Abstract
The purpose of this study is to investigate the effect of using Kinect in VR (virtual reality) on the positive behavior and movement expression activities of intellectually disabled people. The game design and production was carried out using the Kinect movement expression activity program. Game animation images, musical rhythms, and videos were used, and the researcher set up the movement analysis work himself. For 10 weeks, 10 people with intellectual disabilities participated, and positive behaviors of resilience participated in the self-evaluation of the participants. The results of the difficulty and satisfaction of the movement (out of 1 to 5) showed high difficulty with 3 points and satisfaction with 4.6 points. These results show that the participants’ concentration and the interaction of positive movement expression activities with the people around them are well represented as a program approach to the participants’ favorite game.
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Acknowledgement
This research was supported by Basic Science Research Program through the National Research Foundation of Korea (NRF2020R1I1A1A01071633) funded by the Ministry of Education.
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Hong, S. (2022). Effect on Positive Behavioral Movement Expression Activities of People with Intellectual Developmental Disabilities Using Kinect in VR (Virtual Reality). In: Stephanidis, C., Antona, M., Ntoa, S. (eds) HCI International 2022 Posters. HCII 2022. Communications in Computer and Information Science, vol 1580. Springer, Cham. https://doi.org/10.1007/978-3-031-06417-3_70
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DOI: https://doi.org/10.1007/978-3-031-06417-3_70
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