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Victoria University of Wellington
1.
Steel, Emily.
Natural, Wearable Game Controllers.
Degree: 2015, Victoria University of Wellington
URL: http://hdl.handle.net/10063/4955
► Natural, wearable game controllers explores how people interact with games and their potential uses. Since the early days of personal computing video games have been…
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▼ Natural, wearable game controllers explores how people interact with games and their potential uses. Since the early days of personal computing video games have been used for more than just fun. Such uses include exploration education, simulation of real world environments and the study of human thought processes (Wolf, 2008). As well as video games being used in a wide variety of settings, there has also been considerable variation in the way we interact with them - from basic mouse and keyboard interaction to the introduction of non-traditional gaming systems such the Nintendo Wii and Microsoft Kinect. These different inputs can be fall within a spectrum of abstract and natural game controllers. This thesis looks at the difference between the two and applies this to the creation of a natural wearable game controller.
The aim of this thesis was to create a customised human-computer interface (HCI) input device, using a reliable piece of hardware with accompanying software a user could interact with. Through design experiments a wearable game controller was created in the form of a wrap band. Once the wrap band was developed the next step was to see how it could be used as a game controller. Design experiments were conducted, focusing on integration with a pre-existing game, using it as an exercise assessment tool and developing a specific game which could be used for rehabilitation.The area of rehabilitation gaming is broad so this thesis focuses on Weight Bearing Asymmetry (WBA). This is a condition where a person does not evenly distribute their weight between their feet.
This thesis explores a range of hardware and software design experiments to see how wearable technology can be used to create a new way of interacting with video games. It looks at the benefits of using wearable technology and gaming for rehabilitation, it’s limitations and future applications of this technology. The thesis concludes that natural wearable game controllers do have potential real world application in both gaming and rehabilitation.
Advisors/Committee Members: Chan, Kah.
Subjects/Keywords: Wearable technology; Gaming; Rehabilitation
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APA (6th Edition):
Steel, E. (2015). Natural, Wearable Game Controllers. (Masters Thesis). Victoria University of Wellington. Retrieved from http://hdl.handle.net/10063/4955
Chicago Manual of Style (16th Edition):
Steel, Emily. “Natural, Wearable Game Controllers.” 2015. Masters Thesis, Victoria University of Wellington. Accessed December 09, 2019.
http://hdl.handle.net/10063/4955.
MLA Handbook (7th Edition):
Steel, Emily. “Natural, Wearable Game Controllers.” 2015. Web. 09 Dec 2019.
Vancouver:
Steel E. Natural, Wearable Game Controllers. [Internet] [Masters thesis]. Victoria University of Wellington; 2015. [cited 2019 Dec 09].
Available from: http://hdl.handle.net/10063/4955.
Council of Science Editors:
Steel E. Natural, Wearable Game Controllers. [Masters Thesis]. Victoria University of Wellington; 2015. Available from: http://hdl.handle.net/10063/4955

Victoria University of Wellington
2.
Shen, Lili.
Serenity: 3D Animation to Simulate Chinese Ink Painting.
Degree: 2014, Victoria University of Wellington
URL: http://hdl.handle.net/10063/3499
► Serenity is a computer generated ink-wash animated short in which the traditional aesthetics meets the new media. I combined theoretical research and physical experiment to…
(more)
▼ Serenity is a computer generated ink-wash animated short in which the traditional aesthetics meets the new media. I combined theoretical research and physical experiment to convey a peaceful pleasant feeling with subtle movement.
The focus of this thesis is to assess the possibility and capability of digital instruments in simulating the traditional Chinese ink painting and further transplant to three-dimensional (3D) platform. This thesis presents a new approach to practice Chinese painting and to compose an animation by using 3D techniques and non-photorealistic rendering (NPR). The aim for the composition portion of this project is to produce a refreshing animated visual style and to introduce the traditional methods of Chinese painting not only to the west, but also to the new Chinese generation who usually devote their time and energy to the subjects that might guarantee a better
university or job.
My research draws on the previous ink-wash animations and the visual reference on Chinese painting, and takes advantage of my personal experience in both traditional training and digital media design to exploit a potential path for ink-wash animation in the competitive commercial market. Expanding traditional ink painting into the digital field provides an opportunity for the archaic art form to be communicated and shared widely and efficiently worldwide.
