This book presents current innovative, alternative and creative approaches that challenge traditional mechanisms in and across disciplines and industries targeting societal impact. A common thread throughout the book is human-centered, uni and multi-modal strategies across the range of human technologies, including sensing and stimuli; virtual and augmented worlds; games for serious applications;accessibility; digital-ethics and more. Focusing on engaging, meaningful, and motivating activities that at the same time offer systemic information on human condition, performance and progress, the book is of interest to anyone seeking to gain insights into the field, be they students, teachers, practicing professionals, consultants, or family representatives. By offering a wider perspective, it addresses the need for a core text that evokes and provokes, engages and demands and stimulates and satisfies..
1 An Overview of Recent Advances in Technologies of Inclusive Well-Being 1 - Anthony Lewis Brooks, Sheryl Brahnam, Bill Kapralos and Lakhmi C. Jain // 1.1 Introduction 1 // 1.2 Contributions in This Book 5 // 1.3 Conclusion 10 // Reference 11 // Part I Literature Reviews and Taxonomies // An Overview of Serious Game Engines and Frameworks - Brent Cowan and Bill Kapralos // 2.1 Introduction // 2.1.1 Paper Organization // 2.2 Game Engines and Frameworks // 2.2.1 Game Engines for Serious Games // 2.2.2 Notable Frameworks and Engines // 2.3 Discussion and Conclusions // 2.3.1 Content Experts and Educators as Game // Developers // References // 3 A Review of and Taxonomy for Computer Supported Neuro-Motor Rehabilitation Systems 39 - Lucas Stephenson and Anthony Whitehead // 3.1 Introduction 40 // 3.2 Taxonomy Overview 41 // 3.3 Taxonomy Development 42 // 3.3.1 Taxonomy Details 43 // 3.4 Classifying CNMRS Systems 46 // 3.5 Conclusion 53 // References 54 // Part II Physical Therapy // A Customizable Virtual Reality Framework for the Rehabilitation of Cognitive Functions 61 - Gianluca Paravati, Valeria Maria Spataro, Fabrizio Lamberti, Andrea Sanna and Claudio Giovanni Demartini // 4.1 Introduction 62 // 4.2 Virtual Reality and Rehabilitation 63 // 4.2.1 Sensory-Motor Investigation and Rehabilitation 64 // 4.2.2 Cognitive Rehabilitation 66 // 4.3 Proposed Framework 67 // 4.3.1 Theoretical Model 67 // 4.3.2 Design of the System Architecture 68 // 4.3.3 Scenarios and Tasks 71 // 4.4 Results 74 // 4.4.1 Usability 75 // 4.4.2 Preliminary Neurocognitive Investigation 76 // 4.5 Conclusions 80 // References 81 // 5 Technology for Standing up and Balance Training in Rehabilitation of People with Neuromuscular Disorders 87 - Imre Cikajlo, Andrej Olensek, Matjaz Zadravec and Zlatko Matjacid // 5.1 Introduction 87 // 5.2 Virtual Reality Enhanced Balance Training 89 //
5.2.1 Clinical Pilot Study 90 // 5.3 Haptic Floor for Enhanced VR Experience 91 // 5.3.1 Equipment Design 91 // 5.3.2 Haptic and Visual Feedback 92 // 5.4 Postural Strategy Changes with Visual Feedback 93 // 5.4.1 Pilot Study 93 // 5.4.2 Experimental Protocol 94 // 5.4.3 Experimental Results 96 // 5.5 Discussion 96 // 5.6 Sit-to-Stand Trainer 97 // 5.6.1 Experimental Methods 98 // 5.6.2 Experimental Results 99 // 5.7 Standing-up of Neurologically Impaired Individual // When Supported with STS Apparatus 101 // 5.8 Discussion 103 // References 103 // 6 Exergaming for Shoulder-Based Exercise and Rehabilitation 105 - Alvaro Uribe-Quevedo and Bill Kapralos // 6.1 Introduction 106 // 6.2 Exergame Development 110 // 6.2.1 Anatomy Characterization 110 // 6.2.2 The Shoulder 111 // 6.2.3 Common Afflictions and Exercises 112 // 6.2.4 Design Overview 112 // 6.2.5 Motion Capture 113 // 6.2.6 Game Design 114 // 6.2.7 The Two Exergames 115 // 6.3 Exergame 1: Kayaking Through Lateral and Medial Rotations 115 // 6.3.1 Exergame Presentation 117 // 6.4 The Rapid Recovery Exergame 118 // 