5,259 research outputs found

    The Key Artificial Intelligence Technologies in Early Childhood Education: A Review

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    Artificial Intelligence (AI) technologies have been applied in various domains, including early childhood education (ECE). Integration of AI educational technology is a recent significant trend in ECE. Currently, there are more and more studies of AI in ECE. To date, there is a lack of survey articles that discuss the studies of AI in ECE. In this paper, we provide an up-to-date and in-depth overview of the key AI technologies in ECE that provides a historical perspective, summarizes the representative works, outlines open questions, discusses the trends and challenges through a detailed bibliometric analysis, and provides insightful recommendations for future research. We mainly discuss the studies that apply AI-based robots and AI technologies to ECE, including improving the social interaction of children with an autism spectrum disorder. This paper significantly contributes to provide an up-to-date and in-depth survey that is suitable as introductory material for beginners to AI in ECE, as well as supplementary material for advanced users.Comment: 39 pages, 9 figures, 4 table

    Speech-Gesture Mapping and Engagement Evaluation in Human Robot Interaction

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    A robot needs contextual awareness, effective speech production and complementing non-verbal gestures for successful communication in society. In this paper, we present our end-to-end system that tries to enhance the effectiveness of non-verbal gestures. For achieving this, we identified prominently used gestures in performances by TED speakers and mapped them to their corresponding speech context and modulated speech based upon the attention of the listener. The proposed method utilized Convolutional Pose Machine [4] to detect the human gesture. Dominant gestures of TED speakers were used for learning the gesture-to-speech mapping. The speeches by them were used for training the model. We also evaluated the engagement of the robot with people by conducting a social survey. The effectiveness of the performance was monitored by the robot and it self-improvised its speech pattern on the basis of the attention level of the audience, which was calculated using visual feedback from the camera. The effectiveness of interaction as well as the decisions made during improvisation was further evaluated based on the head-pose detection and interaction survey.Comment: 8 pages, 9 figures, Under review in IRC 201

    Robots and autistic children: a review

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    In accordance with the advancement in robotics and the scholarly literature, the extents of utilizing robots for autistic children are widened and could be a promising method for individual with Autism Spectrum Disorder (ASD) treatments, where the different form of robot (humanoid, non-humanoid, animal-like, toy, and kits) can be employed effectively as a support tool to augment the learning skills and rehabilitate of the individual with Autism Spectrum Disorder (ASD). Thus, the robots were exploited for ASD children in different aspects namely; modelling, teaching, and skills practicing; testing, highlighting and evaluating; providing feedback or encouragement; join Attention; eliciting social behaviours; emotion recognition and expression; imitation; vocalization; turn-taking; and diagnostic. The related literature published recently in journals and conferences is taken into account. In this paper, we review the use of robots that help in the therapy of individuals with Autism Spectrum Disorder (ASD). The articles on using robots for autistic children rehabilitation and education which reported results of experiments on a number of participants were implicated. After looking in digital libraries under this criteria, and excluding non-related, and duplicated studies, 39 studies have been found. The findings were focused mainly on the social communication skills of autistic children and how the extent of the robots mitigate their stereotyped behaviours. Deeper research is required in this area to cover all applications of robotic on autistic children in order to design feasible and low-cost robots that ensure provide high validity

    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

    B.E.S.T: Basic Emotion & Sentiment Tracking

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    The emergence of depression, personality disorders, serious emotional disturbance & social anxiety disorder among children in our modern society is now alarming. Lack of interaction & communication is a major aspect of it. Nowadays, in nuclear family children aren’t able to get much of interaction with elders which leaves them most of the time by themselves, this affects their emotional development & expressiveness. So, our primary focus is on development of a system which can be fitted into any preferable or favourite toy which will ease the process of developing a child-toy emotional bond. Later the same will help for tracking of emotion & sentiments as the relation which child develops with the companion toy helps the child to be expressive about his/her thoughts, feelings & day to day events. A subsidiary goal is to improve communication & interaction between child and parents

