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Pet-N-Punch: upper body tactile/audio exergame to engage children with visual impairments into physical activity

Published: 25 May 2011 Publication History

Abstract

Individuals with visual impairments have significantly higher levels of obesity and often exhibit delays in motor development, caused by a general lack of opportunities to be physically active. Tactile/audio based exergames that only involve motions of the dominant arm have been successfully explored to engage individuals with visual impairments into physical activity. This paper presents an accessible exergame called Pet-N-Punch that can be played using one or two arms. A user study with 12 children who were blind showed that they were able to achieve light to moderate physical activity, but no significant difference in energy expenditure was detected between both versions. The two arm version had a significantly higher error rate than the one arm version, which shows that the two arm version has a significantly higher cognitive load. Players were found to be able to respond to tactile/audio cues within 2500ms.

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Cited By

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  • (2022)Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low VisionProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501327(1-17)Online publication date: 13-Feb-2022
  • (2017)Design and Real-World Evaluation of Eyes-Free YogaACM Transactions on Accessible Computing10.1145/30227299:4(1-25)Online publication date: 4-Apr-2017
  • (2015)Exploring the Opportunities and Challenges with Exercise Technologies for People who are Blind or Low-VisionProceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility10.1145/2700648.2809846(203-214)Online publication date: 26-Oct-2015
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    Information & Contributors

    Information

    Published In

    cover image Guide Proceedings
    GI '11: Proceedings of Graphics Interface 2011
    May 2011
    247 pages
    ISBN:9781450306935

    Publisher

    Canadian Human-Computer Communications Society

    Waterloo, Canada

    Publication History

    Published: 25 May 2011

    Author Tags

    1. exergames
    2. haptics
    3. health
    4. visual impairments

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    Overall Acceptance Rate 206 of 508 submissions, 41%

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    View all
    • (2022)Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low VisionProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501327(1-17)Online publication date: 13-Feb-2022
    • (2017)Design and Real-World Evaluation of Eyes-Free YogaACM Transactions on Accessible Computing10.1145/30227299:4(1-25)Online publication date: 4-Apr-2017
    • (2015)Exploring the Opportunities and Challenges with Exercise Technologies for People who are Blind or Low-VisionProceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility10.1145/2700648.2809846(203-214)Online publication date: 26-Oct-2015
    • (2011)Mobile exergames for preventing diseases related to childhood obesityProceedings of the 4th International Symposium on Applied Sciences in Biomedical and Communication Technologies10.1145/2093698.2093727(1-5)Online publication date: 26-Oct-2011

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