无眼瑜伽的设计和真实世界评估:盲人和低视力者的外部游戏。

IF 2.5 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Kyle Rector, Roger Vilardaga, Leo Lansky, Kellie Lu, Cynthia L Bennett, Richard E Ladner, Julie A Kientz
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引用次数: 0

摘要

盲人或低视力者可能会因为无法接近或缺乏鼓励而更难参与锻炼。为了解决这个问题,我们利用微软 Kinect 开发了 "无眼瑜伽",它可以充当瑜伽教练,并根据骨骼追踪提供个性化的听觉反馈。我们对两个不同版本的 "无眼瑜伽 "进行了两项不同的研究:(1)对 16 名盲人或低视力者进行了对照研究,以评估概念验证的可行性;(2)对 4 名盲人或低视力者进行了为期 8 周的居家部署研究,其中包含一个功能齐全的外部游戏,包含四个完整的锻炼和激励技巧。我们发现,在实验室研究中,参与者更喜欢瑜伽姿势的个性化反馈。因此,个性化反馈被用作构建部署研究中使用的系统核心组件的一种手段,并被纳入两种研究条件中。通过部署研究,我们发现参与者在为期 8 周的时间里坚持练习瑜伽(平均时长 = 17 小时;平均练习天数 = 24 天),几乎达到了美国心脏协会推荐的运动指南。平均而言,激励技术提高了参与者的用户体验,增加了他们的练习频率和练习时间。这项工作的发现对无眼睛外显游戏的设计具有启示意义,包括让领域专家参与、对缺乏经验的用户进行试点、使用音乐隐喻以及为家庭使用案例进行设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Design and Real-World Evaluation of Eyes-Free Yoga: An Exergame for Blind and Low-Vision Exercise.

Design and Real-World Evaluation of Eyes-Free Yoga: An Exergame for Blind and Low-Vision Exercise.

Design and Real-World Evaluation of Eyes-Free Yoga: An Exergame for Blind and Low-Vision Exercise.

People who are blind or low vision may have a harder time participating in exercise due to inaccessibility or lack of encouragement. To address this, we developed Eyes-Free Yoga using the Microsoft Kinect that acts as a yoga instructor and has personalized auditory feedback based on skeletal tracking. We conducted two different studies on two different versions of Eyes-Free Yoga: (1) a controlled study with 16 people who are blind or low vision to evaluate the feasibility of a proof-of-concept and (2) an 8-week in-home deployment study with 4 people who are blind or low vision, with a fully functioning exergame containing four full workouts and motivational techniques. We found that participants preferred the personalized feedback for yoga postures during the laboratory study. Therefore, the personalized feedback was used as a means to build the core components of the system used in the deployment study and was included in both study conditions. From the deployment study, we found that the participants practiced Yoga consistently throughout the 8-week period (Average hours = 17; Average days of practice = 24), almost reaching the American Heart Association recommended exercise guidelines. On average, motivational techniques increased participant's user experience and their frequency and exercise time. The findings of this work have implications for eyes-free exergame design, including engaging domain experts, piloting with inexperienced users, using musical metaphors, and designing for in-home use cases.

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来源期刊
ACM Transactions on Accessible Computing
ACM Transactions on Accessible Computing COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
6.20
自引率
8.30%
发文量
43
期刊介绍: Computer and information technologies have re-designed the way modern society operates. Their widespread use poses both opportunities and challenges for people who experience various disabilities including age-related disabilities. That is, while there are new avenues to assist individuals with disabilities and provide tools and resources to alleviate the traditional barriers encountered by these individuals, in many cases the technology itself presents barriers to use. ACM Transactions on Accessible Computing (TACCESS) is a quarterly peer-reviewed journal that publishes refereed articles addressing issues of computing that seek to address barriers to access, either creating new solutions or providing for the more inclusive design of technology to provide access for individuals with diverse abilities. The journal provides a technical forum for disseminating innovative research that covers either applications of computing and information technologies to provide assistive systems or inclusive technologies for individuals with disabilities. Some examples are web accessibility for those with visual impairments and blindness as well as web search explorations for those with limited cognitive abilities, technologies to address stroke rehabilitation or dementia care, language support systems deaf signers or those with limited language abilities, and input systems for individuals with limited ability to control traditional mouse and keyboard systems. The journal is of particular interest to SIGACCESS members and delegates to its affiliated conference (i.e., ASSETS) as well as other international accessibility conferences. It serves as a forum for discussions and information exchange between researchers, clinicians, and educators; including rehabilitation personnel who administer assistive technologies; and policy makers concerned with equitable access to information technologies.
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