Advisors/Committee Members: Chan, Kah.
Subjects/Keywords: 3-dimensional; Chinese painting; Animation
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APA (6th Edition):
Shen, L. (2014). Serenity: 3D Animation to Simulate Chinese Ink Painting. (Masters Thesis). Victoria University of Wellington. Retrieved from http://hdl.handle.net/10063/3499
Chicago Manual of Style (16th Edition):
Shen, Lili. “Serenity: 3D Animation to Simulate Chinese Ink Painting.” 2014. Masters Thesis, Victoria University of Wellington. Accessed December 09, 2019.
http://hdl.handle.net/10063/3499.
MLA Handbook (7th Edition):
Shen, Lili. “Serenity: 3D Animation to Simulate Chinese Ink Painting.” 2014. Web. 09 Dec 2019.
Vancouver:
Shen L. Serenity: 3D Animation to Simulate Chinese Ink Painting. [Internet] [Masters thesis]. Victoria University of Wellington; 2014. [cited 2019 Dec 09].
Available from: http://hdl.handle.net/10063/3499.
Council of Science Editors:
Shen L. Serenity: 3D Animation to Simulate Chinese Ink Painting. [Masters Thesis]. Victoria University of Wellington; 2014. Available from: http://hdl.handle.net/10063/3499

Victoria University of Wellington
3.
Elliott, Broughton.
Autism, Visual Thinking, and Independence.
Degree: 2013, Victoria University of Wellington
URL: http://hdl.handle.net/10063/3642
► This project was to design a product that could assist a group of people who live with Autism Spectrum Disorder (ASD). The product was a…
(more)
▼ This project was to design a product that could assist a group of people who live with Autism Spectrum Disorder (ASD). The product was a personal organizer application designed to help people with ASD to manage themselves without the need for help from caregiver. This project reveals the difficulties faced by people with ASD, why they need a product such as personal organizer when they grow up, and why the current market of products aimed at people with ASD is flawed. This project contains research from past studies of ASD, new knowledge from participants, their caregivers, and experiments conducted to build an application for the iPad. An application built to make daily life a bit easier for young adults living with the disorder.
Advisors/Committee Members: Chan, Kah.
Subjects/Keywords: Autism; Design; Affliction
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APA (6th Edition):
Elliott, B. (2013). Autism, Visual Thinking, and Independence. (Masters Thesis). Victoria University of Wellington. Retrieved from http://hdl.handle.net/10063/3642
Chicago Manual of Style (16th Edition):
Elliott, Broughton. “Autism, Visual Thinking, and Independence.” 2013. Masters Thesis, Victoria University of Wellington. Accessed December 09, 2019.
http://hdl.handle.net/10063/3642.
MLA Handbook (7th Edition):
Elliott, Broughton. “Autism, Visual Thinking, and Independence.” 2013. Web. 09 Dec 2019.
Vancouver:
Elliott B. Autism, Visual Thinking, and Independence. [Internet] [Masters thesis]. Victoria University of Wellington; 2013. [cited 2019 Dec 09].
Available from: http://hdl.handle.net/10063/3642.
Council of Science Editors:
Elliott B. Autism, Visual Thinking, and Independence. [Masters Thesis]. Victoria University of Wellington; 2013. Available from: http://hdl.handle.net/10063/3642

Victoria University of Wellington
4.
Everitt, Matthew.
Data for Surf's Sake - Illustrating a subculture through interactive data visualisation and action sports trackers.
Degree: 2016, Victoria University of Wellington
URL: http://hdl.handle.net/10063/5338
► Over the last two years action sports trackers have emerged for those seeking thrills in risk-taking sports (Mitchell, 2014). The data generated by these trackers…
(more)
▼ Over the last two years action sports trackers have emerged for those seeking thrills in risk-taking sports (Mitchell, 2014). The data generated by these trackers is creating digitised representations of communities participating in action sports such as surfing. The surfing database comprises of activity all over the globe, and due to its size and complexity it can be categorised as big data. Understanding this complex database requires specific data visualisation methods which visually map relationships and patterns. This research asked: can an interactive data visualisation illustrate hierarchical, nomadic, and experiential aspects of the surfing subculture?
