Vi bowling
by eelke folmer on Oct 29, 2010
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VI Bowling is a tactile spatial exergame for individuals with visual impairments.
VI Bowling is a tactile spatial exergame for individuals with visual impairments.
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Thanks the opportunity to present our research on developing exercise games for individuals with visual impairments.
Unfortunately my student Tony Morelli who did this research couldn’t be here
Let me start my presentation by asking a question to the audience: who likes to exercise?
Excellent, ver well that brings me to the question: why do we exercise?
Thanks the opportunity to present our research on developing exercise games for individuals with visual impairments.
Unfortunately my student Tony Morelli who did this research couldn’t be here
Let me start my presentation by asking a question to the audience: who likes to exercise?
Excellent, ver well that brings me to the question: why do we exercise?
Thanks the opportunity to present our research on developing exercise games for individuals with visual impairments.
Unfortunately my student Tony Morelli who did this research couldn’t be here
Let me start my presentation by asking a question to the audience: who likes to exercise?
Excellent, ver well that brings me to the question: why do we exercise?
Thanks the opportunity to present our research on developing exercise games for individuals with visual impairments.
Unfortunately my student Tony Morelli who did this research couldn’t be here
Let me start my presentation by asking a question to the audience: who likes to exercise?
Excellent, ver well that brings me to the question: why do we exercise?
Thanks the opportunity to present our research on developing exercise games for individuals with visual impairments.
Unfortunately my student Tony Morelli who did this research couldn’t be here
Let me start my presentation by asking a question to the audience: who likes to exercise?
Excellent, ver well that brings me to the question: why do we exercise?
Thanks the opportunity to present our research on developing exercise games for individuals with visual impairments.
Unfortunately my student Tony Morelli who did this research couldn’t be here
Let me start my presentation by asking a question to the audience: who likes to exercise?
Excellent, ver well that brings me to the question: why do we exercise?
Thanks the opportunity to present our research on developing exercise games for individuals with visual impairments.
Unfortunately my student Tony Morelli who did this research couldn’t be here
Let me start my presentation by asking a question to the audience: who likes to exercise?
Excellent, ver well that brings me to the question: why do we exercise?
Thanks the opportunity to present our research on developing exercise games for individuals with visual impairments.
Unfortunately my student Tony Morelli who did this research couldn’t be here
Let me start my presentation by asking a question to the audience: who likes to exercise?
Excellent, ver well that brings me to the question: why do we exercise?
Especially individuals with visual impairments and children in particular have significant higher levels of obesity as they are less physically active. As a result they more frequently suffer from obesity related health problems such as diabetes, fatigue, deconditioning, heart problems, and depression which are all considered avoidable. What is even more worrying is that
Well the physical education researchers that we are collaborating with on this project have identified the following barriers:
Fear of injury also leads to psychosocial barriers.
Exercise games have some attractive properties that may allow individuals with visual impairments to overcome some of the barriers to physical activity; namely:
1) You don’t need any other people to play an exergame you can play against the computer or online against friends
2) Because you exercise in place, the risk of injury is minimal
3) being able to play exergames with friends or family may create new opportunities for socialization.
Various studies have shown that when individuals with visual impairments are given equal opportunities to participate in physical activity their health will increase.
For example wii sports boxing uses visual cues such as the moves of your opponent indicate what to do such as blocking, dodging or punching. Although audio feedback is being provided, this doesn’t contain sufficient cues on what type of input to provide and when.
For example wii sports boxing uses visual cues such as the moves of your opponent indicate what to do such as blocking, dodging or punching. Although audio feedback is being provided, this doesn’t contain sufficient cues on what type of input to provide and when.
Music and being able to socialize puts constraints on being able to use audio.
Games are simulations, and exergames simulate physical activities. So what challenges do physical activities involve?
Take for example basketball:
- The spatial challenge involves deciding where to shooting the ball
- and the temporal challenge deals with when to shoot the ball.
If you look at adapted physical activities for individuals with visual impairments, most of the such as tandem cycling a sighted guide performs the spatial skill. Because there are very few physical activities for individuals with visual impairments to perform spatial skills.
Most physical activities for individuals with visual impairments have a sighted guide perform the spatial skills, and adapted physical education researchers have called for the development for physical activities that include spatial skills.
Being able to perform spatial physical activities opens up the opportunity for individuals with visual impairments to play competitive team sports. So lets explore how technology can help perform spatial challenges
In previous research we developed VI Tennis which is an tactile/audio exergame which implements the gameplay of Wii sports tennis and which can be played using a low cost motion sensing controller capable of providing vibrotactile feedback.
