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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)
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)
Figure 1: The user scans through eight different orientations of their mobile device where a specific target orientation is indicated using a vibrotactile cue. Different target orientations correspond to different types of information that the user can access in an ear and eye free manner. An example application of this technique indicates the status of a(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)
Children with visual impairments have a greater chance to suffer from chronic health problems associated with physical inactivity, such as obesity and heart disease, than their sighted peers. In recent years, non-visual exergames have been explored as a promising health intervention method to increase existing exercise opportunities for this vulnerable(More)
As students prepare themselves for careers in gaming, an overlooked area of gaming is gaming for money, or casino based gaming. Students often graduate college with basic skills required for entry level positions in traditional video gaming areas, however basic skills for the casino industry are rarely taught. Students who wish to have a career in the(More)