Wednesday 25 February 2009

Mapping of user interfaces on electronic appliances

Chang-Franw Lee, Wang-Chin Tsai, Mapping of user interfaces on electronic appliances, Applied ErgonomicsVolume 38, Issue 5, , September 2007, Pages 667-674.
(http://www.sciencedirect.com/science/article/B6V1W-4M04F2T-2/1/bc71c03944566bfb2fb9881c48fa1d3e)
http://dx.doi.org/10.1016/j.apergo.2005.05.015
Keywords: The elderly; User interface; Mapping; Electronic appliance; Digital clock

Friday 11 July 2008

Wii Play at Greensleeves - Crawley

More local elderly Wii players,

"Mrs Sanders and Mrs Gyves were introduced to the Wii by managers at Greensleeves Nursing Home in Crawley, West Sussex, to help improve their fitness and flexibility.

They became so enamoured with it that, together with their fellow residents, they raised £500 with a raffle and cake sale to buy two consoles and a selection of games."

Tuesday 8 July 2008

DDR For Seniors

Analysis: Making DDR For Seniors With Touchtown's Dancetown

@inproceedings{1056961,
author = {Pedram Keyani and Gary Hsieh and Bilge Mutlu and Matthew Easterday and Jodi Forlizzi},
title = {DanceAlong: supporting positive social exchange and exercise for the elderly through dance},
booktitle = {CHI '05: CHI '05 extended abstracts on Human factors in computing systems},
year = {2005},
isbn = {1-59593-002-7},
pages = {1541--1544},
location = {Portland, OR, USA},
doi = {http://doi.acm.org/10.1145/1056808.1056961},
publisher = {ACM},
address = {New York, NY, USA}, }

CurBall

CurBall Project Page

@ARTICLE{4092245,
title={Curball--A Prototype Tangible Game for Inter-Generational Play},
author={Kern, D. and Stringer, M. and Fitzpatrick, G. and Schmidt, A.},
journal={Enabling Technologies: Infrastructure for Collaborative Enterprises, 2006. WETICE '06. 15th IEEE International Workshops on},
year={2006},
month={June},
volume={},
number={},
pages={412-418},
abstract={Older people have been the focus of research for ubiquitous computing applications. While many of these are understandably focused on health and aging in place issues, there is also considerable opportunity to support more playful aspects of life as an older person. We report on a prototype collaborative game that can be played between an older person and a child. The game is based on a bowling game and makes use of tangible devices, sensors and augmented reality components. We report on the iterative development of this inter-generational play prototype and initial user feedback},
keywords={augmented reality, computer games, ubiquitous computingCurball game, augmented reality, bowling game, inter-generational play prototype, prototype tangible game, tangible device, ubiquitous computing},
doi={10.1109/WETICE.2006.27},
ISSN={1524-4547}, }

Wednesday 4 June 2008

Publications

Games for Health



@article{97401,
author = {G. Robert Whitcomb},
title = {Computer games for the elderly},
journal = {SIGCAS Comput. Soc.},
volume = {20},
number = {3},
year = {1990},
issn = {0095-2737},
pages = {112--115},
doi = {http://doi.acm.org/10.1145/97351.97401},
publisher = {ACM},
address = {New York, NY, USA},
}

Digital Game Design for Elderly Users
@inproceedings{1328206,
author = {Wijnand Ijsselsteijn and Henk Herman Nap and Yvonne de Kort and Karolien Poels},
title = {Digital game design for elderly users},
booktitle = {Future Play '07: Proceedings of the 2007 conference on Future Play},
year = {2007},
isbn = {978-1-59593-943-2},
pages = {17--22},
location = {Toronto, Canada},
doi = {http://doi.acm.org/10.1145/1328202.1328206},
publisher = {ACM},
address = {New York, NY, USA},
}
abstract = {The current paper reviews and discusses digital game design for elderly users. The aim of the paper is to look beyond the traditional perspective of usability requirements imposed by age-related functional limitations, towards the design opportunities that exist to create digital games that will offer engaging content combined with an interface that seniors can easily and pleasurably use.}
IJsselsteijn, W.A., Nap, H., de Kort, Y.A.W., and Poels, K. (2007). Digital Game Design for Elderly Users, Proceedings of Futureplay 2007 (Toronto, Canada, 14-18 November 2007), pp. 17-22.

