DOI QR코드

DOI QR Code

A Study on The Gamification Elements of Eye-tracker for Improving Attention Concentration of Children with Quadratic Palsy with Intellectual Disability

지적장애를 동반한 사지마비형 뇌성마비 아동의 주의집중력 향상을 위한 아이트래커기반 게임화 요소 연구

  • Jeong, Yoona (Dept. of Digital Contents, Graduate School, Kyung-Hee University) ;
  • Woo, Tack (Dept. of Digital Contents, Graduate School, Kyung-Hee University)
  • 정윤아 (경희대학교 일반대학원 디지털콘텐츠학과) ;
  • 우탁 (경희대학교 일반대학원 디지털콘텐츠학과)
  • Received : 2020.07.15
  • Accepted : 2020.08.12
  • Published : 2020.08.20

Abstract

In this paper, we analyze the interaction features using eye-tracker and the characteristics of attention concentration of children with intellectual disabilities, and present gamification elements that can be used when designing digital contents for them. For children with quadriplegic cerebral palsy, eye-trackers will increase the accessibility of digital contents. Foreground gamification can be used for selective attention concentration, background gamification and intrinsic motivation to sustain attention concentration, and foreground gamification and extrinsic motivation for mobility.

본 논문에서는 아이트래커를 활용한 상호작용 요소들과 지적장애아 주의집중력의 특성을 분석하여 디지털콘텐츠를 설계 할 때 활용할 수 있는 게임화 요소들을 제시한다. 사지마비형 뇌성마비 아동에게 아이트래커는 디지털콘텐츠의 접근성을 높여 줄 것이다. 전경적 게임화는 선택적 주의집중력을, 배경적 게임화와 내재적 동기 유발은 주의집중력의 지속을, 전경적 게임화와 외재적 동기 유발은 주의집중의 이동능력을 위해 활용될 수 있다.

Keywords

References

  1. Sang-Youn, Lee, "The Study of developing the educational softwares for the students having cerebral infantile paralysis by using multimedia." Master Thesis of KyungSung University, 2001.
  2. Mi Sun, Lee. "Case Study on Concentration of Mentally Retarded Children in the Music Therapy." Master Thesis of WonKwang University, 2008.
  3. Chan-Yun, and Tack-Woo. "Research on the Game Elements and Mechanism that Affect the Game Overindulgence and Addiction." Journal of Korea Game Society, Vol. 18, No. 6, pp. 131-142. 2018 . https://doi.org/10.7583/JKGS.2018.18.6.131
  4. Mihaly Csikszentmihalyi, In-Soo Choe translation, "Flow : the psychology of optimal experience", hanulim, 2004.
  5. Hee-Young Kim, "Effect of Self Care Training(based on International Classification of Functioning, Disability and Health) on Functional Independence in the Young Children with Spastic Cerebral Palsy." Journal of The Korea Contents Society, Vol. 9, No. 5, pp. 182-188, 2009. https://doi.org/10.5392/JKCA.2009.9.5.182
  6. Ae-ri Lee, "The Effects of Board Game Activities on Attention and Spatial Perception of Students with Intellectual Disability." Master Thesis of Korea National University of Education, 2014.
  7. Su Hyun Shin. "Design and Implementation of the CMMS Applied Web Courseware for the Children with Cerebral Palsy : Concentrated on the Money Game Study" Master Thesis of Ewha Womans University, 2000.
  8. E. Seo, "The Suggestion for the Design of Eye Tracker to Promote the Study on the Gaze Tracking Interface", Journal of Cultural Product & Design, Vol. 50, pp. 145-152, 2017. https://doi.org/10.18555/kicpd.2017.50.13
  9. SR research. EyeLink, "How does eye tracking work?", 2018. [Online]. Available: https://www.sr-research.com/eye-tracking-blo g/how-does-eye-tracking-work/.
  10. "Use your eyes! Interaction through Eye Tracking", 2014. [Online]. Available: https://www.makinggames.biz/feature/use-you r-eyes-interaction-through-eye-tracking,7117. html.
  11. Poole, Alex, and Linden J. Ball. "Eye tracking in HCI and usability research." Encyclopedia of human computer interaction. IGI Global, pp. 211-219, 2006.
  12. Jacob, Robert JK, and Keith S. Karn. "Eye tracking in human-computer interaction and usability research: Ready to deliver the promises." The mind's eye. North-Holland, pp. 573-605, 2003.
  13. Zichermann, Gabe, and Christopher Cunningham. "Gamification by design: Implementing game mechanics in web and mobile apps." O'Reilly Media, Inc., 2011.
  14. Tack Woo, Gye-Yun An, and Su-Jin Yun. "New Possibility of Serious Game." Korea Multimedia Society, Vol. 15, No. 2, pp. 17-23, 2011.
  15. Hamari, Juho, Jonna Koivisto, and Harri Sarsa. "Does gamification work?--a literature review of empirical studies on gamification." 2014 47th Hawaii international conference on system sciences, Ieee, pp. 3025-3034, 2014.
  16. Chong-San Kwon, and Tack Woo. "A Research on Gamification Methodology for Korean Language Education." Journal of Korea Game Society, Vol. 13, No. 1, pp. 61-74, 2013. https://doi.org/10.7583/JKGS.2013.13.1.61
  17. Won-Kyum Choi, Chan-Yun, and Tack-Woo. "Gamified Contents Management System design for continuous and voluntary participation of Users." Journal of Korea Game Society, Vol. 18, No. 6, pp. 5-16, 2018. https://doi.org/10.7583/JKGS.2018.18.6.5