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The use of games to help children eyes testing

Published: 01 March 2016 Publication History

Abstract

A doctor cannot perform a good diagnosis without the patient collaboration. One of the major problem for ophthalmologists with children is to capture and maintain their attention while performing their tests. Sometimes children give wrong answers, or not accurate, since they are no longer interested in the task. In this paper we use the serious game paradigm to help children eyes testing. We ask the children to perform a vision acuity and a daltonism test using our game PlayWithEyes. Children have to recognize symbols projected on a wall and point them in a touch interface which displays all the possible answers. Tests performed in a kindergarten with 65 children have shown that the use of our game helps to obtain children cooperation because they have fun, so their attention may last longer, thus improving the possibility to perform a correct diagnosis especially for very young children. This is particular important for some sight defects like amblyopia (lazy eye). Moreover, the system allows us to identify visual acuity reduction in two children. Tests also highlight some limitations of the tool which have been promptly fixed.

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Cited By

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  • (2023)Entry-Level Game Difficulty Estimation Based on Visuoperceptual Profiles of Children with Cerebral Visual ImpairmentSerious Games10.1007/978-3-031-44751-8_6(81-94)Online publication date: 26-Oct-2023
  • (2021)Space VisionProceedings of the ACM on Human-Computer Interaction10.1145/34746995:CHI PLAY(1-27)Online publication date: 6-Oct-2021
  • (2020)Learning how to recycle waste using a gameProceedings of the 6th EAI International Conference on Smart Objects and Technologies for Social Good10.1145/3411170.3411251(144-149)Online publication date: 14-Sep-2020
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Information & Contributors

Information

Published In

cover image Multimedia Tools and Applications
Multimedia Tools and Applications  Volume 75, Issue 6
March 2016
635 pages

Publisher

Kluwer Academic Publishers

United States

Publication History

Published: 01 March 2016

Author Tags

  1. Assistive technologies
  2. Game-based diagnosis
  3. Mobile devices
  4. Multimedia applications
  5. Natural human Interaction
  6. Serious games

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View all
  • (2023)Entry-Level Game Difficulty Estimation Based on Visuoperceptual Profiles of Children with Cerebral Visual ImpairmentSerious Games10.1007/978-3-031-44751-8_6(81-94)Online publication date: 26-Oct-2023
  • (2021)Space VisionProceedings of the ACM on Human-Computer Interaction10.1145/34746995:CHI PLAY(1-27)Online publication date: 6-Oct-2021
  • (2020)Learning how to recycle waste using a gameProceedings of the 6th EAI International Conference on Smart Objects and Technologies for Social Good10.1145/3411170.3411251(144-149)Online publication date: 14-Sep-2020
  • (2019)Fox and GeeseProceedings of the 5th EAI International Conference on Smart Objects and Technologies for Social Good10.1145/3342428.3342687(195-200)Online publication date: 25-Sep-2019
  • (2019)Development of eye movement games for students with low visionEducation and Information Technologies10.1007/s10639-018-9771-x24:1(295-305)Online publication date: 1-Jan-2019
  • (2019)TouristGo: a location-based mobile game to improve tourist experience by visiting path optimisationPersonal and Ubiquitous Computing10.1007/s00779-019-01327-924:3(405-418)Online publication date: 8-Nov-2019
  • (2018)Eating Pizza to learn fractionsProceedings of the 4th EAI International Conference on Smart Objects and Technologies for Social Good10.1145/3284869.3284921(220-225)Online publication date: 28-Nov-2018
  • (2018)A system for head-neck rehabilitation exercises based on serious gaming and virtual realityMultimedia Tools and Applications10.1007/s11042-017-5328-z77:15(19113-19137)Online publication date: 1-Aug-2018
  • (2018)Serious Games to Support Cognitive Development in Children with Cerebral Visual ImpairmentMobile Networks and Applications10.1007/s11036-018-1066-323:6(1703-1714)Online publication date: 1-Dec-2018
  • (2017)Using gamification to discover cultural heritage locations from geo-tagged photosPersonal and Ubiquitous Computing10.1007/s00779-016-0989-621:2(235-252)Online publication date: 1-Apr-2017

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