This thesis is based on ethnographic research which focuses on exploring qualitative visualisations of the quantitative databases generated by action sports trackers for surfing. The research focused on the design of data visualisations which explored contemporary methods and principles of data visualisation and their applicability to communicate aspects of the surfing subculture. This manifested in the design of an interactive web application, Gone Surfing, which focused on global, local, and personal views which communicate Stranger’s (2011) substructure model of the surfing subculture.
The hierarchical, nomadic, and experiential aspects of the surfing subculture are only known from long term immersion in the subculture itself. This design made these aspects explicit through the visualisation of the database. For example, pilgrimage’s to revered surfing locations and hierarchy within local communities, and a surfer’s relationship with the waves are forms of implicit knowledge which were made explicit. The final creative output, Gone Surfing, visualises these aspects in an interactive web application consisting of global, local, and personal views to each communicate an aspect effectively. The interactive visualisation allows non-surfers to explore the subculture while enhancing a surfer’s understanding of their position within the surfing nation.
Advisors/Committee Members: Chan, Kah.
Subjects/Keywords: Data visualisation; Surfing; Interactive; Action sports trackers
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
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APA (6th Edition):
Everitt, M. (2016). Data for Surf's Sake - Illustrating a subculture through interactive data visualisation and action sports trackers. (Masters Thesis). Victoria University of Wellington. Retrieved from http://hdl.handle.net/10063/5338
Chicago Manual of Style (16th Edition):
Everitt, Matthew. “Data for Surf's Sake - Illustrating a subculture through interactive data visualisation and action sports trackers.” 2016. Masters Thesis, Victoria University of Wellington. Accessed December 09, 2019.
http://hdl.handle.net/10063/5338.
MLA Handbook (7th Edition):
Everitt, Matthew. “Data for Surf's Sake - Illustrating a subculture through interactive data visualisation and action sports trackers.” 2016. Web. 09 Dec 2019.
Vancouver:
Everitt M. Data for Surf's Sake - Illustrating a subculture through interactive data visualisation and action sports trackers. [Internet] [Masters thesis]. Victoria University of Wellington; 2016. [cited 2019 Dec 09].
Available from: http://hdl.handle.net/10063/5338.
Council of Science Editors:
Everitt M. Data for Surf's Sake - Illustrating a subculture through interactive data visualisation and action sports trackers. [Masters Thesis]. Victoria University of Wellington; 2016. Available from: http://hdl.handle.net/10063/5338

Victoria University of Wellington
5.
Brebner, Scott.
12-12: A Physiotherapeutic Rehabilitation Game for Older Adults Recovering from Stroke.
Degree: 2016, Victoria University of Wellington
URL: http://hdl.handle.net/10063/6278
► Stroke is one of the most common diseases affecting older adults in Western societies. Suffering a stroke can result in a loss or weakness of…
(more)
▼ Stroke is one of the most common diseases affecting older adults in Western societies. Suffering a stroke can result in a loss or weakness of mental and motor functions, severely impacting the individual’s quality of life. With effective rehabilitation it is possible to recover from stroke and regain some lost capabilities. However, rehabilitation can be very taxing on the individual, both physically and mentally, and many struggle with maintaining the motivation to continue.
Those who are unable to stay motivated tend to struggle with recovery. Without regular rehabilitation of an appropriate level of intensity, the individual’s progress will wane. They may lose interest or faith in their ability to recover, maximizing the negative impact of the stroke.
To combat this, we explored the incorporation of a digital game system into the rehabilitation process. Such a system introduced a more engaging alternative to existing mundane physiotherapy exercises. The system converted prescribed exercises into gameplay using a special shoe controller designed to target lower-limb rehabilitation. Health professionals were involved in its development, ensuring the validity of the gameplay as a substitute for traditional rehabilitation methods. Tests were conducted with older adults to explore the target audience’s needs and refine the system accordingly.
The final output was a digitized dominoes game (called 12-12) that required players to perform lower-limb physiotherapy exercises to progress gameplay. 12-12 incorporates Dr. Signal’s Strength for Task Training (2014), a novel and contemporary rehabilitation scheme, supported by the custom shoe controller developed by co-researcher William Duncan. 12-12 explored engagement through the themes of adaptability, connectivity and meaningful interactions.