6.4.1 Alpha Testing of Rapid Recovery 119 // 6.5 Conclusions 120 // References 123 // 7 Development of an Occupational Health Care Exergaming Prototype Suite 127 - Alvaro Uribe-Quevedo, Sergio Valdivia, Eliana Prada, Mauricio Navia, Camilo Rincon, Estefania Ramos, Saskia Ortiz and Byron Perez // 7.1 Introduction 127 // 7.2 Suite Development 130 // 7.2.1 Exercise Characterization 130 // 7.2.2 Exergame Design 131 // 7.3 Lower-Limb 132 // 7.3.1 Shank Exergame 132 // 7.3.2 Thigh Exergame 133 // 7.4 Upper-Limb 136 // 7.4.1 Shoulder Exergame 137 // 7.4.2 Hand Exergame 138 // 7.4.3 Motion Tracking 139 // 7.5 Eye Exergame 140 // 7.5.1 Motion Tracking 141 // 7.5.2 User Experience 141 // 7.6 Conclusions 143 // References 143 //
8 Game-Based Stroke Rehabilitation 147 - Mehran Kamkarhaghighi, Pejman Mirza-Babaei and Khalil El-Khatib // 8.1 Introduction 147 // 8.2 Benefits of Game-Based Stroke Rehabilitation 149 // 8.2.1 Increased Patient Motivation and Engagement 149 // 8.2.2 Lower Access Barriers to Rehabilitation 149 // 8.3 Design Requirements in Game-Based Stroke Rehabilitation 150 // 8.3.1 Provide Rehabilitation Exercises for Different Parts of the Body 150 // 8.3.2 Monitor Patient Progress and Provide Feedback and Information 150 // 8.3.3 Provide Diversity and Flexibility of Content to Accommodate Various Preferences 151 // 8.3.4 Allow for Patient Autonomy and Ability to Connect with Other Patients 151 // 8.4 Literature Review 152 // 8.4.1 Background 153 // 8.5 Conclusion 159 // References 160 // Part III Touch and Wearables // 9 Multi-sensory Environmental Stimulation for Users with Multiple Disabilities 165 - Cristina Manresa-Yee, Ann Morrison, Joan Jordi Muntaner and Maria Francesca Roig-Maimo // 9.1 Introduction 166 // 9.2 Related Works 167 // 9.2.1 Interactive Systems for Controlling // Environmental Stimulation 167 // 9.2.2 Vibrotactile Interfaces for Users with Disabilities 167 // 9.3 SINASense 168 // 9.4 Motion-Based Module and Multi-Sensory Stimulation // Applications 169 // 9.5 Vibrotactile Module 170 // 9.5.1 Elbow Flexion 171 // 9.5.2 Shoulder Flexion 172 // 9.6 Evaluation 172 // 9.6.1 Evaluation of SINASense 173 // 9.6.2 Evaluation of V-Sense 175 // 9.7 Conclusions 178 // References 179 // 10 Interactive Furniture: Bi-directional Interaction with a Vibrotactile Wearable Vest in an Urban Space 183 - Ann Morrison, Jack Leegaard, Cristina Manresa-Yee, Walther Jensen and Hendrik Knoche // 10.1 Introduction 184 // 10.2 Related Work 185 // 10.3 Addressing the Site 188 // 10.3.1 Data Collection 188 // 10.3.2 Stakeholder Interviews 188 //
10.3.3 Natural Inhabitant Interviews 189 // 10.3.4 Addressing the Aesthetics of Utzon and Utzon Park 190 // 10.4 The Systems: The Vest, the Patterns, The Humming Wall 191 // 10.4.1 The Vibrotactile Wearable Sensate Vest 191 // 10.4.2 The Vest as a System (The Vest Design Considerations) 192 // 10.4.3 The Vibrotactile Patterns 194 // 10.4.4 Patterns System Details 196 // 10.4.5 The Humming Wall 198 // 10.4.6 Bi-directional Wall and Vest Interaction Administration 200 // 10.5 Field Trials: Adding People 200 // 10.5.1 The Activities 200 // 10.5.2 The Participants 202 // 10.5.3 Data Collection 202 // 10.5.4 Data Processing and Analysis 203 // 10.6 Results 204 // 10.6.1 Overall Experience 204 // 10.6.2 Cross Comparing with Participants Personal Info 206 // 10.6.3 Semi-structured Interviews 207 // 10.6.4 The Humming Wall, the Zones, Physiology Readings and Activity 207 // 10.6.5 What People Said: An Overview 209 // 10.6.6 Vibration Patterns 210 // 10.6.7 Summary of Findings 212 // 10.7 Discussion 214 // 10.8 Conclusion and Future Work 217 // References 218 // 11 The Acceptance, Challenges, and Future Applications of Wearable Technology and Virtual Reality to Support People with Autism Spectrum Disorders 221 - Nigel Newbutt, Connie Sung, Hung Jen Kuo and Michael J. Leahy // 11.1 Introduction and Background: The Promise and Potential // of Virtual Reality Applied Within Autism // and Developmental Contexts 222 // 11.2 Application of Virtual Reality in Autism 224 // 11.2.1 Interactive Nature Increases Users’ Motivation 224 // 11.2.2 Provide Safe and Controlled Environment 225 // 11.2.3 Provide Repeated Practices and Immediate Feedback to Facilitate Learning 225 // 11.2.4 Allow Individualized Customization 225 // 11.2.5 Permit Manipulations of Stimuli and Distractions 226 // 11.2.6 Hierarchical Learning Approach to Promote Generalization of Skills 226 //
