23,653 research outputs found

    A serious game for children with speech disorders and hearing problems

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    Tezin basılısı İstanbul Şehir Üniversitesi Kütüphanesi'ndedir.Speechimpedimentaffectingchildrenwithhearingdifficultiesandspeechdisordersrequires speech therapy and much practice to overcome. In fact, speech therapy via serious games gives an opportunity to children with speech disorders and hearing problems to overcome their problems. As far as children are more inclined to play games, so we intend to learn them by entertainments like serious games. In this thesis, we have designed and implemented a serious game that can be used both as a therapy and as a tool to measure the performance of children with speech impediments in which children will learn to speak specific words that they are expected to know before the age of 7. And then we will teach them how to make sentences. The game consists of three steps. The first step provides information for parents or therapists to decide if their child needs speech therapy or not. In the second step, the child starts to learn specific words while playing the game. The third step aims to measure the performance of the child and evaluate how much the child has learned at the end of the game. The game has an avatar which can be controlled by the child through speech, with the objective of moving the avatar around the environment to earn coins. The avatar is controlled by both voice commands such as Jump, Ahead, Back, Left, Right, and arrow keys of the keyboard. The child will be guided by an arrow during the game instead of getting help from a therapist or a teacher to guide the child to the next goal. This allows the child to practice longer hours, compared to clinical approaches under the supervision of a therapist, which are time-limited. Our preliminary performance measurements indicate an improvement of 40% for children who play our game at least 5 times and a specific period of time.Declaration of Authorship ii Abstract iv Öz v Acknowledgments vii List of Figures x List of Tables xi Abbreviations xii 1 Introduction 1 1.1 Introduction ................................... 1 1.1.1 Learning definition ........................... 1 1.1.2 Does gamification work? ........................ 2 1.2 Introduction to Serious Games: ........................ 4 1.2.1 What is serious games? ........................ 4 1.2.2 First Serious Game ........................... 5 1.2.3 Background on Serious Games .................... 5 1.3 Research Problems ............................... 7 1.4 Motivation.................................... 8 1.5 Research Contributions............................. 9 1.5.1 Research Publications ......................... 9 1.6 Thesis Outline ................................. 9 2 Background 11 2.1 Related Works ................................. 11 2.2 An overview of Serious Games in health ................... 13 2.3 Does speech therapy and language recovery work? .............. 14 2.4 A literature survey of serious games for speech disorder ........... 14 2.5 Main Characteristics of Into the Forest Game ................ 15 3 Proposed System 19 3.1 Game engine analysis .............................. 19 3.2 Avatar ...................................... 20 3.3 Proposed Game ................................. 21 4 Implementation 30 4.1 Preliminary Testing............................... 30 4.2 Testing ...................................... 32 5 Conclusion and Future Work 37 5.1 Conclusion.................................... 37 5.1.1 Future Work .............................. 38 Bibliography 3

    Use of nonintrusive sensor-based information and communication technology for real-world evidence for clinical trials in dementia

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    Cognitive function is an important end point of treatments in dementia clinical trials. Measuring cognitive function by standardized tests, however, is biased toward highly constrained environments (such as hospitals) in selected samples. Patient-powered real-world evidence using information and communication technology devices, including environmental and wearable sensors, may help to overcome these limitations. This position paper describes current and novel information and communication technology devices and algorithms to monitor behavior and function in people with prodromal and manifest stages of dementia continuously, and discusses clinical, technological, ethical, regulatory, and user-centered requirements for collecting real-world evidence in future randomized controlled trials. Challenges of data safety, quality, and privacy and regulatory requirements need to be addressed by future smart sensor technologies. When these requirements are satisfied, these technologies will provide access to truly user relevant outcomes and broader cohorts of participants than currently sampled in clinical trials

    Using multimedia interfaces for speech therapy

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    The potential of Serious Games to foster learning among children and adolescents with disabilities: A systematic review

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    Serious Games for children and adolescents with disabilities can enhance their learning and respond to their needs in an inclusive educational setting. The aim of this systematic review is to analyze the potential of Serious Games for children and young people with disabilities, thereby providing an overview of effective Serious Games for schools and practitioners in the field of inclusive education. For this purpose, a systematic review of empirical literature found in the database Education Resources Information Centre (ERIC) was conducted, applying a qualitative content analysis. Findings from the 21 reviewed quantitative and qualitative studies indicate that Serious Games provide effective support for achieving learning objectives in certain school subjects and facilitate optimal conditions for learning. We found that Serious Games have strong potential and can make an important contribution to the inclusion of children and adolescents with disabilities in school

    Functional near-infrared spectroscopy studies in children

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    Psychosomatic and developmental behavioral medicine in pediatrics has been the subject of significant recent attention, with infants, school-age children, and adolescents frequently presenting with psychosomatic, behavioral, and psychiatric symptoms. These may be a consequence of insecurity of attachment, reduced self-confidence, and peer -relationship conflicts during their developmental stages. Developmental cognitive neuroscience has revealed significant associations between specific brain lesions and particular cognitive dysfunctions. Thus, identifying the biological deficits underlying such cognitive dysfunction may provide new insights into therapeutic prospects for the management of those symptoms in children. Recent advances in noninvasive neuroimaging techniques, and especially functional near-infrared spectroscopy (NIRS), have contributed significant findings to the field of developmental cognitive neuroscience in pediatrics. We present here a comprehensive review of functional NIRS studies of children who have developed normally and of children with psychosomatic and behavioral disorders

