Jonathan Duckworth

Jonathan Duckworth
RMIT University | RMIT

Doctor of Philosophy

About

30
Publications
6,215
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276
Citations

Publications

Publications (30)
Chapter
In this paper we discuss the creation of an international online sound arts performance developed in collaboration between artists in Australia and Japan. The COVID-19 global pandemic has made community activities related to the arts more challenging due to restrictions on personal mobility and international travel. We report on a hybrid workshop a...
Article
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Background Home-based rehabilitation of arm function is a significant gap in service provision for adult stroke. The EDNA-22 tablet is a portable virtual rehabilitation-based system that provides a viable option for home-based rehabilitation using a suite of tailored movement tasks, and performance monitoring via cloud computing data storage. The s...
Article
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Upper-limb virtual rehabilitation (VR) in adult acquired brain injury (ABI) is based largely on systems administered on a one-to-one basis. Multi-user interaction between co-located participants may offer advantages over single-user methods. The present study examined the feasibility of deploying a co-located VR system (Resonance) in a clinical set...
Conference Paper
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Interest in combining interactive play and the human body, using "bodily play" systems, is increasing. While these systems primarily prioritize a player's control over their bodily actions, we see intriguing possibilities in the pursuit of "limited control over the body" as an intriguing design resource for bodily play systems. In this paper, we us...
Chapter
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In this paper we explore how social aspects of group interaction and the physical affordances of interactive technology may be exploited to enhance the participation of people with a disability in creative, artistic activity. Participation per se is conceptualized using a current framework known as the family of Participation Related Constructs—fPR...
Conference Paper
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In this paper, we introduce the Compliant Sports Augmentation Framework (CSAF), which aims to promote a sociocultural approach to the design of sports technology for grassroots sports. The CSAF design criteria advocate enhancing the experiential qualities of grassroots sports by respecting, protecting and cultivating existing practices, meanings an...
Conference Paper
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In this paper, we describe the development of Mind You!, an educational card game currently in development to engage learners of English as a Second Language (ESL) to learn English pragmatic markers. Pragmatic markers, a study of pragmatics refer to individual words or phrases that provide the hearer context clues about the intended meaning of a sp...
Conference Paper
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In this paper we present a qualitative research methodology for conducting scholarly remote player studies, derived from a comparison of player-testing protocols. Within the game design research field, approaches to studying designs are frequently adapted from standardized player-testing techniques. These often focus on measuring player experience...
Article
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Background Virtual reality technologies show potential as effective rehabilitation tools following neuro-trauma. In particular, the Elements system, involving customized surface computing and tangible interfaces, produces strong treatment effects for upper-limb and cognitive function following traumatic brain injury. The present study evaluated the...
Conference Paper
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In this paper we present the design and evaluation of a first-person walker digital game called WORLD4. Walkers are a sub-genre of 3D games that typically include minimal player interaction, slow paced game play, and ambiguous goals. Walking is the primary means of interaction in walker games, rather than prioritize 'skill-based' mechanics. However...
Conference Paper
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The First-Person Walker genre is defined by minimal player interactions, a deliberate slow pacing of the game play, and ambiguous goals. These distinct characteristics of First-Person Walkers challenge how we may consider a digital game. As such, there is a gap in understanding the design attributes that contribute to the unique game experiences af...
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This paper examines how current understandings of childhood participation and motor development provide opportunities for using new technologies (such as virtual reality—VR) for children with neurodevelopmental disorders. Specifically, the International Classification of Functioning, Disability and Health is used to conceptualize the role of techno...
Conference Paper
