Visually impaired children often face unique challenges with traditional therapeutic interventions, which can lead to disengagement and reduced effectiveness due to their repetitive and monotonous nature. This thesis presents the creation of an innovative rhythm game designed to enhance therapy for visually impaired children by utilizing Processing and Kinect SDK within an interactive room setting. The game aims to provide a multi-sensory, engaging, and dynamic experience that encourages children to actively participate in their therapy sessions. The interactive rhythm game employs the Kinect sensor to capture the children’s movements, converting physical actions into game interactions. This method not only makes therapy sessions more enjoyable but also aids in the development of motor skills, spatial awareness, and cognitive abilities. The game includes sound cues and accessible visual elements to ensure engagement for children with varying degrees of visual impairment. This thesis explores the background and motivation for using interactive rooms in therapy, detailing the benefits and technological advancements that enable these innovative therapeutic tools. It also provides an in-depth overview of the game’s design and development process, including the reasoning behind key design choices, the implementation of technology, and the data logging and performance tracking methods used. The aim of this study is to conduct evaluation using Heuristic Evaluation as, testing with vulnerable minors was not possible. This evaluation approach is applied to a case game. The heuristic evaluation method successfully generates a list of practical suggestions for further development. This method allows for the evaluation of similar games without directly involving the intended audience. This project demonstrates the potential of using advanced interactive technologies to complement traditional therapy methods, making them more effective and enjoyable for visually impaired children.

Visually impaired children often face unique challenges with traditional therapeutic interventions, which can lead to disengagement and reduced effectiveness due to their repetitive and monotonous nature. This thesis presents the creation of an innovative rhythm game designed to enhance therapy for visually impaired children by utilizing Processing and Kinect SDK within an interactive room setting. The game aims to provide a multi-sensory, engaging, and dynamic experience that encourages children to actively participate in their therapy sessions. The interactive rhythm game employs the Kinect sensor to capture the children’s movements, converting physical actions into game interactions. This method not only makes therapy sessions more enjoyable but also aids in the development of motor skills, spatial awareness, and cognitive abilities. The game includes sound cues and accessible visual elements to ensure engagement for children with varying degrees of visual impairment. This thesis explores the background and motivation for using interactive rooms in therapy, detailing the benefits and technological advancements that enable these innovative therapeutic tools. It also provides an in-depth overview of the game’s design and development process, including the reasoning behind key design choices, the implementation of technology, and the data logging and performance tracking methods used. The aim of this study is to conduct evaluation using Heuristic Evaluation as, testing with vulnerable minors was not possible. This evaluation approach is applied to a case game. The heuristic evaluation method successfully generates a list of practical suggestions for further development. This method allows for the evaluation of similar games without directly involving the intended audience. This project demonstrates the potential of using advanced interactive technologies to complement traditional therapy methods, making them more effective and enjoyable for visually impaired children.

Rhythm Game Intervention for Visually Impaired Children: Enhancing Therapy Using an Interactive Room

SANKU, ARUN KUMAR
2023/2024

Abstract

Visually impaired children often face unique challenges with traditional therapeutic interventions, which can lead to disengagement and reduced effectiveness due to their repetitive and monotonous nature. This thesis presents the creation of an innovative rhythm game designed to enhance therapy for visually impaired children by utilizing Processing and Kinect SDK within an interactive room setting. The game aims to provide a multi-sensory, engaging, and dynamic experience that encourages children to actively participate in their therapy sessions. The interactive rhythm game employs the Kinect sensor to capture the children’s movements, converting physical actions into game interactions. This method not only makes therapy sessions more enjoyable but also aids in the development of motor skills, spatial awareness, and cognitive abilities. The game includes sound cues and accessible visual elements to ensure engagement for children with varying degrees of visual impairment. This thesis explores the background and motivation for using interactive rooms in therapy, detailing the benefits and technological advancements that enable these innovative therapeutic tools. It also provides an in-depth overview of the game’s design and development process, including the reasoning behind key design choices, the implementation of technology, and the data logging and performance tracking methods used. The aim of this study is to conduct evaluation using Heuristic Evaluation as, testing with vulnerable minors was not possible. This evaluation approach is applied to a case game. The heuristic evaluation method successfully generates a list of practical suggestions for further development. This method allows for the evaluation of similar games without directly involving the intended audience. This project demonstrates the potential of using advanced interactive technologies to complement traditional therapy methods, making them more effective and enjoyable for visually impaired children.
2023
Rhythm Game Intervention for Visually Impaired Children: Enhancing Therapy Using an Interactive Room
Visually impaired children often face unique challenges with traditional therapeutic interventions, which can lead to disengagement and reduced effectiveness due to their repetitive and monotonous nature. This thesis presents the creation of an innovative rhythm game designed to enhance therapy for visually impaired children by utilizing Processing and Kinect SDK within an interactive room setting. The game aims to provide a multi-sensory, engaging, and dynamic experience that encourages children to actively participate in their therapy sessions. The interactive rhythm game employs the Kinect sensor to capture the children’s movements, converting physical actions into game interactions. This method not only makes therapy sessions more enjoyable but also aids in the development of motor skills, spatial awareness, and cognitive abilities. The game includes sound cues and accessible visual elements to ensure engagement for children with varying degrees of visual impairment. This thesis explores the background and motivation for using interactive rooms in therapy, detailing the benefits and technological advancements that enable these innovative therapeutic tools. It also provides an in-depth overview of the game’s design and development process, including the reasoning behind key design choices, the implementation of technology, and the data logging and performance tracking methods used. The aim of this study is to conduct evaluation using Heuristic Evaluation as, testing with vulnerable minors was not possible. This evaluation approach is applied to a case game. The heuristic evaluation method successfully generates a list of practical suggestions for further development. This method allows for the evaluation of similar games without directly involving the intended audience. This project demonstrates the potential of using advanced interactive technologies to complement traditional therapy methods, making them more effective and enjoyable for visually impaired children.
Rhythm Game
Visually impaired
heuristic evaluation
processing
kinect sdk
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.12608/73145