1,114 research outputs found

    Using Mobile Augmented Reality to Improve Attention in Adults with Autism Spectrum Disorder

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    Adults on the autism spectrum commonly experience impairments in attention management that hinder many other cognitive functions necessary to appreciate relationships between sensory stimuli. As autistic individuals generally identify as visual learners, the effective use of visual aids can be critical in developing life skills. In this brief paper, we propose a Mobile Augmented Reality for Attention (MARA) application which addresses a lack of supportive and simple costeffective solutions for autistic adults to train attention management skills. We present the proposed design, configuration and implementation. Lastly, we discuss future directions for research

    The impact of using location-based services with a behaviour-disordered child

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    In this paper we explore technologies that help parents locate their children. Parents regularly use mobile phones to stay in touch with their children, but recent developments in location-based tracking allow parents to assess the location of their child directly. Such location-based services offer new assurances, but also bring new privacy challenges. In order to explore these, we conducted a case study focussing on the way in which a family has used location-based technologies to keep track of a child with Aspergers Syndrome and Attention Deficit Hyperactivity Disorder. This novel research shows that Location-Based Services, although usually applied to lone-worker situations, can be effectively applied to other user groups. The parents of the child were interviewed at length, and the interview was analysed using qualitative methods. The findings are discussed and considered against a current predictive model of LBS use

    Co-designing with adolescents with autism spectrum disorder: a participatory action research approach

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    Randy Zhu investigated how adolescents with autism spectrum disorder (ASD) can participate as co-designers in an extended iterative software design process. He found that participants expect to make design decisions for applications built for them and parents, community group and fellow participants play a pivotal role in supporting a longitudinal ASD co-design study

    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

    Attention-Based Applications in Extended Reality to Support Autistic Users: A Systematic Review

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    With the rising prevalence of autism diagnoses, it is essential for research to understand how to leverage technology to support the diverse nature of autistic traits. While traditional interventions focused on technology for medical cure and rehabilitation, recent research aims to understand how technology can accommodate each unique situation in an efficient and engaging way. Extended reality (XR) technology has been shown to be effective in improving attention in autistic users given that it is more engaging and motivating than other traditional mediums. Here, we conducted a systematic review of 59 research articles that explored the role of attention in XR interventions for autistic users. We systematically analyzed demographics, study design and findings, including autism screening and attention measurement methods. Furthermore, given methodological inconsistencies in the literature, we systematically synthesize methods and protocols including screening tools, physiological and behavioral cues of autism and XR tasks. While there is substantial evidence for the effectiveness of using XR in attention-based interventions for autism to support autistic traits, we have identified three principal research gaps that provide promising research directions to examine how autistic populations interact with XR. First, our findings highlight the disproportionate geographic locations of autism studies and underrepresentation of autistic adults, evidence of gender disparity, and presence of individuals diagnosed with co-occurring conditions across studies. Second, many studies used an assortment of standardized and novel tasks and self-report assessments with limited tested reliability. Lastly, the research lacks evidence of performance maintenance and transferability.Comment: [Accepted version] K. Wang, S. J. Julier and Y. Cho, "Attention-Based Applications in Extended Reality to Support Autistic Users: A Systematic Review," in IEEE Access, vol. 10, pp. 15574-15593, 2022, doi: 10.1109/ACCESS.2022.314772

    A Survey on Autism Spectrum Disorder and E-Learning

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    Autism or mental imbalance is turmoil in the development and improvement of a mind or central nervous system that covers a huge range of skills, impairment and symptoms. The children who are experiencing autism (or mental imbalance) confront challenges in conveying and adjusting in the group as they experience difficulty in understanding what others feel and think. These days learning innovations changed instructive frameworks with amazing advancement of Information and Communication Technologies (ICT). Moreover, when these innovations are accessible, reasonable and available, they speak to more than a change for individuals with Autism Spectrum Disorder. In this paper, a writing study and foundation study is done on the Autism Spectrum Disorder (ASD) and E-Learning System for Autism Children

    Emerging issues and current trends in assistive technology use 2007-1010: practising, assisting and enabling learning for all

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    Following an earlier review in 2007, a further review of the academic literature relating to the uses of assistive technology (AT) by children and young people was completed, covering the period 2007-2011. As in the earlier review, a tripartite taxonomy: technology uses to train or practise, technology uses to assist learning and technology uses to enable learning, was used in order to structure the findings. The key markers for research in this field and during these three years were user involvement, AT on mobile mainstream devices, the visibility of AT, technology for interaction and collaboration, new and developing interfaces and inclusive design principles. The paper concludes by locating these developments within the broader framework of the Digital Divide
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