6,426 research outputs found

    BendableSound: An Elastic Multisensory Surface Using Touch-based interactions to Assist Children with Severe Autism During Music Therapy

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    Neurological Music Therapy uses live music to improve the sensorimotor regulation of children with severe autism. However, they often lack musical training and their impairments limit their interactions with musical instruments. In this paper, we present our co-design work that led to the BendableSound prototype: an elastic multisensory surface encouraging users to practice coordination movements when touching a fabric to play sounds. We present the results of a formative study conducted with 18 teachers showing BendableSound was perceived as “usable” and “attractive”. Then, we present a deployment study with 24 children with severe autism showing BendableSound is “easy to use” and may potentially have therapeutic benefits regarding attention and motor development. We propose a set of design insights that could guide the design of natural user interfaces, particularly elastic multisensory surfaces. We close with a discussion and directions for future work

    Therapeutic intervention: using sensory gardens to enhance the quality of life for children with special needs

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    This study investigates the design and use of sensory gardens in two special schools by evaluating their functional zones and how they are utilized, especially by children with special educational needs, and the staff who care for them. Preliminary site studies were undertaken in fourteen sensory gardens around the UK, followed by more detailed data collection at two case -study sites. The research aim was to find out the behaviour settings and issues that are common in sensory gardens. The research data collection included in -depth interviews, observation and behaviour mapping, which was used in conjunction with affordance theory. Drawing on Moore and Cosco's methodology and approach (2007) in relation to inclusive parks, the findings from the data analysis discuss the researcher's main findings, based on the two case -study sensory gardens. There are two main findings: Firstly, the layout of the circulation network enables user behaviour and use of area. Continuous pathways that link the sensory garden to the site context, with easy access to the functional behaviour settings that are placed along it, have the highest number of users. Secondly, users spent a longer time in zones where sensory, rather than aesthetic value, were emphasised. These main findings have been translated by the researcher into a subset of design recommendations that will be applicable across the majority of sensory gardens, and will assist landscape architects when they are designing sensory gardens in the future

    XR, music and neurodiversity: design and application of new mixed reality technologies that facilitate musical intervention for children with autism spectrum conditions

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    This thesis, accompanied by the practice outputs,investigates sensory integration, social interaction and creativity through a newly developed VR-musical interface designed exclusively for children with a high-functioning autism spectrum condition (ASC).The results aim to contribute to the limited expanse of literature and research surrounding Virtual Reality (VR) musical interventions and Immersive Virtual Environments (IVEs) designed to support individuals with neurodevelopmental conditions. The author has developed bespoke hardware, software and a new methodology to conduct field investigations. These outputs include a Virtual Immersive Musical Reality Intervention (ViMRI) protocol, a Supplemental Personalised, immersive Musical Experience(SPiME) programme, the Assisted Real-time Three-dimensional Immersive Musical Intervention System’ (ARTIMIS) and a bespoke (and fully configurable) ‘Creative immersive interactive Musical Software’ application (CiiMS). The outputs are each implemented within a series of institutional investigations of 18 autistic child participants. Four groups are evaluated using newly developed virtual assessment and scoring mechanisms devised exclusively from long-established rating scales. Key quantitative indicators from the datasets demonstrate consistent findings and significant improvements for individual preferences (likes), fear reduction efficacy, and social interaction. Six individual case studies present positive qualitative results demonstrating improved decision-making and sensorimotor processing. The preliminary research trials further indicate that using this virtual-reality music technology system and newly developed protocols produces notable improvements for participants with an ASC. More significantly, there is evidence that the supplemental technology facilitates a reduction in psychological anxiety and improvements in dexterity. The virtual music composition and improvisation system presented here require further extensive testing in different spheres for proof of concept

    How to make a sensory room for people living with dementia: a guide book

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    This guide offers advice on best practice regarding the engagement of residents living with dementia in daily activities that support their health and sense of wellbeing. Our aim is to equip carers, care workers and staff in care homes with ideas and materials in order to provide multi sensory spaces and stimulation appropriate for people living with dementia (in particular mid and late stages). We also offer guidance on the design of sensory spaces to meet the specific needs and preferences of individuals, their families and care homes

    Humanly space objects — Perception and connection with the observer

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    Expanding humanity into space is an inevitable step in our quest to explore our world. Yet space exploration is costly, and the awaiting environment challenges us with extreme cold, heat, vacuum and radiation, unlike anything encountered on Earth. Thus, the few pioneers who experience it needed to be well protected throughout their spaceflight. The resulting isolation heightens the senses and increases the desire to make humanly connections with any other perceived manifestation of life. Such connections may occur via sensory inputs, namely vision, touch, sound, smell, and taste. This then follows the process of sensing, interpreting, and recognizing familiar patterns, or learning from new experiences. The desire to connect could even transfer to observed objects, if their movements and characteristics trigger the appropriate desires from the observer. When ordered in a familiar way, for example visual stimuli from lights and movements of an object, it may create a perceived real bond with an observer, and evoke the feeling of surprise when the expected behavior changes to something no longer predictable or recognizable. These behavior patterns can be designed into an object and performed autonomously in front of an observer, in our case an astronaut. The experience may introduce multiple responses, including communication, connection, empathy, order, and disorder. While emotions are clearly evoked in the observer and may seem one sided, in effect the object itself provides a decoupled bond, connectivity and communication between the observer and the artist-designer of the object. In this paper we will discuss examples from the field of arts and other domains, including robotics, where human perception through object interaction was explored, and investigate the starting point for new innovative design concepts and future prototype designs, that extend these experiences beyond the boundaries of Earth, while taking advantage of remoteness and the zero gravity environment. Through a form of emotional connection and design, these concepts will focus on the connection and brief emotional bond between a humanly animate object in space and a co-located observer in spaceflight. We conclude that beyond providing creative expressions for humanly contacts, these experiences may also provide further insights into human perception in spaceflight, and could be tested on the International Space Station, and serve as a stepping-stone towards use on long-duration spaceflight to Mars

    Proceedings of the 1st Workshop on Multi-Sensorial Approaches to Human-Food Interaction

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    Mobile Dyslexic Specialized Digital Game-based Learning Object for Learning Letters (DOLL)

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    Ability to read is a unanimous privilege we have as human. Therefore, research and development on Learning Object (LO) specially built for learning disabilities children is crucial. The issues for this project are the problem encounter by dyslexic students in output generation and information processes; and the factors that affect the effectiveness of mobile learning specially built for dyslexic. The focuses of this project are to propose guidelines and to facilitate student with visual dyslexia, or/and auditory dyslexia or/and dysgraphia; specifically in learning basic Malay language letters with interactive teaching method. Research has been made to identify the focused type of dyslexia, determine the needs of dyslexic; and the effect of graphic and animation on the efficiency of teaching technique. New multimedia-based learning object is being proposed to attract interest of dyslexic children to learn letters in fun approach and improve their recalling skills in recognizing name, shape and sound of letters. The main elements of the proposed learning object are animation, oral narration and digital gamebased. The theoretical framework proposed in this study is based on Principles of Teaching Program for Dyslexics, Stansfield Instructional Strategies, and Game-based Learning Object Framework. This project is carried out using ADDIE Instructional Design Model using Adobe Flash Professional cs5.5. A user experience testing is conducted with the dyslexic children. The result of the user experience testing showed more than half of the students would like to use the LO repeatedly. In addition, teachers agreed that DOLL act as a good new teaching tool in facilitating teaching process for dyslexic students
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