术比较。描述了一种参与式设计方法,在该方法中,聋人告知迭代开发移动应用程序,以帮助他们与有听力的人交流。Lahav等人选择了机器人使用研究的主题,这一次是针对患有自闭症的高功能学生。在设计智能工件的行为时,这些学生能够独立直接地对机器人行为进行编程,而无需治疗师的参与。Proffitt等人在此基础上,探索最终用户在设计过程的不同阶段的参与,并为在康复VR技术的开发中有效整合最终用户客户和治疗师的意见提供建议。Howes等人探索了以用户为中心的主动计算机游戏系统设计,让老年人在预防跌倒的背景下提供量身定制的康复锻炼,以满足他们的需求。有趣的是,与使用Oculus Rift VR耳机相比,这一群体对屏幕显示器有着强烈的偏好。另一项研究是本期特刊考虑设计师如何理解“隐性残疾”患者的需求和要求,从而改进康复技术的设计和使用。Zubair等人展示了对自闭症儿童进行有效人物角色描述的重要性,而Poyade等人则展示了成功开发了一款基于用户知情的移动应用程序,以提供虚拟暴露疗法,帮助自闭症或创伤后应激障碍患者应对繁忙的公共环境。
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来源期刊
CiteScore
4.10
自引率
9.10%
发文量
21
期刊介绍: The Journal of Enabling Technologies (JET) seeks to provide a strong, insightful, international, and multi-disciplinary evidence-base in health, social care, and education. This focus is applied to how technologies can be enabling for children, young people and adults in varied and different aspects of their lives. The focus remains firmly on reporting innovations around how technologies are used and evaluated in practice, and the impact that they have on the people using them. In addition, the journal has a keen focus on drawing out practical implications for users and how/why technology may have a positive impact. This includes messages for users, practitioners, researchers, stakeholders and caregivers (in the broadest sense). The impact of research in this arena is vital and therefore we are committed to publishing work that helps draw this out; thus providing implications for practice. JET aims to raise awareness of available and developing technologies and their uses in health, social care and education for a wide and varied readership. The areas in which technologies can be enabling for the scope of JET include, but are not limited to: Communication and interaction, Learning, Independence and autonomy, Identity and culture, Safety, Health, Care and support, Wellbeing, Quality of life, Access to services.
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