1,585 research outputs found

    Children’s storytelling in virtual worlds: a critique

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    "In this chapter, we offer a critique of the growing use of virtual worlds for children, particularly as tools to teach children the basic elements of storytelling: language, narrative, the creative imagination, and generativity in applying learned skills. We argue that virtual storytelling is not like other forms of storytelling, particularly for children, who are still developing these abilities. There is evidence that digital storytelling through virtual worlds lacks many of the positive aspects of non-digital storytelling, and may even inhibit the development of imagination in children. In this chapter, we review the literature on children and virtual worlds, focusing on the importance and development of the creative imagination in children. We discuss the visualization hypothesis – a theory that was developed to explain how television produces a reductive effect on the imagination because it presents the user with ready-made visual images – and generalize it to new media, including virtual worlds. We posit the ‘displacement hypothesis’, which states that when manufactured content is supplied ready-made to the individual, then it displaces the creative and imaginative processes that the individual would otherwise supply for him or herself. The more immersive the medium, the more psychological dimensions are captured by this displacement – such as sound, the visual, narrative content, time, space, physical presence – the more reductive are the effects on the individual’s imagination. We conclude that further research is needed in order to determine the long-term effects of virtual worlds on child development, and that in the meantime virtual worlds are an inappropriate medium for children’s storytelling." (From publisher description)Peer reviewe

    Developing an Ecologically Valid Measure of Creativity for Children with Autism Spectrum Disorders

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    Overview: The subject of this thesis is creativity in Autism Spectrum Disorders (ASD). Part 1 provides a literature review of studies measuring creative thinking and the quality of creative ideas in children and adults with ASD. Both meta-analytic and narrative techniques are used to synthesise a profile of creativity in ASD. Recommendations are made to address the methodological limitations of the studies and more comprehensively and validly study creative performance in individuals with ASD. Part 2 presents an empirical paper describing the development and piloting of a new ecologically valid measure of creativity in children with ASD. Three tasks are investigated in relation to their psychometric properties: interrater and test-retest reliability; criterion and construct validity; and measure acceptability. Preliminary between-group comparisons are made to explore creative performance in children with and without ASD and observe how task conditions moderate these effects. A critical appraisal of the research project is put forward in Part 3. It offers a number of reflections on the process of developing the creativity tasks and scoring criteria as well as expanding upon limitations of the study. Further, it considers broader conceptual themes relating to research in the fields of creativity and ASD and the parallels with engaging in a creative research process. Finally, recommendations for future development of the task battery are made

    TouchStory: Interactive Software Designed to Assist Children with Autism to Understand Narrative

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    The work described in this thesis falls under the umbrella of the Aurora project (Aurora 2000). Aurora is a long-term research project which, through diverse studies, investigates the potential enhancement of the everyday lives of children with autism through the use of robots, and other interactive systems, in playful contexts. Autism is a lifelong pervasive disability which affects social interaction and communication. Importantly for this thesis, children with autism exhibit a deficit in narrative comprehension which adversely impacts their social world. The research agenda addressed by this thesis was to develop an interactive software system which promotes an understanding of narrative structure (and thus the social world) while addressing the needs of individual children. The conceptual approach developed was to break down narrative into proto-narrative components and address these components individually through the introduction of simple game-like tasks, called t-stories, presented in a human-computer interaction context. The overarching hypothesis addressed was that it is possible to help children with autism to improve their narrative skills by addressing proto-narrative components independently. An interactive software system called TouchStory was developed to present t-stories to children with autism. Following knowledge of the characteristics and preferences of this group of learners TouchStory maintained strong analogies with the concrete, physical world. The design approach was to keep things simple, introducing features only if necessary to provide a focussed and enjoyable game. TouchStory uses a touch-sensitive screen as the interaction device as it affords immediate direct manipulation of the t-story components. Socially mediated methods of requirements elicitation and software evaluation (such as focus groups, thinking aloud protocols, or intergenerational design teams) are not appropriate for use with children with autism who are not socially oriented and, in the case of children with ‗lower functioning‘ autism, may have very few words or no productive language. Therefore a new strategy was developed to achieve an inclusive, child-centred design; this was to interleave prototype development with evaluation over several long-term trials. The trials were carried out in the participants‘ own school environments to provide an ecologically valid contextual enquiry. In the first trial 18 participants were each seen individually once. The second and third trials were extended studies of 12 and 20 school visits with 12 and 6 participants respectively; each participant was seen individually on each school visit, provided that the participant was at school on the day of the visit. Evaluation was carried out on the basis of video recordings of the sessions and software logs of the on-screen interactions. Individual learning needs were addressed by adapting the set of t-stories presented to the participant on the basis of success during recent sessions. No ordering of difficulty among the proto-narrative categories could be known a priori for any individual child, and may vary from child to child. Therefore the intention was to gradually, over multiple sessions, increase the proportion of t-stories from proto-narrative categories which the individual participant found challenging, while retaining sufficient scope for the expression of skills already mastered for the session to be enjoyable and rewarding. The adaptation of the software was achieved by introducing a simple adaptive formula, evaluating it over successive long terms trials, and increasing the complexity of the formula only where necessary. Results indicate that individual participants found the interactive presentation of the simple game-like tasks engaging, even after repeated exposures on as many as 20 occasions. The adaptive formula developed in this study did, for engaged participants, focus on the proto-narrative categories which the participant needed to practice but was likely to succeed; that is it did target an effective learning zone. While little evidence was seen of learning with respect to the fully developed narratives encountered in everyday life, results strongly suggest that some participants were actively engaged in self-directed, curiosity-driven activity that functioned as learning in that they were able to transfer knowledge about the appropriateness of particular responses to previously unseen t-stories. This thesis was driven by the needs of children with autism; contributions are made in a number of cognate areas. A conceptual contribution was made by the introduction of the proto-narrative concept which was shown to identify narrative deficits in children with autism and to form a basis for learning. A contribution was made to computational adaptation by the development of a novel adaptive formula which was shown to present a challenging experience while maintaining sufficient predictability and opportunities for the expression of skills already mastered to provide a comfortable experience for children with autism. A contribution was made to software development by showing that children with autism may be included in the design process through iterative development combined with long term trials. A contribution was made to assistive technology by demonstrating that simplicity together with evaluation over long term trials engages children with autism and is a route to inclusion. We cannot expect any magic fixes for children with autism, progress will be made by small steps; this thesis forms a small but significant contribution