Advisors/Committee Members: Chan, Kah, Freer, Peter.
Subjects/Keywords: Exergames; Lower-limb; Rehabilitation; Stroke
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APA ·
Chicago ·
MLA ·
Vancouver ·
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Export
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APA (6th Edition):
Brebner, S. (2016). 12-12: A Physiotherapeutic Rehabilitation Game for Older Adults Recovering from Stroke. (Masters Thesis). Victoria University of Wellington. Retrieved from http://hdl.handle.net/10063/6278
Chicago Manual of Style (16th Edition):
Brebner, Scott. “12-12: A Physiotherapeutic Rehabilitation Game for Older Adults Recovering from Stroke.” 2016. Masters Thesis, Victoria University of Wellington. Accessed December 09, 2019.
http://hdl.handle.net/10063/6278.
MLA Handbook (7th Edition):
Brebner, Scott. “12-12: A Physiotherapeutic Rehabilitation Game for Older Adults Recovering from Stroke.” 2016. Web. 09 Dec 2019.
Vancouver:
Brebner S. 12-12: A Physiotherapeutic Rehabilitation Game for Older Adults Recovering from Stroke. [Internet] [Masters thesis]. Victoria University of Wellington; 2016. [cited 2019 Dec 09].
Available from: http://hdl.handle.net/10063/6278.
Council of Science Editors:
Brebner S. 12-12: A Physiotherapeutic Rehabilitation Game for Older Adults Recovering from Stroke. [Masters Thesis]. Victoria University of Wellington; 2016. Available from: http://hdl.handle.net/10063/6278

Victoria University of Wellington
6.
Petrie, Regan.
Designing an augmented reality video game to assist stroke patients with independent rehabilitation.
Degree: 2018, Victoria University of Wellington
URL: http://hdl.handle.net/10063/7023
► Early, intense practice of functional, repetitive rehabilitation interventions has shown positive results towards lower-limb recovery for stroke patients. However, long-term engagement in daily physical activity…
(more)
▼ Early, intense practice of functional, repetitive rehabilitation interventions has shown positive results towards lower-limb recovery for stroke patients. However, long-term engagement in daily physical activity is necessary to maximise the physical and cognitive benefits of rehabilitation. The mundane, repetitive nature of traditional physiotherapy interventions and other personal, environmental and physical elements create barriers to participation. It is well documented that stroke patients engage in as little as 30% of their rehabilitation therapies. Digital gamified systems have shown positive results towards addressing these barriers of engagement in rehabilitation, but there is a lack of low-cost commercially available systems that are designed and personalised for home use. At the same time, emerging mixed reality technologies offer the ability to seamlessly integrate digital objects into the real world, generating an immersive, unique virtual world that leverages the physicality of the real world for a personalised, engaging experience.
This thesis explored how the design of an augmented reality exergame can facilitate engagement in independent lower-limb stroke rehabilitation. Our system converted prescribed exercises into active gameplay using commercially available augmented reality mobile technology. Such a system introduced an engaging, interactive alternative to existing mundane physiotherapy exercises.
The development of the system was based on a user-centered iterative design process. The involvement of health care professionals and stroke patients throughout each stage of the design and development process helped understand users’ needs, requirements and environment to refine the system and ensure its validity as a substitute for traditional rehabilitation interventions.
The final output was an augmented reality exergame that progressively facilitates sit-to-stand exercises by offering immersive interactions with digital exotic wildlife. We hypothesize that the immersive, active nature of a mobile, mixed reality exergame will increase engagement in independent task training for lower-limb rehabilitation.
Advisors/Committee Members: Rodriguez, Edgar, Chan, Kah.
Subjects/Keywords: Augmented reality; Rehabilitation; Exergames; Mixed reality; User-centred system design; Emerging Design Technologies; Lower-limb stroke rehabilitation; Lower-limb rehabilitation
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Petrie, R. (2018). Designing an augmented reality video game to assist stroke patients with independent rehabilitation. (Masters Thesis). Victoria University of Wellington. Retrieved from http://hdl.handle.net/10063/7023
Chicago Manual of Style (16th Edition):
Petrie, Regan. “Designing an augmented reality video game to assist stroke patients with independent rehabilitation.” 2018. Masters Thesis, Victoria University of Wellington. Accessed December 09, 2019.
http://hdl.handle.net/10063/7023.
