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This research demonstration consists of an integrated hardware and software platform developed for rapid prototyping of virtual reality-based games for upper body exercise and rehabilitation. The exercise protocol has been adopted from an evidence-based shoulder exercise program for individuals with spinal cord injury. The hardware consists of a custom(More)
In this paper, we describe the design of a preliminary prototype and pilot results of the SMART-Games suite, a video game intervention for children with Autism Spectrum Disorders (ASDs). The prototype, consisting of a stuffed animal game controller with an on-screen video game, emphasizes empathy and related social skills. The proposed design aims to(More)
The paper discusses the aspects of games and virtual reality in human happiness.In the past few decades, scientists have focused most of their attention on developing technologies that sharpen only the minds or relieve minds and bodies of certain duties. The people become smarter but incredibly unhealthy. Health games seem to offer one solution to this(More)
BACKGROUND Despite many efforts at developing relapse prevention interventions, most smokers relapse to tobacco use within a few months after quitting. Interactive games offer a novel strategy for helping people develop the skills required for successful tobacco cessation. OBJECTIVE The objective of our study was to develop a video game that enables(More)
BACKGROUND The United States is currently in an age of obesity and inactivity despite increasing public awareness and scientific knowledge of detrimental long-term health effects of this lifestyle. Behavior-tracking diaries offer an effective strategy for physical activity adherence and weight management. Furthermore, Web-based physical activity diaries can(More)
Biofeedback games have the potential to make gaming a deeply personal experience by linking the gamespace to each player's physiological state. First, this paper describes the psycho-educational potential of the horror-themed biofeedback game Nevermind. In Nevermind, players' heart rate is continuously read into the game which in turn adapts to the player's(More)
This paper outlines the development of a stereoscopic game included in the design of a pilot transmedia storytelling campaign for health promotion and communication of basic concepts about vision and perception for a target audience of children under six and their families in a research clinic setting. The game utilizes the 3D phantogram technique(More)
This paper outlines a design case study for Skyfarer, a mixed reality rehabilitation application developed for upper body exercise of individuals aging with disability. We describe how experience, experiential and participa-tory design methodologies were combined to develop a game, which was publicly exhibited at IEEE VR and ACM SIGGRAPH, and formally(More)
INSIDE_OUT took place on June 27th and 28th of 2003 at the University of Illinois at Chicago Electronic Visualization Laboratory, and on the AccessGrid. This case study examines a range of challenges and solutions to production and interaction design decisions for the mixed reality INSIDE_OUT performance event and the effectiveness of the solutions for(More)
<i>Adventurous Dreaming Highflying Dragon</i> is a full body-driven, game prototype for children ages 6--8 with a diagnosis of Attention Deficit Hyperactivity Disorder (ADHD). It incorporates research evidence showing that physical activity can help improve ADHD-related symptoms. Physical activity is integrated with cognitively challenging tasks that may(More)