Gesture Recognition Games    @jonhassell #ds12
The problem        “Communication is a basic human right.         Communication is the means through which we control our ...
Our target audiences
Possible solution“If signs and gestures can beeasily learned, recognizedand converted to digital data,a whole new world of...
The technology enabler
User-focused innovation                Great      TechnologyUser needs   innovations                           possibilities
First steps to a solution
Phase Two
Users and contexts of use   Users with comms       difficulties                   Supporters of these users:  through LDs,...
The potential of reverse inclusion: OXO Good Grips • Well-known pioneer of Inclusive Design   in the USA • Sam Farber’s wi...
Training &                   Innovation             support             for             embedding                         ...
Thank you
e: jonathan@hassellinclusion.comt: @jonhassellw: www.hassellinclusion.comWith thanks to: TechDis, BISand the Technology St...
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uKinect Gesture Recognition Games for Disabled People

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Can games technologies like Kinect prove useful in helping people with learning difficulties to communicate?

In this presentation from Digital Shoreditch (#ds12) Jonathan Hassell - co-lead of uKinect - gives a brief glimpse into how uKinect is helping young people who use Makaton to improve their signing, and helping other people who do not sign to understand signing.

He also highlights the potential for technologies that are designed to help disabled people to often break into the mainstream as innovative new directions in product design.

Published in: Technology, Sports
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Transcript of "uKinect Gesture Recognition Games for Disabled People"

  1. 1. Gesture Recognition Games @jonhassell #ds12
  2. 2. The problem “Communication is a basic human right. Communication is the means through which we control our existence. It is the way we make friends and build relationships. It is the way we become independent and make choices. It is the way we learn” (BILD, 2007).• many scenarios where learners with disabilities lack independence due to an inability to communicate by speech or due to lack of motor control• communication may involve having to write down or manually input information into a device• may be manageable for communicating simple concrete things to people who are physically close• for more sophisticated communication it is slow, inadequate and ultimately disabling
  3. 3. Our target audiences
  4. 4. Possible solution“If signs and gestures can beeasily learned, recognizedand converted to digital data,a whole new world ofopportunity opens up.”
  5. 5. The technology enabler
  6. 6. User-focused innovation Great TechnologyUser needs innovations possibilities
  7. 7. First steps to a solution
  8. 8. Phase Two
  9. 9. Users and contexts of use Users with comms difficulties Supporters of these users: through LDs, Autism, colleagues, teachers, stroke carers, parents Signing e-Learning gameEducation Employment Independent Living
  10. 10. The potential of reverse inclusion: OXO Good Grips • Well-known pioneer of Inclusive Design in the USA • Sam Farber’s wife, a keen cook, suffered from arthritis “Why do ordinary kitchen tools hurt your hands?” • First 15 products launched in 1990 • Sales growth over 35% per year from 1991 to 2002 • The line has now grown to over 500 products • Over 100 design awards received Centre for Business Innovation “Connected Communities, helping you Do more with - 10 - Engineering Design Centre Less” © 2011 Centre for Business Innovation Ltd
  11. 11. Training & Innovation support for embedding StandardsStrategy &research www.hassellinclusion.com
  12. 12. Thank you
  13. 13. e: jonathan@hassellinclusion.comt: @jonhassellw: www.hassellinclusion.comWith thanks to: TechDis, BISand the Technology Strategy Board

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