Design assistive technology for handling moldable mass for children with absence of upper limb. (Project “Marte, Imagination is the Limit") Olga Daniela Arias, Juan Sebastian Ávila |
133-148 |
Design and development of an Android-based quiz application Elena Bautu, Cristina Draghici |
149-162 |
A Systematic Literature Review About Application of Pervasive Games in Rehabilitation Jeferson Arango-López, Luis Fernando Castillo Ossa, Francisco Luis Gutiérrez Vela, Cesar A. Collazos, Habib M. Fardoun |
163-188 |
Designing a Miniature Unmaned Aerial Vehicle Augmented Reality Application Bianca-Cerasela-Zelia Blaga, Dorian Gorgan |
189-206 |
Industrial Design (Faculty of Creation and Communication), Universidad El Bosque
No 131 A, Ak. 9 #131a2, Bogotá, Colombia
Abstract. "Marte" is the result of an academic project, undertaken in 2017 at the University El Bosque in Bogotá during the undergraduate degree of Industrial Design, it is a product that facilitates and optimizes therapies for pre-prosthetic and prosthetic rehabilitation by handling molding compositions and molding tools, in order to improve trophism and muscle quality of children with upper limb amputation, transradial congenital malformation type. According to the observations of children with this type of malformation, generally their limited participation is improved in artistic activities which also require coordination and controlled use of both hands. The development of the therapies was performed by a multidisciplinary team at the Laboratory of University Manuela Beltran, with children between 3 to 8 years for 5 months (around 17 hours). The approach to the therapies was to invite playful exploration and creation of clay models using assistive technologies. It was concluded that levels of attention and memory were related to the selection processes for their development models in clay and the freedom that the children had to choose them; it was also concluded that the therapies helped improve their motor, coordination and planning skills thanks to the gradual increase in difficulty of the tasks.
Keywords: Assistive technology, sculpting, muscle training, Phocomelia, 3D printing.
Cite this paper as:
Arias, O. D., Ávila, J. S. Design assistive technology for handling moldable mass for children with absence of upper limb. (Project “Marte, Imagination is the Limit").
International Journal of User-System Interaction 12(3),
133-148, 2019.
Ovidius University Constanta
124 Mamaia Blvd., Constanta, Romania
Abstract. The increasing interest towards mobile technologies makes way for a lot of potential for software applications to solve more or less trivial problems, literally by just one “touch”. This paper focuses on taking this technological advantage and using it in the educational sector. We present the design and development of Quizriffic – a mobile application dedicated to students and professors to help them better prepare for classes. With the help of this application, professors can create quizzes test their students' knowledge. Students can practice quizzes or compete in the simulated environment of a quiz. Their progress is monitored accordingly and displayed in the form of several types of charts, so that the students can be motivated to improve their overall grades, and get a glimpse of how their efforts turn into real better results. The application also provides a common ground where professors and students can virtually meet and discuss subjects or ideas, making it easier for them to connect and keep in touch.
Keywords: Quiz-taking application; Learning management system; Game-based learning; Mobile educational platform.
Cite this paper as:
Bautu, E., Draghici, C. Design and development of an Android-based quiz application.
International Journal of User-System Interaction 12(3),
149-162, 2019.
1 Universidad de Caldas
Calle 65 # 26-10, Manizales, Caldas, Colombia
2 Universidad de Granada
Calle Periodista Daniel Saucedo Aranda, s/n, 18071 Granada, Spain
3 Ahlia University
Manama, Bahrain
Abstract. Videogames have gained great interest in the computer science community, to such that this interest has expanded to the area of health. This situation is due to the results obtained with gaming experiences that have supported the rehabilitation therapies of people with physical and mental difficulties. Most rehabilitation activities (such as physical and mental exercises) are monotonous and boring for patients. From there, it is essential to generate and maintain the motivation of patients in rehabilitation processes. The Pervasive Games (PG) is a proposal that helps patients to increase and maintain their motivation. Previously, patients managed to improve their performance only through intense and frequent exercises with elements of the real world. This article presents an exhaustive review of 101 final studies (with a base of 1849) which seeks to identify the specific use of PGs in the rehabilitation processes of patients and the results obtained through the implementation of spatial, temporal and Social expansion. This research will help to propose a basis and strengthen the use of PG as a rehabilitation tool in some procedures.
Keywords: Rehabilitation, Pervasive Games, Health Technologies, Game.
Cite this paper as:
Arango-López, J., Castillo Ossa, L. F., Gutiérrez Vela, F. L., Collazos, C. A., Fardoun, H. M. A Systematic Literature Review About Application of Pervasive Games in Rehabilitation.
International Journal of User-System Interaction 12(3),
163-188, 2019.
Technical University of Cluj-Napoca, Computer Science Department
26-28 G. Baritiu, 400027, Cluj-Napoca, Romania
Abstract. Augmented reality video games combine the elements of a virtual application with that of the real world. With the recent advances in technology, this type of digital content is easily available to users. The player experience is enhanced by bringing the virtual experience to the world around us, and new interaction techniques emerge. We propose a video game in which the user controls a virtual drone which interacts with objects situated in the real environment. We present the development methodology that we followed in order to bring this project to life, from the early stages of topic selection, to implementation details, and finally to the evaluation stage.
Keywords: augmented reality, heuristic evaluation, video game design and implementation.
Cite this paper as:
Blaga, B.-C.-Z., Gorgan, D. Designing a Miniature Unmaned Aerial Vehicle Augmented Reality Application.
International Journal of User-System Interaction 12(3),
189-206, 2019.