The authors examined group differences in perceived discrimination and homesickness in a sample of 439 college students (198 international and 241 U.S. students) from 2 campuses of the same university. Within the international student group, the authors also examined relationships between homesickness, discrimination, age, English proficiency, and years of residence in the United States. Results indicated that international students experienced higher levels of discrimination and homesickness than did U.S. students. Age, English proficiency, and perceived discrimination predicted homesickness among the international students. Younger students, students with lower levels of English proficiency, and students with higher levels of perceived discrimination reported having higher levels of homesickness. Also, years of residence and race or ethnicity predicted international students' level of perceived discrimination. Being a European international student predicted lower levels of perceived discrimination than did being an international student from other regions of the world. The authors discuss implications for higher-education institutions and counseling personnel.
Abstract-In this paper the authors present a new middleware for mapping gestures, obtained by a motion sensing camera device, to key events which are consumed by a standard off-the-shelf application. The aim is twofold: accessibility for users which are not able to use the keyboard because of physical impairments and the use of standard games for doing physical exercises. Hereby, special attention is laid on the adaptability to user requirements and easiness of configuration for the user himself and non-expert assistants. The actual state of our system is compared to similar proposals in terms of usability and performance, finally future working directions are outlined.
Currently, virtual applications for physical exercises are highly appreciated as rehabilitation instruments. This article presents a middleware called "MoKey" (Motion Keyboard), which converts standard off-the-shelf software into exergames (exercise games). A configurable set of gestures, captured by a motion capture camera, is translated into the key strokes required by the chosen software. The present study assesses the tool regarding usability and viability on a heterogeneous group of 11 participants, aged 5 to 51, with moderate to severe disabilities, and mostly bound to a wheelchair. In comparison with FAAST (The Flexible Action and Articulated Skeleton Toolkit), MoKey achieved better results in terms of ease of use and computational load. The viability as an exergame creator tool was proven with help of four applications (PowerPoint®, e-book reader, Skype®, and Tetris). Success rates of up to 91% have been achieved, subjective perception was rated with 4.5 points (from 0-5). The middleware provides increased motivation due to the use of favorite software and the advantage of exploiting it for exercise. Used together with communication software or online games, social inclusion can be stimulated. The therapists can employ the tool to monitor the correctness and progress of the exercises.
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