{"title":"用户参与虚拟和增强技术以及康复和学习游戏:ICDVRAT-ITAG特刊","authors":"S. Cobb, P. Standen, D. Brown, P. Gamito","doi":"10.1108/JET-06-2019-075","DOIUrl":null,"url":null,"abstract":"a range of research including: serious games for education, end user involvement in research, stroke/TBI, cognitive impairment, technology comparison of of describe a participatory design approach in which deaf adults informed the iterative development of a mobile app to aid them in communication with hearing people. Lahav et al. pick up the theme of research into the use of robots, this time with high functioning students with autism. Designing the behavior of smart artifacts, these students were able to program robotic behavior independently and directly, without the involvement of a therapist. Proffitt et al. build on this and explore end user engagement at different stages of the design process and offer recommendations for the effective integration of input from end user clients and therapists in the development of VR technologies for rehabilitation. Howes et al. explore the User Centred Design of an Active Computer Gaming system with elders to deliver tailored rehabilitation exercises to meet their needs, in the context of falls prevention. Interestingly, this group had a strong preference for a screen display compared to using an Oculus Rift VR headset. Other research is this special issue considers how designer appreciation of the needs and requirements of people with “ hidden disabilities ” can improve the design and use of rehabilitation technology. Zubair et al. show the importance of effective personae description of children with autism, while Poyade et al. demonstrate successful user-informed development of a mobile app to provide virtual exposure therapy to help people with autism or PTSD cope with busy public environments.","PeriodicalId":42168,"journal":{"name":"Journal of Enabling Technologies","volume":null,"pages":null},"PeriodicalIF":1.7000,"publicationDate":"2019-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JET-06-2019-075","citationCount":"0","resultStr":"{\"title\":\"User involvement in virtual and augmented technologies and games for rehabilitation and learning: ICDVRAT-ITAG special issue\",\"authors\":\"S. Cobb, P. Standen, D. Brown, P. 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Howes et al. explore the User Centred Design of an Active Computer Gaming system with elders to deliver tailored rehabilitation exercises to meet their needs, in the context of falls prevention. Interestingly, this group had a strong preference for a screen display compared to using an Oculus Rift VR headset. Other research is this special issue considers how designer appreciation of the needs and requirements of people with “ hidden disabilities ” can improve the design and use of rehabilitation technology. 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User involvement in virtual and augmented technologies and games for rehabilitation and learning: ICDVRAT-ITAG special issue
a range of research including: serious games for education, end user involvement in research, stroke/TBI, cognitive impairment, technology comparison of of describe a participatory design approach in which deaf adults informed the iterative development of a mobile app to aid them in communication with hearing people. Lahav et al. pick up the theme of research into the use of robots, this time with high functioning students with autism. Designing the behavior of smart artifacts, these students were able to program robotic behavior independently and directly, without the involvement of a therapist. Proffitt et al. build on this and explore end user engagement at different stages of the design process and offer recommendations for the effective integration of input from end user clients and therapists in the development of VR technologies for rehabilitation. Howes et al. explore the User Centred Design of an Active Computer Gaming system with elders to deliver tailored rehabilitation exercises to meet their needs, in the context of falls prevention. Interestingly, this group had a strong preference for a screen display compared to using an Oculus Rift VR headset. Other research is this special issue considers how designer appreciation of the needs and requirements of people with “ hidden disabilities ” can improve the design and use of rehabilitation technology. Zubair et al. show the importance of effective personae description of children with autism, while Poyade et al. demonstrate successful user-informed development of a mobile app to provide virtual exposure therapy to help people with autism or PTSD cope with busy public environments.
期刊介绍:
The Journal of Enabling Technologies (JET) seeks to provide a strong, insightful, international, and multi-disciplinary evidence-base in health, social care, and education. This focus is applied to how technologies can be enabling for children, young people and adults in varied and different aspects of their lives. The focus remains firmly on reporting innovations around how technologies are used and evaluated in practice, and the impact that they have on the people using them. In addition, the journal has a keen focus on drawing out practical implications for users and how/why technology may have a positive impact. This includes messages for users, practitioners, researchers, stakeholders and caregivers (in the broadest sense). The impact of research in this arena is vital and therefore we are committed to publishing work that helps draw this out; thus providing implications for practice. JET aims to raise awareness of available and developing technologies and their uses in health, social care and education for a wide and varied readership. The areas in which technologies can be enabling for the scope of JET include, but are not limited to: Communication and interaction, Learning, Independence and autonomy, Identity and culture, Safety, Health, Care and support, Wellbeing, Quality of life, Access to services.