79 research outputs found

    A Computer-Based Method to Improve the Spelling of Children with Dyslexia

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    In this paper we present a method which aims to improve the spelling of children with dyslexia through playful and targeted exercises. In contrast to previous approaches, our method does not use correct words or positive examples to follow, but presents the child a misspelled word as an exercise to solve. We created these training exercises on the basis of the linguistic knowledge extracted from the errors found in texts written by children with dyslexia. To test the effectiveness of this method in Spanish, we integrated the exercises in a game for iPad, DysEggxia (Piruletras in Spanish), and carried out a within-subject experiment. During eight weeks, 48 children played either DysEggxia or Word Search, which is another word game. We conducted tests and questionnaires at the beginning of the study, after four weeks when the games were switched, and at the end of the study. The children who played DysEggxia for four weeks in a row had significantly less writing errors in the tests that after playing Word Search for the same time. This provides evidence that error-based exercises presented in a tablet help children with dyslexia improve their spelling skills.Comment: 8 pages, ASSETS'14, October 20-22, 2014, Rochester, NY, US

    The effects of evidence type on online health headline selection – A moderation of thinking style

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    The acquisition of health information is conducive to promoting the public's health literacy and improving citizens' health. The display of online health information features an entering page that lists headlines hyperlinked to health article pages. Among the various techniques that help increase headline effectiveness, this study was particularly interested in evidence type (anecdotal type/numerical) and investigated how it influenced headline selection in the form of fixation and clicking and considered thinking styles as a possible moderator. Based on an eyetracking experiment, this study found that participants were more likely to click on numerical headline than anecdotal headline. In addition, message credibility had moderating effects on the relationship between evidence type and fixation and that between evidence type and clicking count. The findings provide useful implications for creating effective online headlines in the health domain and enrich our understanding of how information characteristics affect information selection

    Screening dyslexia for English using HCI measures and machine learning

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    More than 10% of the population has dyslexia, and most are diagnosed only after they fail in school. This work seeks to change this through early detection via machine learning models that predict dyslexia by observing how people interact with a linguistic computer-based game. We designed items of the game taking into account (i) the empirical linguistic analysis of the errors that people with dyslexia make, and (ii) specific cognitive skills related to dyslexia: Language Skills, Working Memory, Executive Functions, and Perceptual Processes. . Using measures derived from the game, we conducted an experiment with 267 children and adults in order to train a statistical model that predicts readers with and without dyslexia using measures derived from the game. The model was trained and evaluated in a 10-fold cross experiment, reaching 84.62% accuracy using the most informative features.Peer ReviewedPostprint (author's final draft

    Data Portraits and Intermediary Topics: Encouraging Exploration of Politically Diverse Profiles

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    In micro-blogging platforms, people connect and interact with others. However, due to cognitive biases, they tend to interact with like-minded people and read agreeable information only. Many efforts to make people connect with those who think differently have not worked well. In this paper, we hypothesize, first, that previous approaches have not worked because they have been direct -- they have tried to explicitly connect people with those having opposing views on sensitive issues. Second, that neither recommendation or presentation of information by themselves are enough to encourage behavioral change. We propose a platform that mixes a recommender algorithm and a visualization-based user interface to explore recommendations. It recommends politically diverse profiles in terms of distance of latent topics, and displays those recommendations in a visual representation of each user's personal content. We performed an "in the wild" evaluation of this platform, and found that people explored more recommendations when using a biased algorithm instead of ours. In line with our hypothesis, we also found that the mixture of our recommender algorithm and our user interface, allowed politically interested users to exhibit an unbiased exploration of the recommended profiles. Finally, our results contribute insights in two aspects: first, which individual differences are important when designing platforms aimed at behavioral change; and second, which algorithms and user interfaces should be mixed to help users avoid cognitive mechanisms that lead to biased behavior.Comment: 12 pages, 7 figures. To be presented at ACM Intelligent User Interfaces 201

    Visuo-spatial attention and reading abilities: an action game prototype for dyslexic children

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    The ability to play action videogames – not directly related to phonological or orthographic training – seems to be a teaching tool able to intervene specifically on spatial attention and drastically improve the reading skills of dyslexic children. The MADRIGALE project aims at the design and development of an action game, simultaneously involving both phonological and attention training in order to adapt educational game strategies for special needs. Within the MADRIGALE project, the design of the prototype was presented at the International Conference on Intelligent Networking and Collaborative Systems, while an experimentation about educational effectiveness of the prototype, conducted using ‘Prove MT2’ as a benchmarking tool for measuring accuracy and speed of reading, was published in the International Journal of Emerging Technologies in Learning (iJET). This paper is an extension of the work presented in SIREM – SIEL 2014 Conference, and presents the results of a Game Evaluation Sheet administered to 50 primary school teachers with experience of dyslexic student

