2006
DOI: 10.1089/cpb.2006.9.608
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Systematic Evaluation of Current Control Devices Used by People with Intellectual Disabilities in Non-Immersive Virtual Environments

Abstract: Virtual environments have a role to play in facilitating the acquisition of living skills in people with intellectual disabilities, improving their cognitive skills and providing them with entertainment. However, the currently recommended devices to allow navigation in and interaction with the environments are difficult to use. Using a methodology established in an earlier study, the study aims to systematically document the performance of users with the currently recommended devices in order to (i) inform the… Show more

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Cited by 24 publications
(9 citation statements)
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“…Although the computers in the information technology suite were set up for use by people with intellectual disabilities, they had not previously been used to access Second Life. People with intellectual disabilities may have trouble operating multifunction control devices due to problems in remembering which device achieves which task, or they may experience fine-motor difficulties, which could leave them feeling frustrated and demotivated [27]. Using the equipment in the center, we undertook a small prestudy test to identify and rectify any preliminary problems with the navigational and interaction control devices used to access the virtual environment.…”
Section: Methodsmentioning
confidence: 99%
“…Although the computers in the information technology suite were set up for use by people with intellectual disabilities, they had not previously been used to access Second Life. People with intellectual disabilities may have trouble operating multifunction control devices due to problems in remembering which device achieves which task, or they may experience fine-motor difficulties, which could leave them feeling frustrated and demotivated [27]. Using the equipment in the center, we undertook a small prestudy test to identify and rectify any preliminary problems with the navigational and interaction control devices used to access the virtual environment.…”
Section: Methodsmentioning
confidence: 99%
“…This is what Garris, Ahlers and Driskell (2002) termed persistent reengagement, where the player returns to the task unprompted. The motivational power of computer game playing was demonstrated in a study by Standen, Brown, Anderton & Battersby (2006a) to design a new navigational interface for virtual environments for people with intellectual disabilities. The users in this study needed to use the device regularly over a period of eighteen months in order to complete a baseline evaluation and to test each version of the prototype.…”
Section: The Role Of Games In Education and Trainingmentioning
confidence: 99%
“…With problems like these, users can become frustrated and demotivated. Using a methodology established in an earlier study 41 , we set out to systematically document the performance of users with the currently recommended devices (standard 3 axis games joystick; standard two button mouse and keyboard) 54 . The intention was to collect information which could then be used to inform the design of a usable control device or devices and to act as a baseline against which they can be evaluated.…”
Section: Problems With Input Devicesmentioning
confidence: 99%