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dc.contributor.authorBoletsis, Costas
dc.contributor.authorMcCallum, Simon
dc.date.accessioned2020-03-04T12:14:39Z
dc.date.available2020-03-04T12:14:39Z
dc.date.created2016-02-26T01:24:22Z
dc.date.issued2016
dc.identifier.citationINTERNATIONAL JOURNAL OF SERIOUS GAMES. 2016, 3 (1), 3-18.nb_NO
dc.identifier.issn2384-8766
dc.identifier.urihttp://hdl.handle.net/11250/2645227
dc.description.abstractEarly detection is important in dementia care; however, cognitive impairment is still under-recognised and under-diagnosed. Cognitive screening and training are two important preventative treatments, which can lead to early detection of cognitive decline. In this work, the “Cognitive Augmented Reality Cubes” (CogARC) system is presented, i.e. a serious game for cognitive training and screening, utilising an interaction technique based on Augmented Reality and the manipulation of tangible, physical objects (cubes). The game is a collection of cognitive mini-games of preventative nature and is, primarily, targeting elderly players (≥60 years old). A preliminary testing was conducted focusing on the game experience that CogARC offers (utilising the In-Game Experience Questionnaire), the usability of the system (using the System Usability Scale), and the specific user observations and remarks, as documented by open, semi-structured interviews. Overall, CogARC demonstrated satisfying positive responses, however, the negative reactions indicated that there are specific problems with aspects of the interaction technique and a number of mini-games. The open interview shed more light on the specific issues of each mini-game and further interpretation of user interactions. The current study managed to provide interesting insights into the game design elements, integration of Augmented Reality, tangible interaction of the system, and on how elderly players perceive and use those interaction components.nb_NO
dc.language.isoengnb_NO
dc.publisherSerious Games Societynb_NO
dc.relation.urihttp://journal.seriousgamessociety.org/index.php?journal=IJSG&page=article&op=view&path%5B%5D=106
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/deed.no*
dc.titleAugmented Reality Cubes for Cognitive Gaming: Preliminary Usability and Game Experience Testingnb_NO
dc.typeJournal articlenb_NO
dc.typePeer reviewednb_NO
dc.description.versionpublishedVersionnb_NO
dc.source.pagenumber3-18nb_NO
dc.source.volume3nb_NO
dc.source.journalINTERNATIONAL JOURNAL OF SERIOUS GAMESnb_NO
dc.source.issue1nb_NO
dc.identifier.doi10.17083/ijsg.v3i1.106
dc.identifier.cristin1340174
dc.description.localcodeThe International Journal of Serious Games(IJSG) by Serious Games Society is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.nb_NO
cristin.unitcode194,63,10,0
cristin.unitnameInstitutt for datateknologi og informatikk
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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Attribution-NonCommercial-NoDerivatives 4.0 Internasjonal
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