4
views
0
recommends
+1 Recommend
0 collections
    0
    shares
      • Record: found
      • Abstract: found
      • Article: found
      Is Open Access

      Evaluation of Full-Body Gestures Performed by Individuals with Down Syndrome: Proposal for Designing User Interfaces for All Based on Kinect Sensor

      research-article

      Read this article at

      Bookmark
          There is no author summary for this article yet. Authors can add summaries to their articles on ScienceOpen to make them more accessible to a non-specialist audience.

          Abstract

          The ever-growing and widespread use of touch, face, full-body, and 3D mid-air gesture recognition sensors in domestic and industrial settings is serving to highlight whether interactive gestures are sufficiently inclusive, and whether or not they can be executed by all users. The purpose of this study was to analyze full-body gestures from the point of view of user experience using the Microsoft Kinect sensor, to identify which gestures are easy for individuals living with Down syndrome. With this information, app developers can satisfy Design for All (DfA) requirements by selecting suitable gestures from existing lists of gesture sets. A set of twenty full-body gestures were analyzed in this study; to do so, the research team developed an application to measure the success/failure rates and execution times of each gesture. The results show that the failure rate for gesture execution is greater than the success rate, and that there is no difference between male and female participants in terms of execution times or the successful execution of gestures. Through this study, we conclude that, in general, people living with Down syndrome are not able to perform certain full-body gestures correctly. This is a direct consequence of limitations resulting from characteristic physical and motor impairments. As a consequence, the Microsoft Kinect sensor cannot identify the gestures. It is important to remember this fact when developing gesture-based on Human Computer Interaction (HCI) applications that use the Kinect sensor as an input device when the apps are going to be used by people who have such disabilities.

          Related collections

          Most cited references41

          • Record: found
          • Abstract: found
          • Article: not found

          Effectiveness of virtual reality using Wii gaming technology in children with Down syndrome.

          This quasi-experimental study compared the effect of standard occupational therapy (SOT) and virtual reality using Wii gaming technology (VRWii) on children with Down syndrome (DS). Children (n = 105) were randomly assigned to intervention with either SOT or VRWii, while another 50 served as controls. All children were assessed with measures of sensorimotor functions. At post-intervention, the treatment groups significantly outperformed the control group on all measures. Participants in the VRWii group had a greater pre-post change on motor proficiency, visual-integrative abilities, and sensory integrative functioning. Virtual reality using Wii gaming technology demonstrated benefit in improving sensorimotor functions among children with DS. It could be used as adjuvant therapy to other proven successful rehabilitative interventions in treating children with DS. Copyright © 2010 Elsevier Ltd. All rights reserved.
            Bookmark
            • Record: found
            • Abstract: found
            • Article: found
            Is Open Access

            Motivational Determinants of Exergame Participation for Older People in Assisted Living Facilities: Mixed-Methods Study

            Background Exergames (exercise-based videogames) for delivering strength and balance exercise for older people are growing in popularity with the emergence of new Kinect-based technologies; however, little is known about the factors affecting their uptake and usage by older people. Objective The aim of this study was to determine the factors that may influence the motivation of older people to use exergames to improve their physical function and reduce fall risk. Methods Mixed methods were employed in which 14 semistructured interviews were conducted with older people (n=12, aged 59-91 years) from 2 assisted living facilities in the North West of the United Kingdom. The older people participated in a 6-week trial of exergames along with one manager and one physiotherapist; 81 h of observation and Technology Acceptance Model questionnaires were conducted. Results The findings suggest that the participants were intrinsically motivated to participate in the exergames because of the enjoyment experienced when playing the exergames and perceived improvements in their physical and mental health and social confidence. The social interaction provided in this study was an important extrinsic motivator that increased the intrinsic motivation to adhere to the exergame program. Conclusions The findings of this study suggest that exergames may be a promising tool for delivering falls prevention exercises and increasing adherence to exercise in older people. Understanding the motivation of older people to use exergames may assist in the process of implementation.
              Bookmark
              • Record: found
              • Abstract: not found
              • Article: not found

              Image representation of pose-transition feature for 3D skeleton-based action recognition

                Bookmark

                Author and article information

                Journal
                Sensors (Basel)
                Sensors (Basel)
                sensors
                Sensors (Basel, Switzerland)
                MDPI
                1424-8220
                15 July 2020
                July 2020
                : 20
                : 14
                : 3930
                Affiliations
                [1 ]Department of Computer Science, Universidad de Monterrey, Nuevo León 66238, Mexico; marta.delrio@ 123456udem.edu
                [2 ]Department of Techniques and Projects in Engineering and Architecture, Universidad de La Laguna, 38071 Tenerife, Spain
                Author notes
                [* ]Correspondence: jmargu@ 123456ull.edu.es
                [†]

                Both authors contributed equally to this work.

                Author information
                https://orcid.org/0000-0002-6043-2062
                https://orcid.org/0000-0002-8367-4363
                Article
                sensors-20-03930
                10.3390/s20143930
                7411764
                32679704
                d352ed83-67aa-4b55-911c-b57fc3568e15
                © 2020 by the authors.

                Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license ( http://creativecommons.org/licenses/by/4.0/).

                History
                : 07 June 2020
                : 13 July 2020
                Categories
                Article

                Biomedical engineering
                microsoft kinect,sensor,corporal gestures,full-body gestures,user interface,user experience,evaluation,down syndrome,human–computer interaction

                Comments

                Comment on this article