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Exploring motion-based touchless games for autistic children's learning

Laura Bartoli, Clara Corradi, Franca Garzotto, Matteo Valoriani
2013 Proceedings of the 12th International Conference on Interaction Design and Children - IDC '13  
Our research involved five autistic children and one therapist in the experimentation of a set of Kinect games at a therapeutic center for a period of two and a half months.  ...  Second, we describe a field study that extends the current body of empirical evidence of the potential benefits of touchless motion-based gaming for autistic children.  ...  [20] iteratively developed and tested a set of applications for autistic children that run on multi-touch tablets and support various individual collaborative activities (e.g., drawing, storytelling  ... 
doi:10.1145/2485760.2485774 dblp:conf/acmidc/BartoliCGV13 fatcat:6ph3adfxo5ertewzq4wpfth3gy

Experimental Study of Results Obtained from the Interaction with Softwares Motion-based Touchless Created for Habilitation-rehabilitation in users with Diagnosis of Autism Spectrum Disorders

Laura Bartoli, Stefano Lassi
2015 Procedia Manufacturing  
This paper attempts to provide a dual contribution: explain an innovative therapeutic modality for lavish treatments using softwares dedicated and highly customizable, with supervision, and present the  ...  The research that we present sheds a light on a possible opportunity to provide an innovative method of rehabilitation with touchless software dedicated to users with special needs.  ...  [5] present a set of collaborative full-body digital games designed to understand what meanings learners develop during bodymovement and gestures.  ... 
doi:10.1016/j.promfg.2015.07.566 fatcat:d3if62k7cfh3xhgohcnovpksra

Innovative computer technology in music-based interventions for individuals with autism moving beyond traditional interactive music therapy techniques

Daniel Johnston, Hauke Egermann, Gavin Kearney, Teppo Särkämö
2018 Cogent Psychology  
for individuals with autism -Moving beyond traditional interactive music therapy techniques.  ...  Article: Johnston, Daniel, Egermann, Hauke Wolfgang and Kearney, Gavin Cyril (2018) Innovative Computer Technology in music based interventions  ...  For example, Rogli´C et al. (2016) conducted an investigation that incorporated the Kinect into serious game design.  ... 
doi:10.1080/23311908.2018.1554773 fatcat:jlgabl7sqjhuthzwswferazaqe

Designing and evaluating touchless playful interaction for ASD children

Laura Bartoli, Franca Garzotto, Mirko Gelsomini, Luigi Oliveto, Matteo Valoriani
2014 Proceedings of the 2014 conference on Interaction design and children - IDC '14  
The paper reports a structured set of design guidelines that distill our experience gained from empirical studies and collaborations with therapeutic centers.  ...  These heuristics informed the design of three touchless games that were evaluated in a controlled study involving medium functioning ASD children at a therapeutic center.  ...  have a similar game logic but are not explicitly designed for autistic children.  ... 
doi:10.1145/2593968.2593976 dblp:conf/acmidc/BartoliGGOV14 fatcat:jbz2y5jl5jg4hgvtvgjlcevqnq

Augmented Interaction Systems for Supporting Autistic Children. Evolution of a Multichannel Expressive Tool: The SEMI Project Feasibility Study

Massimo Magrini, Olivia Curzio, Andrea Carboni, Davide Moroni, Ovidio Salvetti, Alessandra Melani
2019 Applied Sciences  
Over the past ten years, the authors have been designing, developing, and testing pervasive technology to support children with autism (ASD).  ...  in charge for rehabilitation treatments; a team of clinical psychologists has analyzed the results of the experimentation.  ...  Autistic children understand better, becoming more collaborative, if the work space is well defined, and it is always the same with few distracting stimuli.  ... 
doi:10.3390/app9153081 fatcat:bfkoeqcz4jf3tfd2lahkj5vzry

How Technology Applied to Music-Therapy and Sound-Based Activities Addresses Motor and Social Skills in Autistic Children

Grazia Ragone, Judith Good, Kate Howland
2021 Multimodal Technologies and Interaction  
In May 2020 we conducted a systematic search on Music-therapy and musical activities for autistic children in research databases including Science Direct, APA PsycNet, Cochrane, IEE and Web of Science,  ...  We then highlight the commonalities, strengths and limitations of existing work, and identify implications for future interaction design.  ...  Acknowledgments: We would like to express our gratitude to Emeline Brulé and James Jackson for their valuable feedback on the initial draft of the paper.  ... 
doi:10.3390/mti5030011 fatcat:ilxehlynk5dnrhj44w3oniso6e

Thinking OutsideTheBox - Designing Smart Things with Autistic Children

Christopher Frauenberger, Katta Spiel, Julia Makhaeva
2018 International Journal of Human-Computer Interaction  
Through a series of long-term participatory design processes, smart objects were developed individually with nine children employing a wide range of different methods (e.g., Co-operative Inquiry, Future  ...  This article offers a synopsis of and a critical reflection on the research project OutsideTheBox Rethinking Assistive Technology with Autistic Children.  ...  We thank all schools, teachers and mentors for their enthusiasm, openness and willingness to help, and above all we would like to thank all families and children who challenged and inspired us in many  ... 
doi:10.1080/10447318.2018.1550177 fatcat:r7vgh76yjzb4hdbp4nmny6j3pu

eXtended Reality for Autism Interventions: The importance of Mediation and Sensory-Based Approaches [article]