[1] Bouwhuis, D.G. (2003).
Design for person-environment interaction in older age: A gerontechnological perspective.
Gerontechnology, 2, 232-246.
http://www.gerontechnology.info/Journal/pdf.php?a=114

Weisman, S. (1983). Computer games for the frail elderly. Gerontologist, 23 (4), 361-363.




@article{SWeisman08011983,
author = {Weisman, S},
title = {{Computer games for the frail elderly}},
journal = {Gerontologist},
volume = {23},
number = {4},
pages = {361-363},
year = {1983},
URL = {http://gerontologist.gerontologyjournals.org}
}

Abstracts of Volume Eleven of Computers in Human Services, 1994
Volume 11 (1/2), 1994
Special issue on Electronic Tools for Social Work Practice and Education. Edited by Hy Resnick

Evaluation of Computer Games' Impact upon Cognitively Impaired Frail Elderly by Martha Farris, Robin Bates, Hy Resnick and Nora Stabler

ABSTRACT: The authors of this article discuss the value of computer use among older adults. It is suggested that older adults can benefit significantly from ongoing education and that computers can be a valuable tool in this process. The cognitive capacities of older adults are discussed, with particular attention paid to long- and short-term memory functioning. The use of computers for memory skills training is highlighted. A study was undertaken using the computer game "Memory of Goblins" at the Seattle Day Center for Adults. This article describes both the game and how the project was conducted. Limitations of the study are presented. Although the authors acknowledge that conclusions are difficult to draw from this particular study, there is evidence to suggest that the impact of computer use among the elderly population can be profound. Implications for future research are presented.

Computer Games for the Frail Elderly by Shulamith Weisman

ABSTRACT: The benefits of computer use by the elderly are named in this article. Described here is a project instigated to determine feasibility of computer use with frail institutionalized elderly. The four games used in this project are presented, as are participant reactions to these games. Computer use was found to be not only valuable as a learning tool, but a

[2] Cheok, A.D., Lee, S., Kodagoda, S., Tat, K.E., & Thang, L.N. (2005).
A social and physical inter-generational computer game for the elderly and children: Age invaders.
Proceedings of the 2005 Ninth IEEE International Symposium on Wearable Computers (ISWC’05).
@inproceedings{1105309,
author = {Adrian David Cheok and ShangPing Lee and Sameera Kodagoda and Khoo Eng Tat and Le Nam Thang},
title = {A Social and Physical Inter-Generational Computer Game for the Elderly and Children: Age Invaders},
booktitle = {ISWC '05: Proceedings of the Ninth IEEE International Symposium on Wearable Computers},
year = {2005},
isbn = {0-7695-2419-2},
pages = {202--203},
doi = {http://dx.doi.org/10.1109/ISWC.2005.6},
publisher = {IEEE Computer Society},
address = {Washington, DC, USA},
abstract = {The cultural gap between the young and the old has been enlarging in our modern age, especially with respect to the use and adoption of technology. Children nowadays enjoy playing computer games while there is very little participation by the elderly in this entertainment area. This paper introduces "Age Invaders", a novel game which allows the elderly to play harmoniously together with children in physical space. The system also allows natural social-physical interactions amongst generations, both physically and through the internet.}
}


