36,155 research outputs found

    From the emotional integration to the cognitive construction: the developmental approach of Turtle Project in children with autism spectrum disorder

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    Background: Children with autism spectrum disorder show a deficit in neurobiological processes. This deficit hinders the development of intentional behavior and appropriate problem-solving, leading the child to implement repetitive and stereotyped behaviors and to have difficulties in reciprocal interactions, empathy and in the development of a theory of mind. The objective of this research is to verify the effectiveness of a relationship-based approach on the positive evolution of autistic symptoms. Method: A sample of 80 children with autism spectrum disorder was monitored during the first four years of therapy, through a clinical diagnostic assessment at the time of intake and then in two follow-up. Results: The results showed that through the Autism Diagnostic Observation Schedule it is possible to assess the socio-relational key elements on which the therapy is based. There was evidence, in fact, of significant improvements after two and four years of therapy, both for children with severe autistic symptoms and for those in autistic spectrum. Conclusions: Socio-relational aspects represent the primary element on which work in therapy with autistic children and can be considered as indicators of a positive evolution and prognosis that will produce improvements even in the cognitive are

    Orangulas: effect of scheduled visual enrichment on behavioral and endocrine aspects of a captive orangutan (Pongo pygmaeus)

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    Captivity may have adverse effects on captive great apes, as they spend much more of their time engaged in foraging and other activities in the wild. Enrichment interventions have the potential to alleviate the adverse effects of captivity by introducing novel stimuli. In orangutans (Pongo pygmaeus), interactive digital enrichment has proven effective at engaging users out of their own free will, in exchange for nothing but the experience. This article reports the results of scheduled visual enrichment in the form of “orangulas”—one-hour long videos of footage consisting mainly of open spaces in different environments, with which the pongid participant could engage at free will. The efficacy of the orangulas were measured with both behavioural and endocrine measurements, concluding that scheduled visual enrichment has the potential to improve the welfare of captive orangutans by providing novel stimuli in the context of largely stable environments

    Fictional Game Elements: Critical Perspectives on Gamification Design

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    Gamification has been widely accepted in the HCI community in the last few years. However, the current debate is focused on its short-term consequences, such as effectiveness and usefulness, while its side-effects, long-term criticalities and systemic impacts are rarely raised. This workshop will explore the gamification design space from a critical perspective, by using design fictions to help researchers reflect on the long-term consequences of their designs

    Living Without a Mobile Phone: An Autoethnography

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    This paper presents an autoethnography of my experiences living without a mobile phone. What started as an experiment motivated by a personal need to reduce stress, has resulted in two voluntary mobile phone breaks spread over nine years (i.e., 2002-2008 and 2014-2017). Conducting this autoethnography is the means to assess if the lack of having a phone has had any real impact in my life. Based on formative and summative analyses, four meaningful units or themes were identified (i.e., social relationships, everyday work, research career, and location and security), and judged using seven criteria for successful ethnography from existing literature. Furthermore, I discuss factors that allow me to make the choice of not having a mobile phone, as well as the relevance that the lessons gained from not having a mobile phone have on the lives of people who are involuntarily disconnected from communication infrastructures.Comment: 12 page

    Brainatwork: Logging Cognitive Engagement and Tasks in the Workplace Using Electroencephalography

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    Today's workplaces are dynamic and complex. Digital data sources such as email and video conferencing aim to support workers but also add to their burden of multitasking. Psychophysiological sensors such as Electroencephalography (EEG) can provide users with cues about their cognitive state. We introduce BrainAtWork, a workplace engagement and task logger which shows users their cognitive state while working on different tasks. In a lab study with eleven participants working on their own real-world tasks, we gathered 16 hours of EEG and PC logs which were labeled into three classes: central, peripheral and meta work. We evaluated the usability of BrainAtWork via questionnaires and interviews. We investigated the correlations between measured cognitive engagement from EEG and subjective responses from experience sampling probes. Using random forests classification, we show the feasibility of automatically labeling work tasks into work classes. We discuss how BrainAtWork can support workers on the long term through encouraging reflection and helping in task scheduling

    Investigating User Needs for Bio-sensing and Affective Wearables

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    Bio-sensing wearables are currently advancing to provide users with a lot of information about their physiological and affective states. However, relatively little is known about users' interest in acquiring, sharing and receiving this information and through which channels and modalities. To close this gap, we report on the results of an online survey (N=109) exploring principle aspects of the design space of wearables such as data types, contexts, feedback modalities and sharing behaviors. Results show that users are interested in obtaining physiological, emotional and cognitive data through modalities beyond traditional touchscreen output. Valence of the information, whether positive or negative affects the sharing behaviors

    Visualizing recommendations to support exploration, transparency and controllability

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    Research on recommender systems has traditionally focused on the development of algorithms to improve accuracy of recommendations. So far, little research has been done to enable user interaction with such systems as a basis to support exploration and control by end users. In this paper, we present our research on the use of information visualization techniques to interact with recommender systems. We investigated how information visualization can improve user understanding of the typically black-box rationale behind recommendations in order to increase their perceived relevance and meaning and to support exploration and user involvement in the recommendation process. Our study has been performed using TalkExplorer, an interactive visualization tool developed for attendees of academic conferences. The results of user studies performed at two conferences allowed us to obtain interesting insights to enhance user interfaces that integrate recommendation technology. More specifically, effectiveness and probability of item selection both increase when users are able to explore and interrelate multiple entities - i.e. items bookmarked by users, recommendations and tags. Copyright © 2013 ACM
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