Improving the sight efficiency of visually impaired people with games that can be played with motion capture systems

Download
2014
Konya, Oğuz
This thesis researches whether the life skills and eye-body coordination of the visually impaired children can be improved through the use of video games which use motion capture system as input. It also researches what kind of video games can be developed and how they can be used in order to provide benefit to visually impaired children. This study was conducted as a mix of qualitative and quantitative studies. It was carried out in six phases. In the first phase, the psychomotor development areas of the visually impaired children were listed and discussed in a meeting. In the second phase a game prototype was developed based on input from the first phase. The meeting in which the prototype was discussed formed the third phase. In the fourth phase, three additional games were developed that addressed the issues that were found in the prototype. Next one was the experiment phase, which was conducted with five visually impaired children and four games. Children were observed while playing those games and their reactions were noted. Their scores and in game actions were recorded using the tools that were embedded in the games. In the sixth phase, results were reviewed and presented. Our findings indicate that games that can be played with motion capture systems could be important rehabilitation tools for the low vision. Results, limitations and future work were discussed and a list of specifications on how to design games for the visually impaired is provided.

Suggestions

Data-driven and anisotropic tearing for cloth simulation
Karaöz, Mustafa Mert; İşler, Veysi; Department of Game Technologies (2015)
Cloth simulations improve realism of video games by extending interactivity of virtual environment and characters. Cloth is a heterogeneous material and it has anisotropic features which can increase immersion especially in a tearing scenario. Today, most video games ignore this fact mainly due to its complexity. However, style of the final output is highly valuable for video games and addition of anisotropic tearing can improve output quality. Shape of cloths can change, meaning that relative distance of t...
The effect of augmented reality activities on improving preschool children’s spatial skills
Gecü Parmaksız, Zeynep; Delialioğlu, Ömer (Informa UK Limited, 2019-11-01)
This study compares the effect of Augmented Reality (AR) based virtual manipulatives to physical manipulatives for teaching geometric shapes to preschool children to improve their spatial skills. A quasi-experimental research design was utilized in order to answer the research questions. The context of the research was a public primary school in Turkey with 72 preschool children, ages ranging from five to six. As the treatment, while the experimental group used tablet computers with AR applications, the con...
Introducing rolling axis into motion controlled gameplay as a new degree of freedom using Microsoft Kinetic
Bozgeyikli, Evren C; İşler, Veysi; Department of Modeling and Simulation (2012)
Motion controlling is a rapidly improving area of game technologies. In the last few years, motion sensing devices for video games such as Nintendo Wii, Microsoft Kinect for Xbox 360 and Sony PlayStation Move have gained popularity among players with many compatible motion controlled games. Microsoft Kinect for Xbox 360 provides a controller free interaction system in which the player controls games by using only body movements. Although Kinect provides a natural way of interaction, rolling action of body j...
Time pressure as video game design element and basic need satisfaction
Yıldırım, İrem Gökçe; Uysal, Ahmet; Hacıhabiboğlu, Hüseyin; Department of Modeling and Simulation (2015)
Over the last few decades, with the help of technological advancements in computational power and improvements in interaction design, video games have been prominent instruments for entertainment. With increasing number of players, researchers mainly have focused on revealing underlying psychological reasons behind gaming. By applying Self-Determination Theory (SDT) in gaming context, it is concluded that satisfactions of three basic intrinsic needs, namely, autonomy, competence and relatedness, are the pre...
Machine learning methods for opponent modeling in games of imperfect information
Şirin, Volkan; Yarman Vural, Fatoş Tunay; Department of Computer Engineering (2012)
This thesis presents a machine learning approach to the problem of opponent modeling in games of imperfect information. The efficiency of various artificial intelligence techniques are investigated in this domain. A sequential game is called imperfect information game if players do not have all the information about the current state of the game. A very popular example is the Texas Holdem Poker, which is used for realization of the suggested methods in this thesis. Opponent modeling is the system that enabl...
Citation Formats
O. Konya, “Improving the sight efficiency of visually impaired people with games that can be played with motion capture systems,” M.S. - Master of Science, Middle East Technical University, 2014.