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dc.contributor.authorScott-Brown, Kenneth C.
dc.contributor.authorHarris, Julie
dc.contributor.authorSimmers, Anita
dc.contributor.authorThurston, Mhairi
dc.contributor.authorAbbas, Malath
dc.contributor.authorde Majo, Tom
dc.contributor.authorReynolds, Ian
dc.contributor.authorRobinson, Gareth
dc.contributor.authorMitchell, Iain
dc.contributor.authorGilmour, Dan
dc.contributor.authorMartinez, Santiago
dc.contributor.authorIsaacs, John
dc.date.accessioned2015-04-09T11:39:30Z
dc.date.available2015-04-09T11:39:30Z
dc.date.issued2014
dc.identifier.citationScott-Brown, K. C., Harris, J., Simmers, A., Thurston, M., Abbas, M., De Majo, T., . . . Isaacs, J. (2014) Tapology: A game-based platform to facilitate e-health and e-inclusion. Vol. 8515 LNCS (pp. 368-377): Springer.nb_NO
dc.identifier.isbn978-3-319-07445-0
dc.identifier.urihttp://hdl.handle.net/11250/281110
dc.descriptionPublished version of a chapter in the book: Universal Access in Human-Computer Interaction. Aging and Assistive Environments. Also available from the publisher at: http://dx.doi.org/10.1007/978-3-319-07446-7_36nb_NO
dc.description.abstractWe have developed a tablet computer game app for low vision users that can be used to introduce a platform for gaming, internet and visual rehabilitation to older users who have not had prior experience with information communication technology (ICT). Our target user group is people diagnosed with Age Related Macular Degeneration (AMD). The primary goal of the app is to present a fun and engaging means for participants to engage with Information Communication Technology (ICT). A long-term goal of the project is to build a platform to gather data on current and on-going visual function by creating a suite of games that could generate sufficient regular visual engagement to enable perceptual learning in the preserved peripheral retina that is spared in AMD. The inclusive design process took into consideration the perceptual and cognitive constraints of the user group in. The 'Tapology©' app was formally launched at a large computer games festival where we gathered data from a range of users to inform the development of the gameplay. The initial results and feedback inform the ultimate goal of creating a suite of applications that have a wide social and geographic reach to promote and inform e-inclusion and e-health.nb_NO
dc.language.isoengnb_NO
dc.publisherSpringernb_NO
dc.relation.ispartofseriesLecture Notes in Computer Science;8515
dc.subjectE-healthnb_NO
dc.subjectE-inclusionnb_NO
dc.subjectgamesnb_NO
dc.subjectco-designnb_NO
dc.subjectaccessible designnb_NO
dc.subjectmobile HCInb_NO
dc.titleTapology: A game-based platform to facilitate e-health and e-inclusionnb_NO
dc.typeChapternb_NO
dc.typePeer reviewednb_NO
dc.subject.nsiVDP::Medical disciplines: 700::Health sciences: 800nb_NO
dc.subject.nsiVDP::Technology: 500::Information and communication technology: 550::Computer technology: 551nb_NO
dc.source.pagenumber368-377nb_NO
dc.identifier.doi10.1007/978-3-319-07446-7_36


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