5,213 research outputs found

    Digital Entertainment to Support Toddlers' Language and Cognitive Development

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    This current research aimed at seeing how English nursery rhymes and kids' songs as learning media support toddlers who are not living in an English speaking country (Indonesia) but exposed to the English language media during their normal baby-sitting times to learning English. To observe how two Indonesian toddlers learned English language in their early critical period of language acquisition through co-watching activity, Early Development Instrument which focuses on language and cognitive development domain with reading awareness and reciting memory subdomain was applied to observe two subjects after 15 month treatments (from age 10-24 months). The results show that the media and the co-watching activity are able to support the toddlers' understanding of the English words spoken and their ability to produce the intelligent pronunciation of those words. The interesting fact reveals that English which is normatively learned merely as a foreign language to most Indonesian people is no longer something far-off to the toddlers who are exposed to it through English nursery rhymes and kids' songs online since they are at the very young age. They naturally tend to be bilingual since at the same time they learn their mother tongue

    Immersive Composition for Sensory Rehabilitation: 3D Visualisation, Surround Sound, and Synthesised Music to Provoke Catharsis and Healing

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    There is a wide range of sensory therapies using sound, music and visual stimuli. Some focus on soothing or distracting stimuli such as natural sounds or classical music as analgesic, while other approaches emphasize the active performance of producing music as therapy. This paper proposes an immersive multi-sensory Exposure Therapy for people suffering from anxiety disorders, based on a rich, detailed surround-soundscape. This soundscape is composed to include the users’ own idiosyncratic anxiety triggers as a form of habituation, and to provoke psychological catharsis, as a non-verbal, visceral and enveloping exposure. To accurately pinpoint the most effective sounds and to optimally compose the soundscape we will monitor the participants’ physiological responses such as electroencephalography, respiration, electromyography, and heart rate during exposure. We hypothesize that such physiologically optimized sensory landscapes will aid the development of future immersive therapies for various psychological conditions, Sound is a major trigger of anxiety, and auditory hypersensitivity is an extremely problematic symptom. Exposure to stress-inducing sounds can free anxiety sufferers from entrenched avoidance behaviors, teaching physiological coping strategies and encouraging resolution of the psychological issues agitated by the sound

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Mind and Matter

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    Do brains create material reality in thinking processes or is it the other way around, with things shaping the mind? Where is the location of meaning-making? How do neural networks become established by means of multimodal pattern replications, and how are they involved in conceptualization? How are resonance textures within cellular entities extended in the body and the mind by means of mirroring processes? In which ways do they correlate to consciousness and self-consciousness? Is it possible to explain out-of-awareness unconscious processes? What holds together the relationship between experiential reality, bodily processes like memory, reason, or imagination, and sign-systems and simulation structures like metaphor and metonymy visible in human language? This volume attempts to answer some of these questions

    Digital Entertainment to Support Toddlers’ Language and Cognitive Development

    Get PDF
    This current research aimed at seeing how English nursery rhymes and kids’ songs as learning media support toddlers who are not living in an English speaking country (Indonesia) but exposed to the English language media during their normal baby-sitting times to learning English. To observe how two Indonesian toddlers learned English language in their early critical period of language acquisition through co-watching activity, Early Development Instrument which focuses on language and cognitive development domain with reading awareness and reciting memory subdomain was applied to observe two subjects after 15 month treatments (from age 10-24 months). The results show that the media and the co-watching activity are able to support the toddlers’ understanding of the English words spoken and their ability to produce the intelligent pronunciation of those words. The interesting fact reveals that English which is normatively learned merely as a foreign language to most Indonesian people is no longer something far-off to the toddlers who are exposed to it through English nursery rhymes and kids’ songs online since they are at the very young age. They naturally tend to be bilingual since at the same time they learn their mother tongue