MLA Handbook (7th Edition):
Petrie, Regan. “Designing an augmented reality video game to assist stroke patients with independent rehabilitation.” 2018. Web. 09 Dec 2019.
Vancouver:
Petrie R. Designing an augmented reality video game to assist stroke patients with independent rehabilitation. [Internet] [Masters thesis]. Victoria University of Wellington; 2018. [cited 2019 Dec 09].
Available from: http://hdl.handle.net/10063/7023.
Council of Science Editors:
Petrie R. Designing an augmented reality video game to assist stroke patients with independent rehabilitation. [Masters Thesis]. Victoria University of Wellington; 2018. Available from: http://hdl.handle.net/10063/7023

Victoria University of Wellington
7.
Wellwood, Nicholas.
The Implementation of Action Observation Therapy in Virtual Worlds.
Degree: 2016, Victoria University of Wellington
URL: http://hdl.handle.net/10063/6270
► Upper limb rehabilitation after stroke is vital to the recovery of a patient’s range of motion, dexterity and strength (Jauch et al, 2010, p. 824).…
(more)
▼ Upper limb rehabilitation after stroke is vital to the recovery of a patient’s range of motion, dexterity and strength (Jauch et al, 2010, p. 824). Rehabilitative practises are diverse and met with varying levels of success (Brewer et al, 2012, p. 11). This research is concerned with action observation therapy and its potential for neural reorganization through consistent repetition of prescribed physiotherapy exercises.
Action observation utilizes mirror neurons to stimulate neural strengthening and recovery (Ertelt et al, 2007, p. 172). The observation of an expert completion of an action by either the patient, a representation of the patient or someone else fires the corresponding mirror neuron (Fogassi et al, 2005, p. 662). Mirror neurons’ ability to be fired under multiple conditions allow a patient who is unable to complete an action, in this case a physiotherapy exercise, to still receive the neural benefit just by observing the action (Ertelt et al, 2007, p. 165).
In collaboration with sensory devices in a virtual medium, action observation will be used to create a dynamic and engaging simulation with the intent of providing a physiotherapy experience that progresses in difficulty. Incremental difficulty will ensure patients are being pushed to their limits in a controlled and monitored environment (IJsselsteijn, 2007, p. 27).
Neural reorganization requires a large number of repetitions of exercises over extended periods of time creating rehabilitative experiences that have traditionally been tedious and mundane (Merians et al, 2002, p. 898; O’Dell, Lin & Harrison, 2009, p. 55). Gamification of traditional methods can engage the patient over an extended period of time By masking the repetitive nature of the exercises with a fun experience, patients can receive the full benefit of the treatment while performing enjoyable tasks (Muzzaffa et al, 2013, p. 69).
Advisors/Committee Members: Rodriguez-Ramirez, Edgar, Chan, Kah.
Subjects/Keywords: Rehabilitation; Stroke; Action; Observation; Therapy; Virtual
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
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APA (6th Edition):
Wellwood, N. (2016). The Implementation of Action Observation Therapy in Virtual Worlds. (Masters Thesis). Victoria University of Wellington. Retrieved from http://hdl.handle.net/10063/6270
Chicago Manual of Style (16th Edition):
Wellwood, Nicholas. “The Implementation of Action Observation Therapy in Virtual Worlds.” 2016. Masters Thesis, Victoria University of Wellington. Accessed December 09, 2019.
http://hdl.handle.net/10063/6270.
MLA Handbook (7th Edition):
Wellwood, Nicholas. “The Implementation of Action Observation Therapy in Virtual Worlds.” 2016. Web. 09 Dec 2019.
Vancouver:
Wellwood N. The Implementation of Action Observation Therapy in Virtual Worlds. [Internet] [Masters thesis]. Victoria University of Wellington; 2016. [cited 2019 Dec 09].
Available from: http://hdl.handle.net/10063/6270.
Council of Science Editors:
Wellwood N. The Implementation of Action Observation Therapy in Virtual Worlds. [Masters Thesis]. Victoria University of Wellington; 2016. Available from: http://hdl.handle.net/10063/6270

Victoria University of Wellington
8.
Kauraka, Patrick.
Stroke Rehabilitation.
