54 research outputs found

    Touch or Touchless? Evaluating Usability of Interactive Displays for Persons with Autistic Spectrum Disorders

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    Interactive public displays have been exploited and studied for engaging interaction in several previous studies. In this context, applications have been focused on supporting learning or entertainment activities, specifically designed for people with special needs. This includes, for example, those with Autism Spectrum Disorders (ASD). In this paper, we present a comparison study aimed at understanding the difference in terms of usability, effectiveness, and enjoyment perceived by users with ASD between two interaction modalities usually supported by interactive displays: touch-based and touchless gestural interaction. We present the outcomes of a within-subject setup involving 8 ASD users (age 18-25 y.o., IQ 40-60), based on the use of two similar user interfaces, differing only by the interaction modality. We show that touch interaction provides higher usability level and results in more effective actions, although touchless interaction is more effective in terms of enjoyment and engagemen

    A huggable, mobile robot for developmental disorder interventions in a multi-modal interaction space

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    We propose a new emotional, huggable, mobile, and configurable robot (Teo), which can address some of the still open therapeutic needs in the treatment of Developmental Disability (DD). Teo has been designed in partnership with a team of DD specialists, and it is meant to be used as an efficient and easy-to-use tool for caregivers. Teo is integrated with virtual worlds shown on large displays or projections and with external motion sensing devices to support various forms of full-body interaction and to engage DD persons in a variety of play activities that blend the digital and physical world and can be fully customized by therapists to meet the requirements of each single subject. Exploratory studies have been performed at two rehabilitation centres to investigate the potential of our approach. The positive results of these studies pinpoint that our system endeavors promising opportunities to offer new forms of interventions for DD people

    Agency in mid-air interfaces

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    Touchless interfaces allow users to view, control and manipulate digital content without physically touching an interface. They are being explored in a wide range of application scenarios from medical surgery to car dashboard controllers. One aspect of touchless interaction that has not been explored to date is the Sense of Agency (SoA). The SoA refers to the subjective experience of voluntary control over actions in the external world. In this paper, we investigated the SoA in touchless systems using the intentional binding paradigm. We first compare touchless systems with physical interactions and then augmented different types of haptic feedback to explore how different outcome modalities influence users’ SoA. From our experiments, we demonstrated that an intentional binding effect is observed in both physical and touchless interactions with no statistical difference. Additionally, we found that haptic and auditory feedback help to increase SoA compared with visual feedback in touchless interfaces. We discuss these findings and identify design opportunities that take agency into consideration

    Motion-based technology to support motor skills screening in developing children: A scoping review

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    Background. Acquiring motor skills is fundamental for children's development since it is linked to cognitive development. However, access to early detection of motor development delays is limited. Aim. This review explores the use and potential of motion-based technology (MBT) as a complement to support and increase access to motor screening in developing children. Methods. Six databases were searched following the PRISMA guidelines to search, select, and assess relevant works where MBT recognised the execution of children's motor skills. Results. 164 studies were analysed to understand the type of MBT used, the motor skills detected, the purpose of using MBT and the age group targeted. Conclusions. There is a gap in the literature aiming to integrate MBT in motor skills development screening and assessment processes. Depth sensors are the prevailing technology offering the largest detection range for children from age 2. Nonetheless, the motor skills detected by MBT represent about half of the motor skills usually observed to screen and assess motor development. Overall, research in this field is underexplored. The use of multimodal approaches, combining various motion-based sensors, may support professionals in the health domain and increase access to early detection programmes.Funding for open access charge: Universidad de Málaga / CBUA

    Interactive Games Using Hand-Eye Coordination Method for Autistic Children Therapy

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    Recent studies have found that imbalanced motor skills (hand-eye coordination) among autism spectrum disorder (ASD) or autistic children cause lower efficiency in daily routines. Autistic children need long-term rehabilitation programs to improve their abilities. However, problems with a lack of motivation to participate in conventional therapy and the high cost of therapy sessions arise over time. Autism children need to do repetitive activities every time therapy sessions been done. Repetitive activities cause children having less interest to participate ongoing therapy sessions. Other than that, the therapy process usually requires a long time to be implemented that cause the relatively high cost had to be paid by the patient's family. The use of technology is seen more effective and less boring for child with autism. However, the use of games technology require gamer to hold game controller. Proposals for motion-based touchless games using NUI technology, such as the Kinect Xbox 360, to be used in rehabilitation are exciting for patients, but the design elements do not meet the requirements of autistic people. Hence, this research proposes a Kinect game based on design elements for autistic rehabilitation. The objective of this research is to identify symptom of eye-hand coordination problem and develop serious game using Kinect technology as the solution for the problem faced by autism children. This technology provides a low-budget solution costs of therapy and games base on 3D sensor without the use of control equipment which must be hold or touch by hand. Moreover, Kinect does not need a controller or additional body-worn attachment during play time. A game prototype was developed and measured, and an evaluation resulted in positive feedback from the user and therapists, thus meeting the objective of this study

    Augmented reality for children with Autism Spectrum Disorder - A systematic review

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    This article collects and analyzes information from various authors dedicated to the investigation of Information and Communication Technologies (ICTs) and in particular Augmented Reality (AR) in the treatment of children with Autism Spectrum Disorder (ASD). RA has ventured into the generation of different cognitive and emotional skills in children diagnosed with this disorder. Descriptive research was used for this study, through bibliographic review.Laboratorio de Investigación en Nuevas Tecnologías Informática

    Exploring whole body interaction and design for museums

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    Museums increasingly use digital technology to enhance exhibition experiences for families, notably in relation to physically mediated installations for young children through natural user interfaces. Yet little is known about how families and children engage with such installations and the kinds of interactive experiences they engender in museum spaces. This paper addresses a pressing need for research to adopt an analytical focus on the body during such digitally mediated interactions in order to understand how bodily interaction contributes to meaning making in the museum context. It reports an observation study of families and children interacting with a whole-body interface (using Kinect) in the context of an installation in a museum exhibit on rare Chinese paintings. The study shows how the installation design engenders particular forms of bodily interaction, collaboration and meaning making. It also contributes design insights into whole-body interaction installations in museums and public spaces

    Exploring whole body interaction and design for museums

    Get PDF
    Museums increasingly use digital technology to enhance exhibition experiences for families, notably in relation to physically mediated installations for young children through natural user interfaces. Yet little is known about how families and children engage with such installations and the kinds of interactive experiences they engender in museum spaces. This paper addresses a pressing need for research to adopt an analytical focus on the body during such digitally mediated interactions in order to understand how bodily interaction contributes to meaning making in the museum context. It reports an observation study of families and children interacting with a whole-body interface (using Kinect) in the context of an installation in a museum exhibit on rare Chinese paintings. The study shows how the installation design engenders particular forms of bodily interaction, collaboration and meaning making. It also contributes design insights into whole-body interaction installations in museums and public spaces
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