HCAug 1, 2019
POINTS -- Playful objects for inclusive, personalized movement gamesGeorg Regal, David Sellitsch, Elke Mattheiss et al.
Promoting exercise and promoting fun in sport and activity is a common goal of schools. However, children and adolescents do not exercise enough, which can favor a number of chronic illnesses. Exercise and sports often require coordination of visual perception and reaction, which is an additional barrier for visually impaired (blind and partially sighted) people. Due to their highly motivating appeal, games promoting physical activity (exertion games) have become increasingly popular. Although accessible exertion games have been developed, they do not consider the different abilities of players. Especially in team sports player roles that consider individual abilities can foster inclusion. To personalize roles and assign certain abilities to players, wearable technology can play an important role. In this position paper we present ideas how digital objects can be used to design exertion games for visually impaired students and we reflect how wearable technology can be used for personalized player roles.
HCNov 8, 2016
Using cognitive agent-based simulation for the evaluation of indoor wayfinding systemsHelmut Schrom-Feiertag, Martin Stubenschrott, Georg Regal et al.
This paper presents a novel approach to simulate human wayfinding behaviour incorporating visual cognition into a software agent for a computer aided evaluation of wayfinding systems in large infrastructures. The proposed approach follows the Sense-Plan-Act paradigm comprised of a model for visual attention, navigation behaviour and pedestrian movement. Stochastic features of perception are incorporated to enhance generality and diversity of the developed wayfinding simulation to reflect a variety of behaviours. The validity of the proposed approach was evaluated based on empirical data collected through wayfinding experiments with 20 participants in an immersive virtual reality environment using a life-sized 3D replica of Vienna's new central railway station. The results show that the developed cognitive agent-based simulation provides a further contribution to the simulation of human wayfinding and subsequently a further step to an effective evaluation tool for the planning of wayfinding and signage.