Tony Morelli

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Lack of physical activity is a serious health concern for individuals who are visually impaired as they have fewer opportunities and incentives to engage in physical activities that provide the amounts and kinds of stimulation sufficient to maintain adequate fitness and to support a healthy standard of living. Exergames are video games that use physical(More)
Lack of sight forms a significant barrier to participate in physical activity. Consequently, individuals with visual impairments are at greater risk for developing serious health problems, such as obesity. Exergames are video games that provide physical exercise. For individuals with visual impairments, exergames have the potential to reduce health(More)
Individuals with visual impairments have significantly higher levels of obesity and often exhibit delays in motor development, caused by a general lack of opportunities to be physically active. Tactile/audio based exergames that only involve motions of the dominant arm have been successfully explored to engage individuals with visual impairments into(More)
Gesture-based interaction adds a new level of immersion to video games, but players who are blind are unable to play them as games use visual cues to indicate what gesture to provide and when. Though visual cues can be substituted with audio or haptic cues, this often requires access to the source code, which is not attainable for commercial games. We(More)
Proprioception --the human ability to sense the orientation of limbs without vision or hearing-- is one of the main drivers of motor operations and plays a significant role in input modalities such as touch and gestures. As an output modality proprioception has remained largely unexplored --though it can convey information to a user using their own body.(More)
Nonvisual natural user interfaces can facilitate gesture-based interaction without having to rely on a display, which may significantly increase available interaction space on mobile devices, where screen real estate is limited. Interacting with invisible objects is challenging though, as such techniques don’t provide any spatial feedback but rely entirely(More)
Proprioception –the human ability to sense the orientation of limbs without vision or hearing– is one of the main drivers of complex motor operation, which is something mobile interfaces may be able to exploit to achieve robust eye and ear free forms of interaction. This paper explores the use of proprioception as an output modality by combining kinesthetic(More)
Behavior based architectures have many parameters that must be tuned to produce effective and believable agents. We use genetic algorithms to tune simple behavior based controllers for predators and prey. First, the predator tries to maximize area coverage in a large asymmetric arena with a large number of identically tuned peers. Second, the GA tunes the(More)
The video game market is a complex system where the relationships between game titles and publishers is convoluted. While some publishers are responsible for a large number of titles others seem to be less successful. In an attempt to understand the characteristics and evolution of the video game industry, we analyze the market using social network(More)
Virtual reality has been used to bring people into isolated environments that either mimic the real world or abstract worlds. This game demo presents SonicWalker, a virtual reality based city that places the participant into the environment of a person who is blind. The participant is required to navigate city streets without using any vision relying only(More)