single-jc.php

JACIII Vol.21 No.2 pp. 359-362
doi: 10.20965/jaciii.2017.p0359
(2017)

Letter:

Construction of Web-Based Speech Game System “kikimimi”

Kentaro Tani*1, Masahiko Sato*2, Tatsuya Murakami*2, Ryosuke Kawachi*3, Takuya Niikawa*4, and Yoshinobu Maeda*2

*1Graduate Institute of Entrepreneurial Studies
3-1-46 Yoneyama, Chuo-ku, Niigata-shi, Niigata 950-0916, Japan

*2Niigata University
8050 Ikarashi 2-no-cho, Nishi-ku, Niigata 950-2181, Japan

*3Niigata University of Health and Welfare
1398 Shimami-cho, Kita-ku, Niigata-shi, Niigata 950-3198, Japan

*4Osaka Electro-Communication University
1130-70 Kiyotaki, Shijonawate-shi, Osaka 575-0063, Japan

Received:
May 20, 2016
Accepted:
February 2, 2017
Online released:
March 15, 2017
Published:
March 20, 2017
Keywords:
visual impairment, ADL (activities of daily living), QOL (quality of life), entertainment, self-efficacy
Abstract
In this study, a web application of kikimimi, a game for visually-impaired persons, was created. The game rules were simplified to allow the visually-impaired to easily play it. This was verified in an experiment in which visually-impaired persons actually enjoyed the web application game. Moreover, it was confirmed that even the simplified version of the game was sufficiently entertaining.
Cite this article as:
K. Tani, M. Sato, T. Murakami, R. Kawachi, T. Niikawa, and Y. Maeda, “Construction of Web-Based Speech Game System “kikimimi”,” J. Adv. Comput. Intell. Intell. Inform., Vol.21 No.2, pp. 359-362, 2017.
Data files:
References
  1. [1] T. Niikawa and H. Okumura, “Voice Output Game System “kikimimi”,” 9th Symp. of the Japanese Society for Wellbeing Science and Assistive Technology, pp. 166-167, 2009.
  2. [2] T. Niikawa, “A voice output game system evoking new sensations,” J. Institute of Electronics, Information and Communication Engineers, Vol.93, No.9, pp. 792-796, 2010.
  3. [3] K. Usuda, S. Matsuoka, and M. Ohkura, “Development of Interactive System for Visually Impaired using TECHTILE toolkit and Gesture,” IEICE Technical Report HCS2014–37, HIP2014–37, Vol.11, No.68, pp. 283-287, 2014.
  4. [4] N. Caporusso, L. Mkrtchyan, and L. Badia, “A multimodal interface device for online board games designed for sight-impaired people,” IEEE Trans. Information Technology in Biomedicine, Vol.14, No.2, pp. 248-254, 2010.
  5. [5] M. Csikszentmihalyi, “Flow: the psychology of optimal experience,” New York: Harper and Row, 1990.
  6. [6] S. A. Jackson, H. W. Marsh, et al., “Development and validation of a scale to measure optimal experience: The Flow State Scale,” JSEP, Vol.18, pp. 17-35, 1996.

*This site is desgined based on HTML5 and CSS3 for modern browsers, e.g. Chrome, Firefox, Safari, Edge, Opera.

Last updated on Apr. 22, 2024