Valentin Bauer and Tifanie Bouchara and Patrick Bourdot
2021 arXiv   pre-print
Findings demonstrate that collaborative XR sensory-based and mediation approaches would benefit the entire spectrum, and encourage to consider the overall intervention context when designing XR protocols  ...  To bridge the gap between autism research and real interventions, we compared existing literature on XR and autism with stakeholders' needs obtained by interviewing 34 skateholders, mainly practitioners  ...  A. (2013). Evaluation of the exertion and motivation factors of a virtual reality exercise game for children with autism.  ... 
arXiv:2106.15983v1 fatcat:jimhwqemmbcovl34rrn45lxcs4

Incremental and Radical Innovation: Design in Robotics for Autism. Teo and Riby robots. Evolutionary Development

Maximiliano Romero, Andrea Bonarini, Andrea Brivio, Ksenia Rogacheva
2017 The Design Journal  
Present paper analyzes and compares two innovation models in robot design.  ...  The first part describes the incremental development process of Teo: a robotic tool for Autistic Spectrum Disorder (ASD) treatment for children.  ...  The overall goal of the project is to develop a set of innovative interactive tools for autistic children in order to create interest and motivation, to promote physical activity, to enhance the communicative  ... 
doi:10.1080/14606925.2017.1352752 fatcat:2ci4bgfilfawrpjfb3vygpsmyi

ChildBot: Multi-Robot Perception and Interaction with Children [article]

Niki Efthymiou, Panagiotis P. Filntisis, Petros Koutras, Antigoni Tsiami, Jack Hadfield, Gerasimos Potamianos, Petros Maragos
2020 arXiv   pre-print
In this paper we present an integrated robotic system capable of participating in and performing a wide range of educational and entertainment tasks, in collaboration with one or more children.  ...  In order to validate the effectiveness of the system and its integrated modules, we have conducted multiple experiments with a total of 52 children.  ...  Asimenia Papoulidi for their help in designing the use-cases, supervising and evaluating the experiments with the children, and their useful remarks.  ... 
arXiv:2008.12818v1 fatcat:au33jpbqpnfr5foaiivmd76n3y

Virtual Reality and Serious Games in Neurorehabilitation of Children and Adults

Judith E. Deutsch, Sarah Westcott McCoy
2017 Pediatric Physical Therapy  
Jirikowic et al. 94 evaluated a customized game based VR system delivered through a HMD (Sensorimotor Training to Affect Balance Engagement and Learning, STABEL) to provoke practice of standing balance  ...  For this paper we refer to these commercial games, such as Nintendo or Kinect, as serious games (SG) because they were adapted for a purpose other than entertainment.  ...  Acknowledgments We thank participants and their families for contributing to the knowledge base for use of VR and SG with individuals who have neurological conditions.  ... 
doi:10.1097/pep.0000000000000387 pmid:28654475 pmcid:PMC5488703 fatcat:vlygrc53n5d25etcv6snd3coqq

Computer- and Robot-Assisted Therapies to Aid Social and Intellectual Functioning of Children with Autism Spectrum Disorder

Joan DiPietro, Arpad Kelemen, Yulan Liang, Cecilia Sik-Lanyi
2019 Medicina  
Rapid progress in the field of technology, especially in the robotics area, offers tremendous possibilities for innovation and treatment or even education for individuals with ASD.  ...  Results were mined for pediatric populations only and study designs establishing controlled comparisons.  ...  ) [54] , a collaborative iPad (Apple Inc., n.d.) [55] game with 4 mini-games designed to teach social skills.  ... 
doi:10.3390/medicina55080440 pmid:31387274 pmcid:PMC6724404 fatcat:y7vyzstwavdltoqljcxo4g7r4y

Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype

Luís Miguel Alves Fernandes, Gonçalo Cruz Matos, Diogo Azevedo, Ricardo Rodrigues Nunes, Hugo Paredes, Leonel Morgado, Luís Filipe Barbosa, Paulo Martins, Benjamim Fonseca, Paulo Cristóvão, Fausto de Carvalho, Bernardo Cardoso
2016 Behavior and Information Technology  
Evaluation tests took place in high school environments and public videogaming events.  ...  The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset.  ...  through the Fundação para a Ciência e a Tecnologia (Portuguese Foundation for Science and Technology) within the project 'POCI-01-0145-FEDER-006961'.  ... 
doi:10.1080/0144929x.2016.1232754 fatcat:2dcjrwmro5gojln6q62vsdygeq

Feasibility of a virtual reality-based exercise intervention and low-cost motion tracking method for estimation of motor proficiency in youth with autism spectrum disorder

Darren R. Hocking, Adel Ardalan, Hisham M. Abu-Rayya, Hassan Farhat, Anna Andoni, Rhoshel Lenroot, Stan Kachnowski
2022 Journal of NeuroEngineering and Rehabilitation  
The present study explored the feasibility, acceptability and potential efficacy of a custom-designed VR game-based intervention (GaitWayXR™) for improving gross motor skills in youth with ASD.  ...  the VR game at home, the most prohibitive reasons for adopting the system for home therapy were cost and space.  ...  Acknowledgements We would like to thank the children and their parents for giving up their time and energy to participate in this study.  ... 
doi:10.1186/s12984-021-00978-1 pmid:34996473 pmcid:PMC8742363 fatcat:b253rqo5czb7jasp4xxmibmkdy

The Purpose of Play

Katta Spiel, Kathrin Gerling
2021 ACM Transactions on Computer-Human Interaction  
Our contribution comprises a large-scale investigation into a budding area of research gaining traction with the intent to capture a status quo and identify opportunities for future work attending to differences  ...  We find that games are largely developed for children, in a top-down approach. They tend to focus on educational and medical settings and are driven by factors extrinsic to neurodivergent interests.  ...  choices throughout system design, development, and evaluation.  ... 
doi:10.1145/3432245 fatcat:zndpzjmc7vgrtfowomeb7ty5w4
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