    Toward emotional interactive videogames for children with autism spectrum disorder

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    Technology and videogames have been proven as motivating tools for working attention and complex communication skills, especially in children with autism spectrum disorder (ASD). In this work, we present two experiences that used interactive games for promoting communication and attention. The first game considers emotions in order to measure children’s attention, concentration and satisfaction, while the second uses tangible tabletops for fostering cognitive planning. The analysis of the results obtained allows to propose a new study integrating both, in which the tangible interactive game is complemented with the emotional trainer in a way that allows identifying and classifying children’s emotion with ASD when they collaborate to solve cognitively significant and contextualized challenges. The first application proposed is an emotional trainer application in which the child can work out the seven basic emotions (happiness, sadness, fear, disgust, anger, surprise and neutral). Further, a serious videogame is proposed: a 3D maze where the emotions can be captured. The second case study was carried out in a Special Education Center, where a set of activities for working cognitive planning was proposed. In this case, a tangible interactive tabletop was used to analyze, in students with ASD, how the communication processes with these interfaces affect to the attention, memory, successive and simultaneous processing that compose cognitive planning from the PASS model. The results of the first study, suggest that the autistic children did not act with previous planning, but they used their perception to adjust their actions a posteriori (that explains the higher number of collisions). On the second case study, the successive processing was not explored. The inclusion of the mazes of case study 1 to a semantic rich scenario could allow us to measure the prior planning and the emotions involved in the maze game. The new physiological sensors will also help to validate the emotions felt by the children. The first study has as objective the capability to imitate emotions and resolve a maze without semantic context. The second study organized all the actions from a semantic context close to users. The attention results presented by the second study are coherent with the first study and complement it showing that attention can be receptive or selective. In the first study case, the receptive attention was the focus of analysis. In the second case, both contributed to explain and understand how it can be developed from a videogame

    Effectiveness of Social Stories™ for children with Autism Spectrum Disorders

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    This study evaluated the effectiveness of Social Stories™ for children with Autism Spectrum Disorders (ASD), by beginning to address three serious methodological shortcomings in previous studies: (1) not using experimental research designs, (2) not isolating Social Stories™ as the sole independent variable, and (3) not following Gray\u27s guidelines for writing and presenting Social Stories™. This study also examined the minimum receptive language level required to benefit from Social Stories™. Fifteen boys with ASD, between the ages of 27 and 92 months, participated. Participants were divided into 4 groups based on their receptive language levels on the Mullen Scales of Early Learning. The mean receptive language levels for Groups 1 to 4 were 13.75,24.00, 31.50, and 45.25 months, respectively. A multiple baseline design was used for each group. Lead therapists were 13 mothers, 1 father, and 1 teacher. Data were analyzed using visual inspection. Three of the 4 participants in Group 4 demonstrated immediate, notable downward shifts in level in their respective, challenging target behaviours following intervention. By contrast, only 1 or 2 of the participants in Groups 1 to 3 demonstrated changes in their respective target behaviours following intervention. Thus, the changes in these groups could not be reliably attributed to the Social Stories™. The results provide support for the use of Social Stories™ to decrease challenging behaviours in most children with receptive language at or above the 37-month level, plus or minus a few months. The results also suggest that children\u27s receptive language is a reasonably good predictor of whether or not they will benefit from this intervention. Social validity of Social Stories™ was assessed using a modified version of the Treatment Evaluation Inventory Short Form. Most lead therapists considered Social Stories™ to be acceptable and effective, even for children who did not show behaviour change. Furthermore, child participants seemed to like this treatment. Recommendations are provided for parents, clinicians, and researchers

    An investigation of social skills training for pupils with autistic spectrum disorders within a mainstream school environment

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    Children with autistic spectrum disorders (ASD) are disadvantaged within a learning environment that is not conducive to their cognitive and learning styles (Mesibov and Howley, 2003): this is because they do not possess the necessary social, communication and thinking skills that are required for effective communication and learning to occur within the context of a complex learning environment such as a mainstream school. Indeed, the absence of these cognitive skills within a traditional teaching environment can actually represent a barrier to learning for children with ASD (Mesibov and Howley, 2003).The main aim of this study was to examine the effect of social skills training on pupils with ASD and determine whether or not the disadvantages of a mainstream education could be mitigated by social skills training; it was also important to establish which particular methods were the most effective within a normal classroom environment.The training material (IV) contained specific learning targets necessary for social functioning: the methodological framework used was predominantly experimental although some qualitative measures were included. Twelve secondary school pupils (two groups of 6) between the ages of 11 and 15 years took part in this study: the participants were matched as closely as possible in terms of intelligence quotients, attainment levels, gender and behavioural traits; the resulting pairs were then randomly assigned to either the treatment or control condition.A two-group research design was used with one group (Group A) comprising the experimental condition and the other (Group B) acting as a control. Two measuring points were used, Time I and Time 2; the first of these was baseline whilst the other was post intervention. The participants that took part in this study attended the same school which was based in the North East of England.The findings of the study revealed that there were marked differences between baseline measures and the intervention phase for the experimental group in the acquisition of the social skills targeted: these differences were statistically significant and applied to all eight dependent variables; on the other hand, the dependent measures for the control group or comparison remained relatively unchanged from baseline levels
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