2009 Second International Conference in Visualisation 2009
DOI: 10.1109/viz.2009.19
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The Birth of Elinor: A Collaborative Development of a Game Based System for Stroke Rehabilitation

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Cited by 12 publications
(10 citation statements)
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“…Of the 62 studies, eight studies involved domain experts during both the Problem Definitionand Product Design Phase. Four studies involved mainly designers and domain experts as stakeholders in the Problem Definition Phase and designers, domain experts and end-users in Embodiment of the Product Design Phase [38,[40][41][42], for example, by observing end-users and giving cultural probes (ambiguous stimuli and assignments that bring inspiration to design) to domain experts and relatives [42]. Two other studies included stakeholders, mainly designers and domain experts, in the Problem Definition Phase and Ideation of the Product Design Phase [5,6], by letting end-users test game scenarios that were designed by domain experts and designers.…”
Section: Footnote: D = Designer; X = Domain Experts; U = End-user; F mentioning
confidence: 99%
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“…Of the 62 studies, eight studies involved domain experts during both the Problem Definitionand Product Design Phase. Four studies involved mainly designers and domain experts as stakeholders in the Problem Definition Phase and designers, domain experts and end-users in Embodiment of the Product Design Phase [38,[40][41][42], for example, by observing end-users and giving cultural probes (ambiguous stimuli and assignments that bring inspiration to design) to domain experts and relatives [42]. Two other studies included stakeholders, mainly designers and domain experts, in the Problem Definition Phase and Ideation of the Product Design Phase [5,6], by letting end-users test game scenarios that were designed by domain experts and designers.…”
Section: Footnote: D = Designer; X = Domain Experts; U = End-user; F mentioning
confidence: 99%
“…A total of 40 studies focused on health related transfer effects, which was often assessed by questionnaires and tests (N = 26) and sometimes by physiological measures (e.g., heart rate) (N = 7). In general, data was obtained at pre-post [36,40,52,62,79] or during and after interaction with the product [44,53]. Because the duration of the studies were heterogeneous [45,54,73,83], it is hard to compare these results.…”
Section: Overview Healthcare and Product Effectsmentioning
confidence: 99%
“…Functional prototypes are useful for communicating requirements to a development team and the iterative approach is useful where organizations lack knowledge of another's area of expertise [32]. Organizations can play a role by fostering a collaborative spirit and providing the physical tools needed [33].…”
Section: Rq3: Adoption Factors Of Software Process Models and Spi In mentioning
confidence: 99%
“…In addition to these research-focused applications, the past decade has borne a number of commercial fitness gaming systems, such as Konami Dance Dance Revolution, Sony EyeToy, Nintendo Wii Fit, and Xbox 360 Kinect; all claim to make video gaming a more healthy and active experience. In addition to promoting general health and wellness in broad cross sections of the population, specialized applications have been developed for the purposes of stroke rehabilitation [9,11,18,38,43], physical therapy [28], mental health care [46], increasing nutrition knowledge in low-income communities [22,23,24,25], and chronic disease management for conditions such as diabetes, cystic fibrosis, and asthma [5,10,33]. Despite the creation of research and commercial systems aimed at promoting positive lifestyle changes, it has been difficult to effectively integrate them into a typical K-12 school environment.…”
Section: Technology Interventions For Health Behavior Changementioning
confidence: 99%