Degree: 2016, Victoria University of Wellington
URL: http://hdl.handle.net/10063/6235
► Upper limb rehabilitation after a stroke is vital when bringing a range of motion and strength back to a patient. Treatment for upper limb rehabilitation…
(more)
▼ Upper limb rehabilitation after a stroke is vital when bringing a range of motion and strength back to a patient. Treatment for upper limb rehabilitation has come in many diverse methods over the years including the use of modern technology through the use of mirror visual feedback (MVF) and action observation therapy; this thesis digital applications for stroke rehabilitation and how varying visual styles can impact the patients experience in the upper limb rehabilitation process.
Within the gaming medium the visual style in a game is an aspect of immersion and appeal that is often neglected by the user. The visual style of a game often reflects the tone a game designer has intended to convey while also catering to the target audiences expectations, with realism potentially appealing to a more mature audience while brighter abstract visuals may appeal to a younger demographic. By utilising two different styles of imagery, both realistic and cartoon based visuals, the level of immersion was observed and the user’s reaction to each form of visuals was analysed. The aim of this thesis is to investigate both realistic and stylized visual styles of computer generated imagery, distinguish the advantages and disadvantages for both realism in comparison to cartoon and finally analyse its effectiveness to assist the rehabilitation of upper limb deficiencies. The application being used for this study was made in collaboration with
Victoria University Masters student Nicholas Wellwood, providing me the opportunity to focus solely on producing diverse and engaging visual styles to work in unison with a fully developed framework.
Advisors/Committee Members: Rodriguez Ramirez, Edgar, Chan, Kah.
Subjects/Keywords: Rehabilitation; Gaming; Visual Style; Game Design; Immersion; Stroke; Rendering; Game Visuals
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Kauraka, P. (2016). Stroke Rehabilitation. (Masters Thesis). Victoria University of Wellington. Retrieved from http://hdl.handle.net/10063/6235
Chicago Manual of Style (16th Edition):
Kauraka, Patrick. “Stroke Rehabilitation.” 2016. Masters Thesis, Victoria University of Wellington. Accessed December 09, 2019.
http://hdl.handle.net/10063/6235.
MLA Handbook (7th Edition):
Kauraka, Patrick. “Stroke Rehabilitation.” 2016. Web. 09 Dec 2019.
Vancouver:
Kauraka P. Stroke Rehabilitation. [Internet] [Masters thesis]. Victoria University of Wellington; 2016. [cited 2019 Dec 09].
Available from: http://hdl.handle.net/10063/6235.
Council of Science Editors:
Kauraka P. Stroke Rehabilitation. [Masters Thesis]. Victoria University of Wellington; 2016. Available from: http://hdl.handle.net/10063/6235

Victoria University of Wellington
9.
Creagh, Thomas.
Designing and disseminating DIY assistive technology in an online environment.
Degree: 2017, Victoria University of Wellington
URL: http://hdl.handle.net/10063/6653
► Stroke is a debilitating neurological condition caused by a dysfunction in the flow of blood to the brain (Stroke.org, 2016). The onset of stroke can…
(more)
▼ Stroke is a debilitating neurological condition caused by a dysfunction in the flow of blood to the brain (Stroke.org, 2016). The onset of stroke can result in complex disability that may require long term rehabilitation (Duncan, 1994). The deterioration of psychosocial well-being is one of the many issues that may result from the formation of disability in an individual (Aström, 1992). Dunn (2000) defines psychosocial as “how people think and feel about, influence, and relate to actual, imagined, or assumed others”. It is about how our concept of self in influences our relationships with others and vice versa.
The purpose of this research is to investigate what in influence digitally connected communities can have on psychosocial recovery from stroke. This will be achieved through the creation of a web application. This web application will expand on the idea of DIY and non-intentional design (Brandes, 2008) and apply it in a rehabilitative manner. Non-intentional design is defined by Brandes (2008, p) as, “the everyday, unprofessional redesign of professionally designed objects. NID results when an object is used in a manner different from the prescribed (and therefore restricted) functional intention or when the prescribed application is not honoured in the new uses”. The intention being that influencing assistive technology use in a positive way can help a person accept disability into their concept of self and help that person to regain confidence to engage with others socially.