    Exploring expressive augmented reality: The fing AR puppet system for social pretend play

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    We present “FingAR Puppet”, an Augmented Reality (AR) system enhancing social pretend play by young children. Un-like goal-oriented AR systems that augment reality with in-formative instructions, FingAR Puppet helps children asso-ciate expressive interpretations with immediate reality. Em-pirical results show that FingAR Puppet promotes reasoning about emotional states, communication and divergent think-ing during social pretend play for children 4-6 years old. We suggest that this study opens an interesting space for future AR systems to support complex cognitive and social devel-opment in early childhood. We also identify broader implica-tions from using theories of cognitive development to guide the design of tangible and augmented interactions

    Untangling the complexity of designing tools to support tangible and digital intercultural story telling in troubled times: a case in point

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    In this paper, we present a descriptive case study of the Mobeybou materials, a kit of tangible and digital tools aimed at offering young children opportunities to read, create and share intercultural stories. The tools comprise a set of story apps that present interactive, multimodal and intercultural stories for children to make meanings with, a digital manipulative (DM) and a storyMaker (a digital replication of the DM) that offer the possibility for embodied, collaborative and creative construction of stories by the children them- selves. After presenting the materials, we describe how they evolved as an interface of convergence of several complementary theories. By doing this, our major intention is to contribute to the understanding that the design of tools and technologies aimed at creating meaningful and inclusive opportunities for digital story telling in troubled times is a complex, de- manding endeavour, but can also be a powerful tool to address the complexities of the troubled times we are living in.This work has been financed by national funds through the Portuguese Foundation for Science and Technology (FCT) - and by the European Regional Development Fund (ERDF) through the Competitiveness and Internationalization Operational Program under the reference POCI/01/0145/FEDER/032580. As well as by CIEd – Research Centre on Education, Institute of Education, University of Minho, projects UIDB/01661/2020 and UIDP/01661/2020, through national funds of FCT/MCTES-PT

    Personality factors and acceptability of socially assistive robotics in teachers with and without specialized training for children with disability

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    Personality factors can be predictors of acceptability and intention to use new technologies, especially regarding education and care fields in the whole lifespan. The aim of this study was to evaluate the predictive factors and attitudes of curricular and specialized teachers towards socially assistive robotics and the intention to use robots in teaching activities. In our research, we investigated the impact of the personality factors measured with the Big Five Questionnaire, on acceptability questionnaires derived by Eurobarometer and by the model Unified Theory of the Acceptance and Use of Technology (UTAUT), administered respectively before and after showing the possible uses of the robot NAO in education and teaching. The study was conducted in four schools, participants were 114 teachers (52.07 ± 8.22), aged 26 to 68 years, of the primary and middle school level. The results highlight the primary role of the personality factors Openness to Experience and Extraversion for promoting the acceptability and reduce the prejudicial reject regarding the use of educational and assistive robotic technologies. In conclusion, for using at best robotics in education, teachers need to receive appropriate training - also on the basis of their attitudes and personality traits - to learn how to plan their educational activities integrating the robotics tool