[3] Czaja, S.J., Charness, N., Fisk, A.D., Hertzog, C., Nair, S.N., Rogers, W.A., & Sharit, J. (2006). Factors predicting the use of technology: Findings from the Center for Research and Education on Aging and Technology Enhancement
(CREATE). Psychology and Aging, 21, 333-352.
http://www.pubmedcentral.nih.gov/picrender.fcgi?artid=1524856&blobtype=pdf
http://www.pubmedcentral.nih.gov/articlerender.fcgi?artid=1524856
Psychol Aging. 2006 June; 21(2): 333–352.
doi: 10.1037/0882-7974.21.2.333.
abstract = {The successful adoption of technology is becoming increasingly important to functional independence. The present article reports findings from the Center for Research and Education on Aging and Technology Enhancement (CREATE) on the use of technology among community-dwelling adults. The sample included 1,204 individuals ranging in age from 18–91 years. All participants completed a battery that included measures of demographic characteristics, self-rated health, experience with technology, attitudes toward computers, and component cognitive abilities. Findings indicate that the older adults were less likely than younger adults to use technology in general, computers, and the World Wide Web. The results also indicate that computer anxiety, fluid intelligence, and crystallized intelligence were important predictors of the use of technology. The relationship between age and adoption of technology was mediated by cognitive abilities, computer self-efficacy, and computer anxiety. These findings are discussed in terms of training strategies to promote technology adoption.}

[4] Czaja, S.J., & Lee, C.C. (2003).
Designing computer systems for older adults.
In J.A. Jacko & A. Sears (Eds.), The Human-Computer Interaction Handbook – Fundamentals,
Evolving Technologies and Emerging Applications (pp. 425). Mahwah, New Jersey: Lawrence Erlbaum Associates.
@article{772101,
author = {Sara J. Czaja and Chin Chin Lee},
title = {Designing computer systems for older adults},
book = {The human-computer interaction handbook: fundamentals, evolving technologies and emerging applications},
year = {2003},
isbn = {0-8058-3838-4},
pages = {413--427},
publisher = {Lawrence Erlbaum Associates, Inc.},
address = {Mahwah, NJ, USA},
}

[5] Czaja, S.J., & Lee, C.C. (2007).
The impact of aging on access to technology.
Universal Access in the Information Society, 5, 341-349.
@article{1102189,
author = {Sara J. Czaja},
title = {The impact of aging on access to technology},
journal = {SIGACCESS Access. Comput.},
number = {83},
year = {2005},
issn = {1558-2337},
pages = {7--11},
doi = {http://doi.acm.org/10.1145/1102187.1102189},
publisher = {ACM},
address = {New York, NY, USA},
abstract = {Two major demographic trends underscore the importance of considering adaptation to technology by older adults: the aging of the population and rapid dissemination of technological innovations. In the past decade, developments in computer and information technologies have occurred at an unprecedented rate and technology has become an integral component of work, education, communication and entertainment. Technology is also increasingly used within the health care arena for service delivery, in-home monitoring, interactive communication (e.g., between patient and physician), transfer of health information and peer support. For example, in 2003, 76 % of Americans reported that they used the Internet and 65% have Internet access at home (UCLA Internet Report -- "Surveying the Digital Future", 2003). Use of automatic teller machines, interactive telephone-based menu systems, cellular telephones, and VCRs is also quite common. Furthermore, telephones, television, home security systems and other communication devices are becoming more integrated with computer network resources providing faster and more powerful interactive services. In essence in order to function independently and successfully interact with the environment, people of all ages need to interact with some form of technology}
}


Society for neuroscience meeting: Computer game sharpens aging minds
Greg Miller
http://www.sciencemag.org/cgi/content/full/310/5752/1261a