This research initially canvasses literature reviews (Hanington et al, 2012) to analyze the psychosocial, elderly engagement with web applications, and to develop heuristics to guide the design of the web application. Subsequently, I have used precedent reviews (Hanington et al, 2012) to analyze DIY assistive technology documentation in an online environment. Finally, I utilised a Research through design (Frayling, 1993) approach to inform the creation of this DIY assistive technology and the web application. User testing of the web application was then performed. The testing took the participants through the process of using the web application via a set list of tasks and also asked them to recreate one of the three available DIY assistive technology examples.
Advisors/Committee Members: Chan, Kah, Rodriguez Ramirez, Edgar.
Subjects/Keywords: Internet; Assistive Technology; Stroke
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Creagh, T. (2017). Designing and disseminating DIY assistive technology in an online environment. (Masters Thesis). Victoria University of Wellington. Retrieved from http://hdl.handle.net/10063/6653
Chicago Manual of Style (16th Edition):
Creagh, Thomas. “Designing and disseminating DIY assistive technology in an online environment.” 2017. Masters Thesis, Victoria University of Wellington. Accessed December 09, 2019.
http://hdl.handle.net/10063/6653.
MLA Handbook (7th Edition):
Creagh, Thomas. “Designing and disseminating DIY assistive technology in an online environment.” 2017. Web. 09 Dec 2019.
Vancouver:
Creagh T. Designing and disseminating DIY assistive technology in an online environment. [Internet] [Masters thesis]. Victoria University of Wellington; 2017. [cited 2019 Dec 09].
Available from: http://hdl.handle.net/10063/6653.
Council of Science Editors:
Creagh T. Designing and disseminating DIY assistive technology in an online environment. [Masters Thesis]. Victoria University of Wellington; 2017. Available from: http://hdl.handle.net/10063/6653

Victoria University of Wellington
10.
Price, Sophie.
Te Kēmu Hauora - Designing a mobile game to facilitate education and improve healthcare engagement.
Degree: 2018, Victoria University of Wellington
URL: http://hdl.handle.net/10063/7896
► This thesis addresses the research question “How could a mobile game be designed to facilitate education and improve healthcare engagement around skin sores in children?”.…
(more)
▼ This thesis addresses the research question “How could a mobile game be designed to facilitate education and improve healthcare engagement around skin sores in children?”.
Health behaviour issues such as lack of education and low adherence to treatment regimes impact the success rates of treatments in children for common ailments such as skin sores. Skin sores are a particular health issue in New Zealand where the rates of admission to hospital for serious skin infections in 2006 were double that of USA and Australia (Craig et al., 2007, p. 278-282). Hospitalisation can be prevented by ensuring treatment regimes for skin sores are correctly completed after early diagnosis (Gray et al., 2013, p. 2).
Literature states that game design is a viable solution to healthcare issues, as it can be used alongside persuasive strategies to engage and educate children around their treatments. However, there is a gap in the literature and existing precedents for health games addressing treatment of common ailments.
This thesis addresses the research question through developing design criteria for a health game by identifying suitable theories to encourage positive health behaviors and educate children. These include: simulation, personalisation, reward and flow theory, as well as the information, motivation, strategy model to increase engagement with treatment. These criteria are used alongside user personas and journey maps methods to create the design output of a mobile health game to educate and engage New Zealand children around the treatment of skin sores.
The game was tested for education, engagement and usability during the design process. Methods for user testing included observation, an adaption of the System Usability Scale and semi-structured interview questions. Thematic analysis of the testing results showed that most participants were engaged with the game and gained education around treatment steps. Insights on user testing with children for education, engagement, and usability are reported. The final output was refined and accessed against the design criteria.
Findings from this thesis discuss how game design techniques including simulation, flow theory and reward can be used to educate and engage children with treatments of common ailments.
Advisors/Committee Members: Rodriguez Ramirez, Edgar, Chan, Kah.
Subjects/Keywords: game design; childrens healthcare; persuasive design; engagement
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APA (6th Edition):
Price, S. (2018). Te Kēmu Hauora - Designing a mobile game to facilitate education and improve healthcare engagement. (Masters Thesis). Victoria University of Wellington. Retrieved from http://hdl.handle.net/10063/7896
Chicago Manual of Style (16th Edition):
Price, Sophie. “Te Kēmu Hauora - Designing a mobile game to facilitate education and improve healthcare engagement.” 2018. Masters Thesis, Victoria University of Wellington. Accessed December 09, 2019.
http://hdl.handle.net/10063/7896.
