value received by the server.
The algorithm used to calculate the starting times
for the two clients is based on the work by Sichitiu
and Veerarittiphan, that defines the time of a client
as a linear function of the server time based on two
parameters, previously calculated during a synchro-
nization phase where lots of packets that contains
time information are exchanged between server and
client (Sichitiu and Veerarittiphan, 2003). We use
500 packet for the estimation of the Round Trip Time
(RTT). This synchronization step usually requires less
then a minute
3
and must be performed only once for
each client, the first time it is connected to the system.
7 CONCLUSIONS AND FUTURE
WORKS
This paper presents a system for rehabilitation of chil-
dren affected by CVI with a serious game, called
HelpMe!. The game aims at training the problem
solving capabilities of these children and their ability
to watch, touch and move an object at the same time.
To the best of our knowledge, this system represents
the first integration of an eye-tracker system with a
serious game to train some capabilities. The game is
adaptable to any kind of device, and robust to the ab-
sence of internet connection. Unfortunately, even if
the game can be played, potentially, in any device, we
must note that devices with very small screen, like the
cell phones, strongly reduce the usability of the game.
We asked to an oculist and two psychologists to
review the system, in order to evaluate the usability
of the game for children affected by CVI. They sug-
gested to remove some details from the background
image of the game, initially crowded with gifts and
Christmas decorations, that may act as distractors for
children affected by CVI that can experience some
difficulties in understanding the image itself and in
recognizing the object to analyze for the game. This
suggestion has been implemented in the system.
Moreover, a small group of children, with the
same age of the target users, but not affected by CVI,
play with the game, without the eye tracker system. In
this second test, we wanted to study if the children got
engaged with the game, and the result was positive.
The use of HTML5 standard and the PhoneGap
framework has deeply influenced the development of
3
The time required for the synchronization phase de-
pends on the network bandwidth. We made some test using
LAN, but since this process is performed only once for each
client, this value does not affected the overall performance
of the system.
the project since they allow to develop a unique ap-
plication that can be made available on line, or built
for different devices without the need to re-implement
the game into another programming language.
Future works will be dedicated to study the pre-
cision of the system, which may depend on the cali-
bration step. In this step, the system asks to the child
to focus on an image placed in five different places of
the screen, the four corners and its midpoint. Depend-
ing on the graveness of CVI, some children could not
perform precisely the calibration step, reducing the
quality of the eye gaze calculated. We plan to add
an evaluation system of the training phase, in order to
provide a measure of the precision of the child.
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