@article{1238791,
author = {W. A. Ijsselsteijn and Y. A. W. de Kort and J. Westerink and M. de Jager and R. Bonants},
title = {Virtual fitness: stimulating exercise behavior through media technology},
journal = {Presence: Teleoper. Virtual Environ.},
volume = {15},
number = {6},
year = {2006},
issn = {1054-7460},
pages = {688--698},
doi = {http://dx.doi.org/10.1162/pres.15.6.688},
publisher = {MIT Press},
address = {Cambridge, MA, USA},
abstract = {The current paper describes research that is aimed at elucidating our understanding of media technology factors that may help users of exercise equipment to stay motivated for doing regular workouts. In particular, we investigated the effects of immersion and coaching by a virtual agent on intrinsic motivation and the sense of presence of participants cycling on a stationary home exercise bike. A basic two-by-two within-subjects experimental design was employed whereby participants were presented with a virtual racetrack with two levels of immersion (high vs. low) and two levels of a virtual coach (with vs. without). Results indicate a clear positive effect of immersion on both motivation and presence. The virtual coach significantly lowered the perceived control and pressure/tension dimensions of intrinsic motivation, but did not affect the enjoyment dimension. The presence of the virtual coach also reduced negative effects associated with VEs, such as feeling dizzy or nauseated.}
}

Video games for the elderly: an answer to dementia or a marketing tool?
Justin McCurry in Tokyo
The Guardian, Tuesday March 7, 2006
http://www.guardian.co.uk/technology/2006/mar/07/nintendods.games

Nielsen, J. (2002).
Usability for senior citizens.
Alertbox, April 28, 2002. Retrieved 30 June 2007,
http://www.useit.com/alertbox/20020428.html
abstract = {The Internet enriches many seniors' lives, but most websites violate usability guidelines, making the sites difficult for seniors to use. Current websites are twice as hard to use for seniors than for non-seniors.}

http://www.nngroup.com/reports/seniors/
Web Usability for Senior Citizens:
46 Design Guidelines Based on Usability Studies with People Age 65 and Older

abstract = {To learn how seniors use the Web, we conducted three series of usability tests with 44 seniors, mainly in the United States, but with a smaller number of session in Japan to ensure the international scope of the findings.

We define "seniors" as people over the age of 65. (In the United States alone, 12 million people older than 65 were online as of October 2005 -- a customer base you can't afford to ignore.) Most of our test users were in their 70s, but we also included some people who were 80 years or older, and several people between 65 and 69.

We found that current websites are twice as hard to use for seniors as they are for younger users. Probably not that surprising, since Web designers are usually fairly young. However, the Web does not have to be this hard for seniors. Our research found many specific guidelines that can make websites easier to use for seniors if they are followed during the design.

Following the usability guidelines for seniors can increase the sales of almost all e-commerce sites (since many seniors have substantial assets). The guidelines can improve the quality of government services for a group that consumes many such services. The guidelines can improve the reputation and usage statistics for any company that would like to serve seniors. And companies serve their retired employees better if the guidelines are followed for extranets or other designs targeted at retirees}

McGuire, F. A. (1984).
Improving the Quality of Life for Residents of Long Term Care Facilities Through Video Games
Activities, Adaptation & Aging, 6(1), 1--7.
Page Range: 1 - 7
DOI: 10.1300/J016v06n01_01
Copyright Year: 1984

The impact of videogame play on the emotional states of senior center participants. Practice Concepts
Riddick, C.C., Drogin, E.B. & Spector, S.G. (1987). The impact of videogame play on the emotional states of senior center participants. Practice Concepts, 27 (4), 425-427.

Does the halo effect occur in the elderly?
Social Behavior and Personality, 1998 by Larose, Helene, Standing, Lionel
http://findarticles.com/p/articles/mi_qa3852/is_199801/ai_n8801895


European Association for CyberTherapy and Rehabilitation

Journal of CyberTherapy and Rehabilitation - Spring 2008
Virtual reality and upper extremity rehabilitation following stroke: a review
pp 63-74

Playing for a Real Bonus: Videogames to empower elderly people
pp 37-48

Abstract

This papers offers an overview of recent game-based applications for therapy and rehabilitation of elderly people. Information and Communication Technologies represent a viable solution to meet the various physical and psychological needs of apopulation growing at an incredibly fast rate. In particular, videogames have proven to improve elderlt people's cogntive abilities and take care of psychological problems accompanying illnesses and social isolation. We will preesent several examples of videogames adopted within training programs for elderly people, and tested through scientific procedures. We will include both old-fashioned games and recent ones. Characterized by a higher naturalness in the input system, the latter rely on already established usage practices with non-digital tools (a pen, a bowling ball, etc) that make the interface more accessible. Finally, we will describe a current European project that aligns with these efforts towards natural interfaces and aims at developing a mixed reality game for cognitive training and sociability of elderly users.