    Tangible user interfaces and social interaction in children with autism

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    Tangible User Interfaces (TUIs) offer the potential for new modes of social interaction for children with Autism Spectrum Conditions (ASC). Familiar objects that are embedded with digital technology may help children with autism understand the actions of others by providing feedback that is logical and predictable. Objects that move, playback sound or create sound – thus repeating programmed effects – offer an exciting way for children to investigate objects and their effects. This thesis presents three studies of children with autism interacting with objects augmented with digital technology. Study one looked at Topobo, a construction toy augmented with kinetic memory. Children played with Topobo in groups of three of either Typically Developing (TD) or ASC children. The children were given a construction task, and were also allowed to play with the construction sets with no task. Topobo in the task condition showed an overall significant effect for more onlooker, cooperative, parallel, and less solitary behaviour. For ASC children significantly less solitary and more parallel behaviour was recorded than other play states. In study two, an Augmented Knights Castle (AKC) playset was presented to children with ASC. The task condition was extended to allow children to configure the playset with sound. A significant effect in a small sample was found for configuration of the AKC, leading to less solitary behaviour, and more cooperative behaviour. Compared to non-digital play, the AKC showed reduction of solitary behaviour because of augmentation. Qualitative analysis showed further differences in learning phase, user content, behaviour oriented to other children, and system responsiveness. Tangible musical blocks (‘d-touch’) in study three focused on the task. TD and ASC children were presented with a guided/non-guided task in pairs, to isolate effects of augmentation. Significant effects were found for an increase in cooperative symbolic play in the guided condition, and more solitary functional play was found in the unguided condition. Qualitative analysis highlighted differences in understanding blocks and block representation, exploratory and expressive play, understanding of shared space and understanding of the system. These studies suggest that the structure of the task conducted with TUIs may be an important factor for children’s use. When the task is undefined, play tends to lose structure and the benefits of TUIs decline. Tangible technology needs to be used in an appropriately structured manner with close coupling (the distance between digital housing and digital effect), and works best when objects are presented in familiar form

    Technology to Increase Peer Interactions in Preschool

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    Adding technology to the preschool classroom without interfering with social interactions is a dilemma for educators. Peer interactions are an important developmental goal in preschool age students. Increased pressure to include technology in education at earlier ages is often viewed as a hindrance to social interactions in play-based curriculum, with many educators feeling unprepared in the methods to incorporate technology. The goal of this literature review is to analyze current research to discover methods that can increase social interactions among peers with the addition of technology tools in the preschool classroom. This review looked at forty-seven studies of social interactions in children and technology uses in classrooms. Examination of this research showed the importance of social interactions, the barriers for adding technology in early childhood classrooms, and techniques in which technology use been used to show social benefits. The research demonstrates that technology has the potential to increase social interactions among preschool peers. Based on these findings, it is recommended that educators receive ongoing professional development in methods of adding technology into the social curriculum. Further research is needed to develop the most effect procedures for educator education

    ENGAGEMENT RECOGNITION WITHIN ROBOT-ASSISTED AUTISM THERAPY

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    Autism is a neurodevelopmental condition typically diagnosed in early childhood, which is characterized by challenges in using language and understanding abstract concepts, effective communication, and building social relationships. The utilization of social robots in autism therapy represents a significant area of research. An increasing number of studies explore the use of social robots as mediators between therapists and children diagnosed with autism. Assessing a child’s engagement can enhance the effectiveness of robot-assisted interventions while also providing an objective metric for later analysis. The thesis begins with a comprehensive multiple-session study involving 11 children diagnosed with autism and Attention Deficit Hyperactivity Disorder (ADHD). This study employs multi-purposeful robot activities designed to target various aspects of autism. The study yields both quantitative and qualitative findings based on four behavioural measures that were obtained from video recordings of the sessions. Statistical analysis reveals that adaptive therapy provides a longer engagement duration as compared to non-adaptive therapy sessions. Engagement is a key element in evaluating autism therapy sessions that are needed for acquiring knowledge and practising new skills necessary for social and cognitive development. With the aim to create an engagement recognition model, this research work also involves the manual labelling of collected videos to generate a QAMQOR dataset. This dataset comprises 194 therapy sessions, spanning over 48 hours of video recordings. Additionally, it includes demographic information for 34 children diagnosed with ASD. It is important to note that videos of 23 children with autism were collected from previous records. The QAMQOR dataset was evaluated using standard machine learning and deep learning approaches. However, the development of an accurate engagement recognition model remains challenging due to the unique personal characteristics of each individual with autism. In order to address this challenge and improve recognition accuracy, this PhD work also explores a data-driven model using transfer learning techniques. Our study contributes to addressing the challenges faced by machine learning in recognizing engagement among children with autism, such as diverse engagement activities, multimodal raw data, and the resources and time required for data collection. This research work contributes to the growing field of using social robots in autism therapy by illuminating an understanding of the importance of adaptive therapy and providing valuable insights into engagement recognition. The findings serve as a foundation for further advancements in personalized and effective robot-assisted interventions for individuals with autism
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