    A systematic review of game technologies for pediatric patients

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    [EN] Children in hospital are subjected to multiple negative stimuli that may hinder their development and social interactions. Although game technologies are thought to improve children's experience in hospital, there is a lack of information on how they can be used effectively. This paper presents a systematic review of the literature on the existing approaches in this context to identify gaps for future research. A total of 1305 studies were identified, of which 75 were thoroughly analyzed according to our review protocol. The results show that the most common approach is to design mono-user games with traditional computers or monitor-based video consoles, which serve as a distractor or a motivator for physical rehabilitation for primary school children undergoing fearful procedures such as venipuncture, or those suffering chronic, neurological, or traumatic diseases/injures. We conclude that, on the one hand, game technologies seem to present physical and psychological benefits to pediatric patients, but more research is needed on this. On the other hand, future designers of games for pediatric hospitalization should consider: 1. The development for kindergarten patients and adolescents, 2. Address the psychological impact caused by long-term hospitalization, 3. Use collaboration as an effective game strategy to reduce patient isolation, 4. Have purposes other than distraction, such as socialization, coping with emotions, or fostering physical mobility, 5. Include parents/caregivers and hospital staff in the game activities; and 6. Exploit new technological artifacts such as robots and tangible interactive elements to encourage intrinsic motivation.This work is supported by the Spanish Ministry of Economy and Competitiveness and the European Development Regional Fund (EDRF-FEDER) with Project TIN2014-60077-R.El Jurdi, S.; Montaner-Marco, J.; García Sanjuan, F.; Jaén Martínez, FJ.; Nåcher-Soler, VE. (2018). A systematic review of game technologies for pediatric patients. Computers in Biology and Medicine. 97:89-112. https://doi.org/10.1016/j.compbiomed.2018.04.019S891129

    Growing up in Technoculture: The ontological and perceptual significance of media in the lives of infants and toddlers

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    It is well documented that young children understand media differently to older children and adults, yet despite years of debate surrounding the psycho-social impact that media may have on children and youth, very little remains known about how they intercede into infants’ and toddlers’ lived experiences. We cannot assume that media have no significance in the lives of infants and toddlers simply because they may not understand the content. The particularities of very young children’s experiences of, engagement with and understanding of media cannot be expected to necessarily relate solely, or even primarily, to the media content. As an alternative this thesis focuses on the relations between very young children and media in terms of their material and corporeal effects and in this respect how media interfaces, as part of infants’ and toddlers’ environments literally mediate very young children’s possibilities for perception and action within 21st century media saturated environments. By focusing on children from birth to three years of age and their contingent material, physical environments, this thesis presents a chronology of child-technology relations as mediated relations which is necessary to understand the effect of media (conventionally understood) on their lived experience. In adopting an interdisciplinary ecological approach which relies on Maurice Merleau-Ponty’s phenomenology (1962), Donald W. Winnicott’s psychoanalysis (1957, 1960) and Don Ihde’s post-phenomenology (1995), this thesis revolves around four central concepts: embodiment, transitional objects, holding spaces and both James Gibson’s (1982) and Donald Norman’s (1990) affordances to offer a complex understanding of the significance of media as material objects in the lives of infants and toddlers. In doing so, it argues that media effect infants and toddlers in ways that are specific to the media themselves, the particular time and place in which they emerge and are used, and to babies’ and toddlers’ situatedness and capacity to act within the world

    Digital Parentship Practices of Instructional Technology Faculty Members: A Case Study

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    The purpose of the current study was to understand the digital parentship practices of faculty members with an Instructional Technology (IT) major within a qualitative approach. The participants of the study comprised of 13 faculty members from the IT field of any university in Turkey and who has one or more children aged 0-6 years old. The IT academician, in their role as mother or father, participated in the interview process. As digital literates, the participants of the study possess knowledge and expertise in the potential opportunities that technology offer, and also the possible risks that they pose to children. The findings showed that the majority of the participants do not hesitate to allow their children to use screen technology from an early age (from as young as 6 months old) in order to free up time for themselves or to attend to their work. This implies that the participants utilize technology in order to facilitate the role of parenting, even though they may appreciate it is seen as inappropriate. However, the academician parents who took part in this study applied more restrictive mediation so as to limit their children’s exposure to technology due to their very young age and owing to the children’s inability at that age to understand the potential risks. The findings of the study provided information so as to help understand the digital parentship practices of parents from the technology field, and to make suggestions about parenting strategies for younger children

    Learning landscapes for universities: mapping the field [or] Beyond a seat in the lecture hall: a prolegemenon of learning landscapes in universities

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    This is the first in a series of project working papers. Its aim is to commence the development of a shared vocabulary so that visioning learning landscapes can be realised in the appropriate development of academic estate. The paper explores first, how the terminology of learning landscapes has been employed elsewhere. Secondly, its connections with university conceptualisations past and present are explored as this project aims to retain the strengths of traditional academic environments together with new designs. The impetus to its emergence is next reviewed , its constituent elements and any evidence of estates-related literature. Finally a definition is essayed. Includes an abbreviated version (p.11-14)
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