Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
7 results found tagged exergames.
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Critical Reflections on Technology to Support Physical Activity among Older Adults: An Exploration of Leading HCI Venues
This critical review examines how "active ageing" policy discourse has influenced HCI research on technology supporting physical activity for older adults. Through a structured search of leading HCI venues (1997-2017), the authors identified 22 paper…
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Exploring the Opportunities and Challenges with Exercise Technologies for People who are Blind or Low-Vision
This paper employs Value Sensitive Design (VSD) to explore opportunities and challenges for exercise technologies designed for people who are blind or low-vision. People with visual impairments are more likely to be obese, maintain inadequate fitness…
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ARMStrokes: A Mobile App for Everyday Stroke Rehabilitation
This paper presents ARMStrokes, an iPhone application that enables stroke survivors to perform upper extremity rehabilitation exercises anywhere and anytime using only built-in smartphone sensors. Stroke affects over 795,000 Americans annually and of…
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Balance Assessment in Fall-Prevention Exergames
This paper presents two exergames designed to motivate elderly adults to perform fall-prevention exercises while simultaneously collecting balance assessment data using the Nintendo Wii Balance Board (WBB). Falls are a major health concern for older …
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Reimagining Machine Learning's Role in Assistive Technology by Co-Designing Exergames with Children Using a Participatory Machine Learning Design Probe
This paper fundamentally reframes the role of machine learning in assistive technology, arguing that ML models do not need to be accurate to be valuable — they can serve as sources of play and motivation rather than diagnostic tools. The researchers …
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PunchPulse: A Physically Demanding Virtual Reality Boxing Game Designed with, for and by Blind and Low-Vision Players
This paper presents PunchPulse, an open-source VR boxing exergame designed through a seven-month participatory co-design process with blind and low-vision (BLV) individuals to promote sustained moderate-to-vigorous physical activity (MVPA). BLV peopl…
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Speed-of-Light VR for Blind People: Conveying the Location of Arm-Reach Targets
This paper explores how blind people can locate and interact with close-range virtual objects in Virtual Reality (VR), a space that relies almost entirely on visual cues. Researchers from the University of Lisbon and Ewha Womans University adapted th…