    The design principles of edutainment system for autistic children with communication difficulties

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    The number of children with autism is increasing worldwide. Children with autism face three major problems; socializing, communicating, and behaviour. Approximately 50% of all individuals with autism have difficulties in developing functional language owing to communication deterioration. Mobile devices with installed educational games help these individuals feel more comfortable and relaxed doing such activities. Although numerous mobile applications are available for individuals with autism, they are difficult to use; particularly in terms of user-interface design. This study analysed the existing apps in order to determine the design principles applicable to the Edutainment App being studied. Five applications were involved in this analysis. As outlined in the objectives of this study, identifying these design principles is important in designing the app. The analysis identified fifteen suggestions for the design principles. These suggestions addressed, simple interfaces; image size; number of pictures; home page icon; colour; having images identical to real life objects; the use of caregivers; navigation; password-protection; audio appropriate to the images; the app language used; evaluating parameters to measure the child’s growth; option for photo loading; PECS-based communication; and sentence pronunciation function. These recommendations are offered by this study towards designing and developing a prototype app for autistic children. This study introduces an edutainment-system design principle formulated to help develop the communication skills of children with autism-spectrum disorders. This study also describes the design, implementation, and evaluation of the ICanTalk app-a mobile edutainment app that can be used to improve users’ understanding and communication skills and help them to connect with society and the surrounding environment particularly for autistic children with communication difficulties. This app allows caregivers to create personalized content using pictures and audio on their mobile devices (tablets). The evaluation of the app by teachers suggests that it is useful and easy-to-use. In conclusion, based on the evaluation results, it is found that the ICanTalk app is effective in helping autistic children with communication difficultie

    Enhance the Language Ability of Humanoid Robot NAO through Deep Learning to Interact with Autistic Children

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    Autism spectrum disorder (ASD) is a life-long neurological disability, and a cure has not yet been found. ASD begins early in childhood and lasts throughout a person’s life. Through early intervention, many actions can be taken to improve the quality of life of children. Robots are one of the best choices for accompanying children with autism. However, for most robots, the dialogue system uses traditional techniques to produce responses. Robots cannot produce meaningful answers when the conversations have not been recorded in a database. The main contribution of our work is the incorporation of a conversation model into an actual robot system for supporting children with autism. We present the use a neural network model as the generative conversational agent, which aimed at generating meaningful and coherent dialogue responses given the dialogue history. The proposed model shares an embedding layer between the encoding and decoding processes through adoption. The model is different from the canonical Seq2Seq model in which the encoder output is used only to set-up the initial state of the decoder to avoid favoring short and unconditional responses with high prior probability. In order to improve the sensitivity to context, we changed the input method of the model to better adapt to the utterances of children with autism. We adopted transfer learning to make the proposed model learn the characteristics of dialogue with autistic children and to solve the problem of the insufficient corpus of dialogue. Experiments showed that the proposed method was superior to the canonical Seq2sSeq model and the GAN-based dialogue model in both automatic evaluation indicators and human evaluation, including pushing the BLEU precision to 0.23, the greedy matching score to 0.69, the embedding average score to 0.82, the vector extrema score to 0.55, the skip-thought score to 0.65, the KL divergence score to 5.73, and the EMD score to 12.21

    A proposed framework of an interactive semi-virtual environment for enhanced education of children with autism spectrum disorders

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    Education of people with special needs has recently been considered as a key element in the field of medical education. Recent development in the area of information and communication technologies may enable development of collaborative interactive environments which facilitate early stage education and provide specialists with robust tools indicating the person's autism spectrum disorder level. Towards the goal of establishing an enhanced learning environment for children with autism this paper attempts to provide a framework of a semi-controlled real-world environment used for the daily education of an autistic person according to the scenarios selected by the specialists. The proposed framework employs both real-world objects and virtual environments equipped with humanoids able to provide emotional feedback and to demonstrate empathy. Potential examples and usage scenarios for such environments are also described
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