5,485 research outputs found

    Bringing tabletop technologies to kindergarten children

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    Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype

    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 field. 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

    Augmented Reality Meets Tangibility: A New Approach for Early Childhood Education

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    Augmented Reality (AR) has been recognised as one of the promising technologies for the gaming industry. In this study, the authors intend to apply AR technology to develop an interactive educational game. This paper presents an AR featured educational game specifically designed for 4-7 years old pre-school children. The principal objective of this game is to enable children to learn various abstract concepts, such as colour mixing, mathematics and 2D-3D geometrical shape recognition. This game allows users to interact with both onscreen (intangible) and physical objects (tangible) at the same time; different interaction forms including the touch screen (click) and AR game (rotate) are designed for better interaction with the real world and learning. This paper focuses on the details of the design and interactive behaviour. Furthermore, beyond the needs of children, this game also serves for parents through the Token Economy method; parents can control the kids’ contacting time with portable devices, and track and modify their everyday learning patterns. A pilot study implementing mix method was used to gather user’s feedback is also described in this paper

    Adaptive Augmented Reality Serious Game to Foster Problem Solving Skills

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    This paper describes the design of an adaptive intelligent augmented reality serious game which aims to foster problem solving skills in young learners. Studies show that our students lack computational thinking skills in high school, which raises the need to establish new methods to develop these skills in our younger learners. We believe that problem solving skills are the fundamental skills of computational thinking and are critical for STEM, in addition to a broad range of other fields. Therefore we decided to focus on those meta-cognitive skills acquired to foster problem solving, such as strategic knowledge. The game described in this paper provides a unique adaptive learning environment that aims to develop learners’ meta-cognitive skills by utilizing augmented reality technology, believable pedagogical agents and intelligent tutoring modules. It offers a great user experience and entertainment which we hope will encourage learners to invest more time in the learning process. This paper describes the architecture and design of the game from the viewpoint of educational pedagogies and frameworks for serious game design

    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

    Developmentally appropriate guidelines for technology augmented pre-schooler toys

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    Kim To Tse investigated the concerns in creating developmentally appropriate technology augmented pre-schooler toys. He found that parents and child development specialists care for pre-schoolers from different angles. His research outcomes advocate and support the vision of healthy implementation of technology in early childhood while sustaining the toy industry

    Substitutional reality:using the physical environment to design virtual reality experiences

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    Experiencing Virtual Reality in domestic and other uncontrolled settings is challenging due to the presence of physical objects and furniture that are not usually defined in the Virtual Environment. To address this challenge, we explore the concept of Substitutional Reality in the context of Virtual Reality: a class of Virtual Environments where every physical object surrounding a user is paired, with some degree of discrepancy, to a virtual counterpart. We present a model of potential substitutions and validate it in two user studies. In the first study we investigated factors that affect participants' suspension of disbelief and ease of use. We systematically altered the virtual representation of a physical object and recorded responses from 20 participants. The second study investigated users' levels of engagement as the physical proxy for a virtual object varied. From the results, we derive a set of guidelines for the design of future Substitutional Reality experiences

    Our digital children

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    The power relationship between adults and children in the West is shifting. Factors of age and life experience are becoming counterbalanced by children’s affinity for burgeoning developments in digital technology, where skills developed in online gaming and social media provide a strong foundation for knowledge economy occupations. The implications for parenting, schooling and society are immense. This paper summarises the current debate on issues around children’s use of digital devices and social media. It argues that for many parents a lack of familiarity and understanding creates anxieties and impairs them from helping their children realise the opportunities for social, moral and economic development afforded by the new technologies. Schools have a leading role to play but are hampered by teachers’ technical skills and confidence to innovate. The paper concludes with recommendations for a proactive approach to yield benefits for both children and adults
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