Wii sports tennis does not have a spatial challenge. Vibrotactile cues indicate when the ball bounces and when it is time for the player to return the ball. A comparative analysis between audio and tactile/audio cues showed significant better performance when tactile cues are used and players were able to get into moderate physical activity with this game.
Okay lets go back to exergames, can we find a physical activity that consists solely of a spatial challenge?
exclusively on the spatial challenge. A further benefit is that the target acquisition is in 2D
Bowling has been implemented as an exergame as part of Nintendo Wii Sports
This graph shows the feedback that the game provides, Wii bowling provides feedback in 3 different modalities,
Theres audio feedback, such as the sound of the ball rolling and pins being hit.
There’s visual information, such as the visualization of the ball and the pins. When the player has successfully thrown their ball they feel a short vibrotactile buzz.We further distinguish primary and secondary cues.
Primary cues contain essential information for being able to play the game and secondary cues convey the results of a player action.
In order to play a game you must substitute primary cues unless they are encoded in multiple modalities, in which case you can just leave on modality out.
This is the sensory substitution graph which maps how particular visual cues have been mapped to either audio or tactile cues.
The throwing part only involves secondary cues and since these are encoded in visual as well as audio, VI bowling just implements the same audio cues and the game is still playable, the only thing that we added were speech cues that indicate how many pins had been hit.
The aiming part involves primary visual cues, specifically:
two techniques: e.g. proprioception, e.g. the users ability to sense the position and orientation of arm and stereognosis: the users ability to perceive the shape of 3d objects we can use the wii remote to point out a vector to the user that indicates a direction.
two techniques: e.g. proprioception, e.g. the users ability to sense the position and orientation of arm and stereognosis: the users ability to perceive the shape of 3d objects we can use the wii remote to point out a vector to the user that indicates a direction.
1) the user moves their wii remote from left to right
2) Using an extern infrared transmitter we track the direction the wii remote points using the wii remotes infrared optical sensor
3) we defined a tactile window around the target direction
4) as soon as the wii remote enters the tactile window we pulse the vibrotactor.
5) we decrease the pulse delay the closer the user gets to the target direction, so we use a form of haptification
6) how many pins are being hit depends on how close the user is towards the target vector when the user throws their ball.
1) the user moves their wii remote from left to right
2) Using an extern infrared transmitter we track the direction the wii remote points using the wii remotes infrared optical sensor
3) we defined a tactile window around the target direction
4) as soon as the wii remote enters the tactile window we pulse the vibrotactor.
5) we decrease the pulse delay the closer the user gets to the target direction, so we use a form of haptification
6) how many pins are being hit depends on how close the user is towards the target vector when the user throws their ball.
1) the user moves their wii remote from left to right
2) Using an extern infrared transmitter we track the direction the wii remote points using the wii remotes infrared optical sensor
3) we defined a tactile window around the target direction
4) as soon as the wii remote enters the tactile window we pulse the vibrotactor.
5) we decrease the pulse delay the closer the user gets to the target direction, so we use a form of haptification
6) how many pins are being hit depends on how close the user is towards the target vector when the user throws their ball.
1) the user moves their wii remote from left to right
2) Using an extern infrared transmitter we track the direction the wii remote points using the wii remotes infrared optical sensor
3) we defined a tactile window around the target direction
4) as soon as the wii remote enters the tactile window we pulse the vibrotactor.
5) we decrease the pulse delay the closer the user gets to the target direction, so we use a form of haptification
6) how many pins are being hit depends on how close the user is towards the target vector when the user throws their ball.
1) the user moves their wii remote from left to right
2) Using an extern infrared transmitter we track the direction the wii remote points using the wii remotes infrared optical sensor
3) we defined a tactile window around the target direction
4) as soon as the wii remote enters the tactile window we pulse the vibrotactor.
5) we decrease the pulse delay the closer the user gets to the target direction, so we use a form of haptification
6) how many pins are being hit depends on how close the user is towards the target vector when the user throws their ball.
1) the user moves their wii remote from left to right
2) Using an extern infrared transmitter we track the direction the wii remote points using the wii remotes infrared optical sensor
3) we defined a tactile window around the target direction
4) as soon as the wii remote enters the tactile window we pulse the vibrotactor.
5) we decrease the pulse delay the closer the user gets to the target direction, so we use a form of haptification
6) how many pins are being hit depends on how close the user is towards the target vector when the user throws their ball.