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In this paper we describe the design and development of Resonance, an interactive tabletop artwork that targets upper-limb movement rehabilitation for patients with an acquired brain injury. The artwork consists of several interactive game environments, which enable artistic expression, exploration and play. Each environment aims to encourage colla...
Chapter
In this chapter we discuss potential benefits and future directions in virtual reality rehabilitation for co-located motor training in children with developmental movement disorders. We discuss the potential for co-located VR to promote participation using cooperative virtual environments, facilitate social learning, and quantify levels of social i...
Conference Paper
In this paper we provide a rationale for using tabletop displays for the upper-limb movement rehabilitation of individuals with brain injury. We consider how computer game mechanics may leverage this technology to increase patient engagement and social interaction, and subsequently enhance prescribed training. In recent years there has been a growi...
Conference Paper
This paper surveys emerging design research on co-located group interaction with tabletop displays as an approach toward developing an upper-limb movement rehabilitation system for acquired brain injury (ABI). Traditional approaches and newer virtual reality interventions for physical therapy tend to focus on individuals interacting one-on-one with...
Conference Paper
Audio Arc is an audio-spatial game for a group of players using mobile phone ringtones. A game host instructs players to set their phone alarms to default ringtones in unique pairs. Alarms are set a few minutes in advance of the game starting so that they all activate at the same time. Once the phone alarm activates, players seek their audio counte...
Article
This paper surveys emerging design research on co-located group interaction with tabletop displays as an approach toward developing an upper-limb movement rehabilitation system for acquired brain injury (ABI). Traditional approaches and newer virtual reality interventions for physical therapy tend to focus on individuals interacting one-on-one with...
Article
The aim of this study was to assess the efficacy of the Elements virtual reality (VR) system for rehabilitation of upper-limb function in patients with traumatic brain injury (TBI). Using a within-group design, patients were tested three times, each 4 weeks apart: Pre-intervention 1 and 2 and Post-intervention. During intervention, participants rec...
Article
The aim of this study was to assess the efficacy of the Elements virtual reality (VR) system for rehabilitation of upper-limb function in patients with traumatic brain injury (TBI). A mixed-approach design was used. Performance was evaluated at three time points using a within-group design: Preintervention 1 and 2, conducted 4 weeks apart, and Post...
Article
To evaluate the effectiveness of a tabletop virtual-reality (VR) based upper-limb rehabilitation system (called Elements) for promoting movement skill in patients with TBI. An ABA case study design with multiple baselines was employed. Baseline performance in this design is contrasted against the results during the treatment phase. Three patients w...
Conference Paper
Deficits in upper limb function are common among patients with traumatic brain injury (TBI). Accordingly, new technologies, such as virtual reality (VR), are being developed to further upper limb rehabilitation. The study described here successfully trialed a table-top VR-based system (called Elements). Two patients with TBI participated in case-st...
Conference Paper
Full-text available
Traditional methods of movement assessment in clinical rehab are often labor intensive and provide a limited number of outcome variables for tracking recovery. Entry level virtual reality (VR) systems afford new possibilities for systematic assessment and treatment. This paper describes the development of a virtual tabletop environment for the asse...
Conference Paper
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The Elements project advances the field of Human Computer Interaction (HCI) in relation to the neuroscience of movement. The project integrates principles from ecological systems theory, advances in cognitive neuroscience with developments in computer science. This paper introduces a novel approach to rehabilitation of Traumatic Brain Injury (TBI)...
Conference Paper
Full-text available
This paper presents a novel method of enhancing computer assisted motor rehabilitation for brain injury patients by detailing a method of overcoming a significant technical constraint. The focus of our system is three dimen- sional(3D) tracking of upper limb movements on a horizontal tabletop system. We describe a new horizontal table- top system t...
Conference Paper
Full-text available
This paper presents a conceptual model for movement rehabilitation of traumatic brain injury (TBI) using virtual environments. This hybrid model integrates principles from ecological systems theory with recent advances in cognitive neuroscience, and supports a multilevel approach to both assessment and treatment. Performance outcomes at any stage o...

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Projects

Projects (2)
Project
Upper limb rehabilitation using tangible interfaces. The Elements system was recently awarded an Australian Design Award. RCTs ongoing in UK and the Netherlands.