    The Effects of Font Type on Reading Accuracy and Fluency in Japanese Children with Developmental Dyslexia

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    We administered rapid reading tasks in Japanese children (32 with typical development and 24 with developmental dyslexia), and investigated the effects of two different font types: Rounded-Gothic and Mincho style font. In the experiment, we used four kinds of stimuli: two scripts (paragraphs and random kana character non-words) in two font types (Rounded-Gothic and Mincho style font). In this experiment, the duration time, the number of errors and the number of self-corrections were measured during reading. Participants were asked which font type was easier to read. There was no significant difference in the duration time, the number of errors and the number of self-corrections between two types of fonts among the 56 participants. On the other hand, regarding subjective readability, the developmental dyslexia group reported that the Rounded-Gothic font was easier to read. There was a difference between objective and subjective readability. In this study, there was no difference in reading performance of Rounded-Gothic and Mincho style fonts in Japanese children with developmental dyslexia

    Curating for Accessibility

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    Accessibility of research data to disabled users has received scant attention in literature and practice. In this paper we briefly survey the current state of accessibility for research data and suggest some first steps that repositories should take to make their holdings more accessible. We then describe in depth how those steps were implemented at the Qualitative Data Repository (QDR), a domain repository for qualitative social-science data. The paper discusses accessibility testing and improvements on the repository and its underlying software, changes to the curation process to improve accessibility, as well as efforts to retroactively improve the accessibility of existing collections. We conclude by describing key lessons learned during this process as well as next steps

    DYSLEXIA TYPEFACE: DOES IT AFFECT READING FLUENCY?

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    There are different approaches used to reduce reading skills deficits. One such approach, which belongs to the group of visual adaptations, is to change the font used in the texts. The main research goal is to assess the level of reading success in people with dyslexia (reading difficulties) by using a specialized Cyrillic font - Dyslexic FZF. The research was conducted on 24 persons with dyslexia from North Macedonia and obtained data about oral reading fluency and reading lists of meaningful and meaningless words with the Dyslexic FZF font and the font Times New Roman. The data of the two consecutive readings were compared. Results suggest that when using the new dyslexia typeface, Dyslexic FZF, participants were able to read more words per minute than with the Times New Roman font. A statistically significant difference in the results occurs in the errors made while reading

    The effect of a specialized dyslexia font, OpenDyslexic, on reading rate and accuracy

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    A single-subject alternating treatment design was used to investigate the extent to which a specialized dyslexia font, OpenDyslexic, impacted reading rate or accuracy compared to two commonly used fonts when used with elementary students identified as having dyslexia. OpenDyslexic was compared to Arial and Times New Roman in three reading tasks: (a) letter naming, (b) word reading, and (c) nonsense word reading. Data were analyzed through visual analysis and improvement rate difference, a nonparametric measure of nonoverlap for comparing treatments. Results from this alternating treatment experiment show no improvement in reading rate or accuracy for individual students with dyslexia, as well as the group as a whole. While some students commented that the font was "new" or "different", none of the participants reported preferring to read material presented in that font. These results indicate there may be no benefit for translating print materials to this font

    Towards the First Dyslexic Font in Russian

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    Texts comprise a large part of visual information that we process every day, so one of the tasks of language science is to make them more accessible. However, often the text design process is focused on the font size, but not on its type; which might be crucial especially for the people with reading disabilities. The current paper represents a study on text accessibility and the first attempt to create a research-based accessible font for Cyrillic letters. This resulted in the dyslexic-specific font, LexiaD. Its design rests on the reduction of interletter similarity of the Russian alphabet. In evaluation stage, dyslexic and non-dyslexic children were asked to read sentences from the Children version of the Russian Sentence Corpus. We tested the readability of LexiaD compared to PT Sans and PT Serif fonts. The results showed that all children had some advantage in letter feature extraction and information integration while reading in LexiaD, but lexical access was improved when sentences were rendered in PT Sans or PT Serif. Therefore, in several aspects, LexiaD proved to be faster to read and could be recommended to use by dyslexics who have visual deficiency or those who struggle with text understanding resulting in re-reading.Peer reviewe
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