1) the user moves their wii remote from left to right
2) Using an extern infrared transmitter we track the direction the wii remote points using the wii remotes infrared optical sensor
3) we defined a tactile window around the target direction
4) as soon as the wii remote enters the tactile window we pulse the vibrotactor.
5) we decrease the pulse delay the closer the user gets to the target direction, so we use a form of haptification
6) how many pins are being hit depends on how close the user is towards the target vector when the user throws their ball.
1) the user moves their wii remote from left to right
2) Using an extern infrared transmitter we track the direction the wii remote points using the wii remotes infrared optical sensor
3) we defined a tactile window around the target direction
4) as soon as the wii remote enters the tactile window we pulse the vibrotactor.
5) we decrease the pulse delay the closer the user gets to the target direction, so we use a form of haptification
6) how many pins are being hit depends on how close the user is towards the target vector when the user throws their ball.
1) the user moves their wii remote from left to right
2) Using an extern infrared transmitter we track the direction the wii remote points using the wii remotes infrared optical sensor
3) we defined a tactile window around the target direction
4) as soon as the wii remote enters the tactile window we pulse the vibrotactor.
5) we decrease the pulse delay the closer the user gets to the target direction, so we use a form of haptification
6) how many pins are being hit depends on how close the user is towards the target vector when the user throws their ball.
1) the user moves their wii remote from left to right
2) Using an extern infrared transmitter we track the direction the wii remote points using the wii remotes infrared optical sensor
3) we defined a tactile window around the target direction
4) as soon as the wii remote enters the tactile window we pulse the vibrotactor.
5) we decrease the pulse delay the closer the user gets to the target direction, so we use a form of haptification
6) how many pins are being hit depends on how close the user is towards the target vector when the user throws their ball.
1) the user moves their wii remote from left to right
2) Using an extern infrared transmitter we track the direction the wii remote points using the wii remotes infrared optical sensor
3) we defined a tactile window around the target direction
4) as soon as the wii remote enters the tactile window we pulse the vibrotactor.
5) we decrease the pulse delay the closer the user gets to the target direction, so we use a form of haptification
6) how many pins are being hit depends on how close the user is towards the target vector when the user throws their ball.
1) the user moves their wii remote from left to right
2) Using an extern infrared transmitter we track the direction the wii remote points using the wii remotes infrared optical sensor
3) we defined a tactile window around the target direction
4) as soon as the wii remote enters the tactile window we pulse the vibrotactor.
5) we decrease the pulse delay the closer the user gets to the target direction, so we use a form of haptification
6) how many pins are being hit depends on how close the user is towards the target vector when the user throws their ball.
1) the user moves their wii remote from left to right
2) Using an extern infrared transmitter we track the direction the wii remote points using the wii remotes infrared optical sensor
3) we defined a tactile window around the target direction
4) as soon as the wii remote enters the tactile window we pulse the vibrotactor.
5) we decrease the pulse delay the closer the user gets to the target direction, so we use a form of haptification
6) how many pins are being hit depends on how close the user is towards the target vector when the user throws their ball.
1) the user moves their wii remote from left to right
2) Using an extern infrared transmitter we track the direction the wii remote points using the wii remotes infrared optical sensor
3) we defined a tactile window around the target direction
4) as soon as the wii remote enters the tactile window we pulse the vibrotactor.
5) we decrease the pulse delay the closer the user gets to the target direction, so we use a form of haptification
6) how many pins are being hit depends on how close the user is towards the target vector when the user throws their ball.
1) the user moves their wii remote from left to right
2) Using an extern infrared transmitter we track the direction the wii remote points using the wii remotes infrared optical sensor
3) we defined a tactile window around the target direction
4) as soon as the wii remote enters the tactile window we pulse the vibrotactor.
5) we decrease the pulse delay the closer the user gets to the target direction, so we use a form of haptification
6) how many pins are being hit depends on how close the user is towards the target vector when the user throws their ball.
1) the user moves their wii remote from left to right
2) Using an extern infrared transmitter we track the direction the wii remote points using the wii remotes infrared optical sensor
3) we defined a tactile window around the target direction
4) as soon as the wii remote enters the tactile window we pulse the vibrotactor.
5) we decrease the pulse delay the closer the user gets to the target direction, so we use a form of haptification
6) how many pins are being hit depends on how close the user is towards the target vector when the user throws their ball.
and the number of pins hit. Data is highly variable and decrease in dowsing time was not found significant.
The average aiming error was 9.5 degrees which is good
1) how effective are multimodal motion instructions? what is hte best way to encode motion instructions using tactile feedback. The wii remote is limited in its ability to provide tactile feedback.
2) how accurate is the motion capturing