Suitability of the Kinect sensor and Leap Motion controller—A literature review

T Guzsvinecz, V Szucs, C Sik-Lanyi - Sensors, 2019 - mdpi.com
As the need for sensors increases with the inception of virtual reality, augmented reality and
mixed reality, the purpose of this paper is to evaluate the suitability of the two Kinect devices …

A review of adaptive sport opportunities for power wheelchair users

J Duvall, S Satpute, R Cooper… - Disability and …, 2021 - Taylor & Francis
Purpose To identify adaptive sports opportunities for individuals who use powered
wheelchairs for their primary means of mobility, and to determine barriers and facilitators for …

Igym: An interactive floor projection system for inclusive exergame environments

R Graf, P Benawri, AE Whitesall, D Carichner… - Proceedings of the …, 2019 - dl.acm.org
In traditional sport settings, players with mobility disabilities typically do not have
opportunities to engage in physical play with their peers without mobility aids and vice versa …

Development and initial validation of the German version of the Exergame Enjoyment Questionnaire (EEQ-G)

P Manser, S Huber, J Seinsche, ED de Bruin… - PLoS …, 2023 - journals.plos.org
Background Analyzing and adjusting training programs to increase exercise enjoyment is
crucial to achieve long-term adherence and thus also maximize health benefits. The …

[HTML][HTML] Usability of the GAIMplank video game controller for people with mobility impairments: observational study

LA Malone, CJ Mendonca, S Mohanraj… - JMIR Serious …, 2023 - games.jmir.org
Background Replacing sedentary behaviors during leisure time with active video gaming
has been shown to be an enjoyable option for increasing physical activity. However, most off …

Access to exercise for people with visual impairments during the Coronavirus-19 pandemic

M Richardson, K Petrini… - British Journal of Visual …, 2023 - journals.sagepub.com
People with blindness and visual impairments have reduced access to exercise compared
to the general population during typical societal functioning. The Coronavirus-19 pandemic …

[HTML][HTML] The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study

CJ Mendonca, LA Malone, S Mohanraj… - JMIR Rehabilitation …, 2023 - rehab.jmir.org
Background Video games are a popular sedentary activity among people with impaired
mobility; however, active video game hardware typically lacks accessibility and …

[HTML][HTML] Energy expenditure and enjoyment during active video gaming using an adapted Wii Fit balance board in adults with physical disabilities: observational study

LA Malone, M Thirumalai… - JMIR Serious …, 2019 - games.jmir.org
Background: Individuals with physical disabilities have fewer opportunities to participate in
enjoyable physical activity. One option for increasing physical activity is playing active video …

[HTML][HTML] Adapting the Wii Fit balance board to enable active video game play by wheelchair users: User-centered design and usability evaluation

M Thirumalai, WB Kirkland, SR Misko… - JMIR rehabilitation …, 2018 - rehab.jmir.org
Background: Active video game (AVG) playing, also known as “exergaming,” is increasingly
employed to promote physical activity across all age groups. The Wii Fit Balance Board is a …

Occupation-focused wheelchair training interventions to support the activity participation of children with mobility limitations: a rapid review of literature

H Hanifah, Y Ito, K Inoue, K Kushiyama - Assistive Technology, 2023 - Taylor & Francis
New types of wheelchairs are being introduced in the market to maximize opportunities for
children to participate in meaningful occupations. However, interventions to support the …