Key-words: successful aging; cognitive aging; gerontechnology; playing; rehabilitation; cognitive training; cybertherapy

L.
Gamberini, M. Fabregat, A. Spagnolli, L. Prontu, B. Seraglia (2008)
Eldergames: videogames for empowering, training and monitoring elderly cognitive capabilities. . ISG08 - 6th Int'l Conference of the International Society for Gerontechnology, Pisa. Italy



Eldergames: Videogames for empowering, training and monitoring elderly cognitive capabilities.

Luciano Gamberini, Mariano Alcaniz, Malena Fabregat, Ainhoa Labaca Gonzales, Janice Grant, Rolf-
Bjarne Jensen, Lisa Prontu, Tapani Rontti, Bruno Seraglia, Anna Spagnolli, Andreas Zimmerman

Abstract— Recent solutions offered by Information and Communication Technologies (ICT) in elderly care and interventions have reached considerable levels of effectiveness; an emerging new approach to psychological, cognitive and neuropsychological rehabilitation is represented by the use of interactive applications such as videogames.
Eldergames is an EU funded project aiming at developing a system to enrich the quality of life of elderly people, through an interactive tabletop solution, while simultaneously trying to reduce the natural physical and cognitive decline derived from aging. The paper considers the benefits of a cognitive training performed via videogames, and describes the solution offered by the Eldergames system.


J. Morgan Morris, User interface design for older adults, Interacting with ComputersVolume 6, Issue 4, , December 1994, Pages 373-393.
http://dx.doi.org/10.1016/0953-5438(94)90009-4
(http://www.sciencedirect.com/science/article/B6V0D-4998SGJ-28/1/e8a7978d50dc38275c9286bfc86cf8d6)
Keywords: user interfaces; older adults; adult education

W. Barendregt, M.M. Bekker, D.G. Bouwhuis, E. Baauw, Identifying usability and fun problems in a computer game during first use and after some practice, International Journal of Human-Computer StudiesVolume 64, Issue 9, , September 2006, Pages 830-846.
(http://www.sciencedirect.com/science/article/B6WGR-4K07N5W-1/1/8e92072fec63fd973ad8b3c73c4dadb5)
http://dx.doi.org/10.1016/j.ijhcs.2006.03.004


November 2005

Age-Related Research-Based Usability Guidelines

by Dr. Bob Bailey

Usability Updates Newsletters, usability.gov


Introduction

People are living longer in the western world. At least 70% will live past age 65, and about 40% past age 80. Unfortunately, there are definite, predictable degenerative effects of aging on a person’s ability to effectively and efficiency interact with Web-based systems.

One effect of aging is diminished vision – loss in near vision, reduced field of view and contrast sensitivity, and reduced color sensitivity in the blue-green range. Psychomotor impairments include increased response time, and poorer tracking with a mouse. Also, older users experience reduced attention, and reduced memory capability, including working memory, episodic memory and procedural memory. Studies show that many Web sites clearly are not designed with the aged in mind.

Research-Based Guidelines

Panayiotis Zaphiris, Mariya Ghiawadwala, and Shabana Mughal (2005) of the City University in London developed a set of age-centered Web design guidelines. These research-based guidelines were derived after an extensive literature review on aging and human interaction. They reviewed more than 100 research papers, and identified 52 unique guidelines. Each guideline was backed up with at least one established piece of literature. After a focus group and a card-sorting exercise with experienced usability specialists, the number of guidelines shrank from 52 to 38 guidelines.

