{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,7,17]],"date-time":"2026-07-17T17:14:40Z","timestamp":1784308480493,"version":"3.55.0"},"reference-count":44,"publisher":"Cambridge University Press (CUP)","issue":"1","license":[{"start":{"date-parts":[[2021,5,5]],"date-time":"2021-05-05T00:00:00Z","timestamp":1620172800000},"content-version":"unspecified","delay-in-days":0,"URL":"http:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Robotica"],"published-print":{"date-parts":[[2022,1]]},"abstract":"<jats:title>Abstract<\/jats:title><jats:p>In this paper, several physical activity-based human\u2013computer interaction (HCI) games which are developed and implemented for the improvement of attention, emotion, and sensory\u2013motor coordination will be presented. The interface and the difficulty levels of these games are specially designed for the use of people with different age groups and disabilities. The games involve physical activities for the fulfillment of some basic HCI tasks which require hand and arm motion for control, such as fruit picking and air hockey, with adaptive difficulty levels based on varying parameters of the games and human performance. In the fruit picking game, several fruit images are moving from top to the bottom of the screen. Objective is to collect apples while avoiding the pears. The player\u2019s hand will control the basket that collects the fruits. In the air hockey game, the player will try to score goals against computer-controlled opponent. The player\u2019s hand will control the paddle to hit the puck to score or to defend his\/her goal area. The player\u2019s hand is recognized by Kinect RGB-D sensors in both games. Aim of the adaptive difficulty-based system is keeping the players engaged in the games. The games are tested with a group of deaf children (3.5\u20135 years) as a part of an ongoing project,<jats:sup>1<\/jats:sup> to decrease the stress of the children and increase their positive emotions, attention, and sensory\u2013motor coordination before the audiology tests. The game performances and the evaluation of the therapists show that the games have a positive impact on the children. The games are also tested with a group of adults as a control group, where a mobile EEG device is employed to detect the attention levels. For this purpose, the adults also attended a third game featuring a maze and controlled with Myo sensors.<\/jats:p>","DOI":"10.1017\/s0263574721000370","type":"journal-article","created":{"date-parts":[[2021,5,5]],"date-time":"2021-05-05T08:18:23Z","timestamp":1620202703000},"page":"56-76","source":"Crossref","is-referenced-by-count":16,"title":["Development of adaptive human\u2013computer interaction games to evaluate attention"],"prefix":"10.1017","volume":"40","author":[{"given":"Hasan","family":"Kandemir","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-4796-4766","authenticated-orcid":false,"given":"Hatice","family":"Kose","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"56","published-online":{"date-parts":[[2021,5,5]]},"reference":[{"key":"S0263574721000370_ref25","unstructured":"[25] McFarlane, A. , Sparrowhawk, A. and Heald, Y. , Report on the educational use of games. Teachers evaluating educational multimedia (2002)."},{"key":"S0263574721000370_ref36","doi-asserted-by":"publisher","DOI":"10.1037\/0278-7393.21.3.674"},{"key":"S0263574721000370_ref17","doi-asserted-by":"publisher","DOI":"10.1016\/j.compedu.2008.05.004"},{"key":"S0263574721000370_ref2","doi-asserted-by":"publisher","DOI":"10.1145\/2485760.2485774"},{"key":"S0263574721000370_ref4","first-page":"243","article-title":"The effect of online gaming, cognition and feedback type in facilitating delayed achievement of different learning objectives","volume":"16","author":"Cameron","year":"2005","journal-title":"J. Interact. Learn. Res"},{"key":"S0263574721000370_ref32","doi-asserted-by":"publisher","DOI":"10.1037\/0096-1523.7.2.275"},{"key":"S0263574721000370_ref27","doi-asserted-by":"publisher","DOI":"10.1109\/SSCI.2016.7850042"},{"key":"S0263574721000370_ref15","doi-asserted-by":"publisher","DOI":"10.1111\/scs.12393"},{"key":"S0263574721000370_ref29","doi-asserted-by":"publisher","DOI":"10.1016\/j.compedu.2009.04.001"},{"key":"S0263574721000370_ref20","doi-asserted-by":"publisher","DOI":"10.1080\/15391523.2003.10782394"},{"key":"S0263574721000370_ref9","first-page":"15","article-title":"The impact of game-based learning on the achievement of learning goals and motivation for learning mathematics-literature review","volume":"35","author":"Divjak","year":"2011","journal-title":"J. Inf. Organizat. Sci."},{"key":"S0263574721000370_ref26","doi-asserted-by":"publisher","DOI":"10.1002\/hipo.22023"},{"key":"S0263574721000370_ref40","doi-asserted-by":"crossref","unstructured":"[40] Uluer, P. , Kose, H. , Oz, B. K. , Can Aydinalev, T. and Barkana, D. E. , \u201cTowards an Affective Robot Companion for Audiology Rehabilitation: How Does Pepper Feel Today?,\u201d 2020 29th IEEE International Conference on Robot and Human Interactive Communication (RO-MAN) (2020) pp. 567\u2013572.","DOI":"10.1109\/RO-MAN47096.2020.9223534"},{"key":"S0263574721000370_ref14","doi-asserted-by":"crossref","first-page":"3","DOI":"10.1016\/j.jshs.2019.06.009","article-title":"A mixed-studies systematic review and meta-analysis of school-based interventions to promote physical activity and\/or reduce sedentary time in children","volume":"9","author":"Jones","year":"2020","journal-title":"J. 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