11.3 Key Questions that Emerge from Historical and Recent Literature 227 // 11.4 Virtual Reality Head-Mounted Displays: A Case Study with Autism Users 228 // 11.5 A Case Study Using Oculus Rift (Developers Kit 2) 229 // 11.5.1 Equipment 230 // 11.5.2 Results 234 // 11.6 Implications 235 // 11.7 Considerations for Future Research 236 // 11.7.1 Beware of Possible Discomfort Experienced // by Users and Ensure Safety 236 // 11.7.2 Inclusion of Users in Study Design 236 // 11.7.3 Introducing to VRT to Users with Incremental Steps 236 // 11.7.4 Use of VRT as a Tool and in Collaboration with Other People 237 // 11.7.5 Promotion of Cognitive Flexibility Within VE to Increase Generalization 237 // 11.8 Conclusion 237 // 11.9 Summary 238 // Part IV Special Needs // 12 Nursing Home Residents Versus Researcher: Establishing Their Needs While Finding Your Way 245 - Jon Ram Bruun-Pedersen // 12.1 Introduction 245 // 12.2 Physical Therapy and the Manuped 247 // 12.2.1 Why Residents Dislike Exercise 249 // 12.2.2 Returning from Illness 249 // 12.2.3 The Alternative 250 // 12.2.4 Laziness? 251 // 12.3 The Conventional Manuped Exercise Experience 251 // 12.3.1 VE Augmentation: An Extra Layer 252 // 12.4 Solution Design 253 // 12.5 Research Challenges: Nursing Home Residents 257 // 12.5.1 Planning of the Study 258 // 12.5.2 Keeping the Residents Reminded 258 // 12.5.3 Establishing and Maintaining a Routine 259 // 12.5.4 A Trusting Relationship 261 // 12.5.5 Personal Boundaries 262 // 12.5.6 Establishing a Connection 263 // 12.5.7 The Difficult Conversations 265 // 12.5.8 Advancing with VE Technology 266 // 12.5.9 Gathering Data 267 // 12.6 Conclusions 267 // References 268 // Part V Ethics and Accessibility // 13 DigitalEthics: ’Ethical’ Considerations of Post-research ICT Impact 273 // Anthony Brooks //
13.1 Introduction and Grounding-A Retrospective of the Field (Selected) 273 // 13.2 Discussion 277 // 13.3 Holistic and Contemporary Reflections 279 // 13.4 Conclusions 280 // References 281 // 14 Accessibility: Definition, Labeling, and CVAA Impact 283 - Anthony Brooks // 14.1 Introduction 284 // 14.1.1 Background 285 // 14.1.2 Interactive Accessibility Community Reaction 287 // 14.1.3 Accessible Games = Accessible Virtual Reality? 287 // 14.1.4 Mixing and Matching for Accessibility 288 // 14.1.5 Twenty-First Century Communications // and Video Accessibility Act (CVAA) 290 // 14.1.6 Related Literature from the Community-Abstract (cf) from Powers et al. [2] 292 // 14.1.7 The Pan-European Game Information (PEGI) Age Rating System 295 // 14.2 Informing Actions Using the Author’s Work as Vehicle 299 // 14.2.1 The Basis of Mixing’n’ Matching to Human Input to Optimize Access: Tailoring 304 // 14.2.2 Accessibility Exemplified: The First Cultural Paralympiad 305 // 14.2.3 Patent 307 // 14.2.4 Related Patents and Products Exemplified 308 // 14.2.5 Biofeedback 309 // 14.2.6 Virtual Worlds and Games for Serious Applications 310 // 14.2.7 Multidimensional Polyphonic Expression-MPE Midi-New Potentials 314 // 14.2.8 Bridging to AbleGaming: A Reference for Game Accessibility/Developer Design 315 // 14.2.9 CVAA Exemptions 33g // 14.2.10 Accessibility Features on Current Consoles 339 // 14.3 Discussion and Conclusions 347 // Appendix 1 344 // Appendix 2 // References 393