Some of their most important guidelines for seniors included:

* Provide large targets, e.g., larger clickable graphics, for the mouse pointer.
* To reduce the number of clicks, do not require double clicking, use pull-down menus, nor have a deep hierarchy.
* Concentrate important information in the top central location of a home page or other Web page.
* Avoid the need to scroll down for information.
* Put most links in a bulleted list (not tightly clustered), and differentiate between visited and unvisited links.
* Use few colors, and avoid using blue and green tones.
* When text must be read or scanned, use 12-14 point sans serif (Helvetica, Arial) black text on a white background.
* The text should be left justified, and have increased spacing (leading) between lines.
* The main body of the text should be in sentence case, rather than all capital letters.
* The text should have appropriate, large headings in 14-16 sans serif font.

Zaphiris, P., Ghiawadwala, M., and Mughal, S. (2005), Age-centered research-based web design guidelines, CHI 2005 Proceedings.

@inproceedings{1057050,
author = {Panayiotis Zaphiris and Mariya Ghiawadwala and Shabana Mughal},
title = {Age-centered research-based web design guidelines},
booktitle = {CHI '05: CHI '05 extended abstracts on Human factors in computing systems},
year = {2005},
isbn = {1-59593-002-7},
pages = {1897--1900},
location = {Portland, OR, USA},
doi = {http://doi.acm.org/10.1145/1056808.1057050},
publisher = {ACM},
address = {New York, NY, USA},
}

Cites the following:
Czaja, S.J. and Sharit, J. (1998) Age differences in attitudes toward computers (1998) Journal of Gerontology Psychological Sciences, 53B(5), 329--340

2
Hart, T. (2004), 'Evaluation of Websites for Older Adults: How "Senior Friendly" are they?' http://www.psychology.wichita.edu/surl/usabilitynews/61/older_adults.htm

3
Hawthorn, D. (2000) Possible implications of aging for interface designers. Interacting with Computers 12, Elsevier Science B.V, p507--528

4
Helve, J. and Krause, U. (1972) The influence of age on performance in the Panel-D15 colour vision test, Acta Opthalmologica 50, p896--901

5
Kline, D.W. and Scialfa, C.T. (1996) Sensory and perceptual functioning: basic research and human factors implications, in A.D. Fisk, W.A. Rogers (eds), Handbook of Human Factors and the Older Adult, Academic Press, San Diego, CA.
Salthouse, T.A. (1994) The aging of working memory, Neuropsychology, 8, p535--543
Spiriduso, W.W. (1995) Aging and motor control, in D.R. Lamb, C.V. Gisolfi, E. Nadel (eds), Perspectives in Exercise Science and Sports Medicine: Exercise in Older Adults, Cooper, Carmel, IN, p53--114
Stephanidis, C. (1999) 'Toward an Information Society for All: HCI Challenges and R&D recommendations' International Journal of Human-Computer Interaction, Vol 11(1), 1999, p1--28

12
Stuart-Hamilton, I. (2000) The Psychology of Ageing: An Introduction, 3rd Edition. Jessica Kingsley Publishers: London

13
Walker, N., Philbin, D.A. and Fisk, A.D. (1997) Age related differences in movement control: adjusting sub-movement structure to optimize performance. Journal of Gerontology: Psychological Sciences 52B (1), p40--52.

14
Zajicek, M. (2004) Successful and available: interface design exemplars for older users. Interacting with Computers 16, Elsevier Science B.V, p411--430



Hart, T.A., Chaparro, B.S., Halcomb, H.C., (2004), Designing websites for older adults: The relationship between guideline compliance and usability software, Proceedings of the Human Factors and Ergonomics Society Annual Meeting.