MLA Handbook (7th Edition):
Price, Sophie. “Te Kēmu Hauora - Designing a mobile game to facilitate education and improve healthcare engagement.” 2018. Web. 09 Dec 2019.
Vancouver:
Price S. Te Kēmu Hauora - Designing a mobile game to facilitate education and improve healthcare engagement. [Internet] [Masters thesis]. Victoria University of Wellington; 2018. [cited 2019 Dec 09].
Available from: http://hdl.handle.net/10063/7896.
Council of Science Editors:
Price S. Te Kēmu Hauora - Designing a mobile game to facilitate education and improve healthcare engagement. [Masters Thesis]. Victoria University of Wellington; 2018. Available from: http://hdl.handle.net/10063/7896

Victoria University of Wellington
11.
Fridman, Dana.
Designing a Game for Upper Limb Rehabilitation Following a Stroke.
Degree: 2016, Victoria University of Wellington
URL: http://hdl.handle.net/10063/5443
► Background: Many stroke survivors suffer from motor impairments such as upper limb hemiparesis accompanied by cognitive and emotional impairments that can affect their ability to…
(more)
▼ Background:
Many stroke survivors suffer from motor impairments such as upper limb hemiparesis accompanied by cognitive and emotional impairments that can affect their ability to function. Rehabilitation interventions are effective in promoting the return of function. However, patients’ engagement is necessary in order to maintain the improvements, and research shows that stroke survivors need more opportunities to engage with rehabilitation outside of the clinic. Digital games can offer a solution by providing an engaging context for performing the exercises correctly and learning new skills.
Aims:
This research aims to increase engagement with upper limb rehabilitation following a stroke through a custom digital game that facilitates effective rehabilitation methods, and is played with the Able-M, a game controller designed for upper limb rehabilitation by Im-Able.
Methods:
The development process was based on a human-centred design approach that consisted of a literature review, personas generation, exploratory studies including field observations in a clinic and discussions with therapists, iterative design through qualitative studies including user observations, interviews with patients, and feedback from a neuro-physiotherapist.
Conclusions:
Based on the design process, the game prototype includes the following elements: Adaptive gameplay for physical and cognitive challenge-skill balance, obstacles to increase challenge, feedback provision to enhance engagement and facilitate motor learning, rhythmic elements to facilitate rhythmic auditory stimulation, narrative based on user research to facilitate focus diversion, and different navigation mechanisms to promote neuroplasticity. High contrast, bird eye view, and third person perspective for ease of use. Limitations and directions for further research are discussed.
Advisors/Committee Members: Chan, Kah, Robinson, Brian, Rodriguez-Ramirez, Edgar.
Subjects/Keywords: Game Design; Health Games; Upper-limb; Stroke Rehabilitation; Rhythmic Auditory Stimulation; Feedback Provision; Engagement
Record Details
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Record Details
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Fridman, D. (2016). Designing a Game for Upper Limb Rehabilitation Following a Stroke. (Masters Thesis). Victoria University of Wellington. Retrieved from http://hdl.handle.net/10063/5443
Chicago Manual of Style (16th Edition):
Fridman, Dana. “Designing a Game for Upper Limb Rehabilitation Following a Stroke.” 2016. Masters Thesis, Victoria University of Wellington. Accessed December 09, 2019.
http://hdl.handle.net/10063/5443.
MLA Handbook (7th Edition):
Fridman, Dana. “Designing a Game for Upper Limb Rehabilitation Following a Stroke.” 2016. Web. 09 Dec 2019.
Vancouver:
Fridman D. Designing a Game for Upper Limb Rehabilitation Following a Stroke. [Internet] [Masters thesis]. Victoria University of Wellington; 2016. [cited 2019 Dec 09].
Available from: http://hdl.handle.net/10063/5443.
Council of Science Editors:
Fridman D. Designing a Game for Upper Limb Rehabilitation Following a Stroke. [Masters Thesis]. Victoria University of Wellington; 2016. Available from: http://hdl.handle.net/10063/5443
.