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Design and Real-World Evaluation of Eyes-Free Yoga: An Exergame for Blind and Low-Vision Exercise

Published: 04 April 2017 Publication History

Abstract

People who are blind or low vision may have a harder time participating in exercise due to inaccessibility or lack of encouragement. To address this, we developed Eyes-Free Yoga using the Microsoft Kinect that acts as a yoga instructor and has personalized auditory feedback based on skeletal tracking. We conducted two different studies on two different versions of Eyes-Free Yoga: (1) a controlled study with 16 people who are blind or low vision to evaluate the feasibility of a proof-of-concept and (2) an 8-week in-home deployment study with 4 people who are blind or low vision, with a fully functioning exergame containing four full workouts and motivational techniques. We found that participants preferred the personalized feedback for yoga postures during the laboratory study. Therefore, the personalized feedback was used as a means to build the core components of the system used in the deployment study and was included in both study conditions. From the deployment study, we found that the participants practiced Yoga consistently throughout the 8-week period (Average hours = 17; Average days of practice = 24), almost reaching the American Heart Association recommended exercise guidelines. On average, motivational techniques increased participant's user experience and their frequency and exercise time. The findings of this work have implications for eyes-free exergame design, including engaging domain experts, piloting with inexperienced users, using musical metaphors, and designing for in-home use cases.

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      cover image ACM Transactions on Accessible Computing
      ACM Transactions on Accessible Computing  Volume 9, Issue 4
      Special Issue (Part 1) of Papers from ASSETS 2015
      December 2017
      79 pages
      ISSN:1936-7228
      EISSN:1936-7236
      DOI:10.1145/3077134
      Issue’s Table of Contents
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Publication History

      Published: 04 April 2017
      Accepted: 01 November 2016
      Revised: 01 November 2016
      Received: 01 June 2016
      Published in TACCESS Volume 9, Issue 4

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      Author Tags

      1. Accessibility
      2. Kinect
      3. audio feedback
      4. deployment
      5. exergames
      6. eyes-free
      7. health
      8. motivation
      9. video games
      10. visual impairments
      11. yoga

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      • (2023)Accessibility of games and game-based applications: A systematic literature review and mapping of future directionsNew Media & Society10.1177/1461444823120402026:4(2336-2384)Online publication date: 9-Nov-2023
      • (2023)Understanding Challenges and Opportunities in Body Movement Education of People who are Blind or have Low VisionProceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3597638.3608409(1-19)Online publication date: 22-Oct-2023
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