@article {Hart:2004:1071-1813:271,
author = "Hart, Traci A.",
author = "Chaparro, Barbara S.",
author = "Halcomb, Charles G.",
title = "Designing Websites for Older Adults: The Relationship between Guideline Compliance and Usability",
journal = "Human Factors and Ergonomics Society Annual Meeting Proceedings",
volume = "48",
year = "2004",
abstract = "Three senior websites with varying levels of compliance to “senior-friendly” guidelines were evaluated for efficiency and usability with older adults. Results indicate that the website compliant with the most senior-friendly” guidelines resulted in higher task success, but did not result in significantly lower time on task or fewer number of pages visited. In addition, the site compliant with the most “senior-friendly” guidelines did not result in higher satisfaction or preference. The importance of adding usability testing to the website design process, especially for this target audience, is highlighted.",
pages = "271-274(4)",
url = "http://www.ingentaconnect.com/content/hfes/hfproc/2004/00000048/00000002/art00010"
}

Designing Web Sites for Older Adults:A Review of Recent Research

December 14, 2004

Prepared for AARP

By Janice (Ginny) Redish and Dana Chisnell



@inproceedings{1274966,
author = {Akihiko Shirai and Erik Geslin and Simon Richir},
title = {WiiMedia: motion analysis methods and applications using a consumer video game controller},
booktitle = {Sandbox '07: Proceedings of the 2007 ACM SIGGRAPH symposium on Video games},
year = {2007},
isbn = {978-1-59593-749-0},
pages = {133--140},
location = {San Diego, California},
doi = {http://doi.acm.org/10.1145/1274940.1274966},
publisher = {ACM},
address = {New York, NY, USA},
abstract = {"WiiMedia" is a study using the WiiRemote, a new consumer video game controller from Nintendo's, for media art, pedagogical applications, scientific research and innovative unprecedented entertainment systems. Normally, consumer hardwares, like standard controllers of new video game platforms, are closed to public developers. The Nintendo's WiiRemote however can be connected easily to an ordinary PC thanks to a BlueTooth adapter. Thus, public developers can access to the WiiRemote's acceleration and IR sensors via this wireless connection. We think it might enlarge the non-professional game development environment with a new innovative game controller. However, when we tried to develop our projects with the WiiRemote, we encountered many difficulties because the only data that can be captured are basic data and not the full player's motion. Through the WiiMedia project, with the development of a few applications, we developed some motion analysis methods using the WiiRemote. This paper describes case studies that include states of the arts and several motion analysis methods.},
}

@inproceedings{1291352,
author = {Aaron M. Levisohn},
title = {The body as a medium: reassessing the role of kinesthetic awareness in interactive applications},
booktitle = {MULTIMEDIA '07: Proceedings of the 15th international conference on Multimedia},
year = {2007},
isbn = {978-1-59593-702-5},
pages = {485--488},
location = {Augsburg, Germany},
doi = {http://doi.acm.org/10.1145/1291233.1291352},
publisher = {ACM},
address = {New York, NY, USA},
abstract = {The popularity of Nintendo's Wii is indicative of a fundamental change in the relationship between humans and computers. After decades of subservience to the keyboard and mouse, there is now a reawakening of our kinesthetic and proprioceptive senses. In this paper I am suggesting that the body be understood not merely as the controller of multimedia systems, but as a component within these systems and as a unique medium unto itself. I will demonstrate an application of this idea by describing a mixed reality system that was constructed to assist with the exploration of proprioceptive and kinesthetic awareness. The paper also includes a review of the informal experiments that I conducted using this system to explore possible kinesthetic and proprioceptive illusions.},
}

@inproceedings{1347395,
author = {Thomas Schl\"{o}mer and Benjamin Poppinga and Niels Henze and Susanne Boll},
title = {Gesture recognition with a Wii controller},
booktitle = {TEI '08: Proceedings of the 2nd international conference on Tangible and embedded interaction},
year = {2008},
isbn = {978-1-60558-004-3},
pages = {11--14},
location = {Bonn, Germany},
doi = {http://doi.acm.org/10.1145/1347390.1347395},
publisher = {ACM},
address = {New York, NY, USA},
abstract ={In many applications today user interaction is moving away from mouse and pens and is becoming pervasive and much more physical and tangible. New emerging interaction technologies allow developing and experimenting with new interaction methods on the long way to providing intuitive human computer interaction. In this paper, we aim at recognizing gestures to interact with an application and present the design and evaluation of our sensor-based gesture recognition. As input device we employ the Wii-controller (Wiimote) which recently gained much attention world wide. We use the Wiimote's acceleration sensor independent of the gaming console for gesture recognition. The system allows the training of arbitrary gestures by users which can then be recalled for interacting with systems like photo browsing on a home TV. The developed library exploits Wii-sensor data and employs a hidden Markov model for training and recognizing user-chosen gestures. Our evaluation shows that we can already recognize gestures with a small number of training samples. In addition to the gesture recognition we also present our experiences with the Wii-controller and the implementation of the gesture recognition. The system forms the basis for our ongoing work on multimodal intuitive media browsing and are available to other researchers in the field.},
}

@inproceedings{1358889,
author = {Steven J. Castellucci and I. Scott MacKenzie},
title = {Unigest: text entry using three degrees of motion},
booktitle = {CHI '08: CHI '08 extended abstracts on Human factors in computing systems},
year = {2008},
isbn = {978-1-60558-012-X},
pages = {3549--3554},
location = {Florence, Italy},
doi = {http://doi.acm.org/10.1145/1358628.1358889},
publisher = {ACM},
address = {New York, NY, USA},
abstract= {This paper introduces UniGest, a technique that provides pointer input and text entry in a single device without occupying the display. It uses a Nintendo Wii motion-sensing remote to capture gestures that are mapped to character input. A gesture alphabet is proposed, with each gesture composed of at most two primitive motions. A web-based user study measured movement times for primitive motions. Results range from 296 to 481 ms, implying an upper-bound UniGest text entry performance prediction of 27.9 wpm.},
}

@inproceedings{1324940,
author = {Sreeram Sreedharan and Edmund S. Zurita and Beryl Plimmer},
title = {3D input for 3D worlds},
booktitle = {OZCHI '07: Proceedings of the 2007 conference of the computer-human interaction special interest group (CHISIG) of Australia on Computer-human interaction: design: activities, artifacts and environments},
year = {2007},
isbn = {978-1-59593-872-5},
pages = {227--230},
location = {Adelaide, Australia},
doi = {http://doi.acm.org/10.1145/1324892.1324940},
publisher = {ACM},
address = {New York, NY, USA},
abstract={Virtual Worlds present a 3D space to the user. However, input devices are typically 2D. This unnatural mapping reduces the engagement of the experience. We are exploring using Wii controllers to provide 3D gesture-based input to the 3D virtual world, Second Life. By evaluating its usability, we found that gesture-based interfaces are appealing and natural for hand gestures such as wave but difficult to map to facial expressions.},
}

@inproceedings{1143092,
author = {Chris Klochek and I. Scott MacKenzie},
title = {Performance measures of game controllers in a three-dimensional environment},
booktitle = {GI '06: Proceedings of Graphics Interface 2006},
year = {2006},
isbn = {1-56881-308-2},
pages = {73--79},
location = {Quebec, Canada},
publisher = {Canadian Information Processing Society},
address = {Toronto, Ont., Canada, Canada},
}

Wii Homebrew

WiimoteLib

Wiicade
"Only the C & Z buttons are currently supported and only on controllers"

Wii Flash Windows (.NET C#)


Rotation:
pitch
roll
yaw

Acceleration:
sensorX
sensorY
sensorZ

Stick:
stickX
stickY

Buttons:
c
z

Balance Board data format
Balance board for Google Earth and Second Life.
Wii Board Surfing mailing list (German only).

Open Source Flash IDEs and tools.
FlexBuilder Linux.
SWF Tools Wikipedia entry.
swfc man page.
Action Script wikipedia entry.
Ajax Animator Flash IDE.
Salasaga IDE.