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Liang Jing

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Title: Liang Jing


1
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4
Kindergarten Communication Environment
Liang Jing jing.liang_at_uta.fi Alternative
Communication Access to Information Dept. of
Computer and Information Sciences University of
Tampere 12/03/2003
2
Background
  • Childrens communication is most simplified and
    most difficult, they have their own likes,
    dislikes, curiosities, and needs that are not the
    same as their parents' or teachers' 1
  • - rationalism or emotionality
  • - object-oriented manipulation
  • Disable children are in a cruel reality, they
    face to a huge obstruction to communicate with
    others, they are still strange to their
    environment.
  • New interaction technologies can help children
    improve their skills and knowledge.

3
What we want
  • The use of alternative communication devices and
    special software should allow disabled people to
    perform independently some task they could not
    make otherwise 2
  • To find out the most effective way that can help
    children begin their studies easier and faster
  • New interaction techniques can help children and
    people with special needs to improve the
    communication skills.
  • Designers psychologists will pay further
    attention developing more sophisticated and
    adaptive software for self-learning, especially
    for disabled children.

4
HCI requirements from children
  • Effective computer-based learning environment for
    visually impaired people 3.
  • Simple and easy-understanding intefaces that
    children can play with them indepedently.
  • Free hands to control of a computer using a video
    camera to track body movements, (head, nose,
    chin, finger or toe, for example), and convert
    those movements into mouse pointer movements on a
    computer screen 1.

5
Designing process
  • Young children can have a difficult time
    abstractly discussing the world around them. 
    Merely asking children what they want in new
    technologies will not produce the input needed
    for the design process.  Therefore, there are
    developed methods to understand children's
    exploratory activity patterns 7.

6
Paradigms for interactive products
Intel Play Toys 4
Camera Mouse http//www.cameramouse.com/
Barney 5
7
TL, a language (Dutot, A., Olivier, D.,
Archambault, D) for creating games for visually
impaired and blind children 9 this language is
a part of the TiM (Tactile Interactive Multimedia
computer games for visually impaired children)
project whose overall aim is to offer to young
visually impaired children the possibility to
play with computer games
Tactile and Multimedia Tools for Young Visually
Impaired People http//inova.snv.jussieu.fr/colloq
ues/BNet2001/uk/programme.php
8
Motivations Accessibility Understanding
TIM Project http//inova.snv.jussieu.fr/tim/
9
Interface design for child users
http//www.kukakumma.net/
http//www.kidpad.org/
8
10
Research Methods
  • The observation of children using adapted games
    allow to identify interaction behavior and
    difficulties to form useful mental strategies.
  • Specific recommendations can be obtained from
    this information which allow to work out usage
    functions intended to improve the design of
    adapted computer games for visually impaired
    children.
  • The integration of these functions in the
    conception of adapted games, has to allow the
    child to navigate and to find easily a way in
    computer games.

11
Multimedia Games for Visually Impaired Children
  • The study of the elementary scenes is intended to
    provide adaptation schemes including an
    independent access to specific devices.
  • These schemes will be easily used to adapt any
    corresponding game situation.
  • Testing the functionality of games is essential
    in the process of design.
  • All the adapted game situations are tested in
    that perspective with the children.
  • These tests must validate if the adapted games
    fit the needs of the children (autonomy).

12
The Toyshop Using the software The Toyshop
designed by Anita Hildén, developed and sold by
Swedish Institute for Special Needs Education,
you can observe if the child can see an object.
The objects are designed in bright colors or
black and white. The animations will be different
and objects move in different directions. All
objects are shown on the screen together with a
sound. The teacher will observe which object the
child finds most attractive and do a selection of
objects in the software. Next step is to let the
child understand cause-effect. There are a lot
of settings in the software that allows the child
to do more and more complicated actions in the
software. Input device can bee switches touch
window, mouse and keyboard.
Anita Hildén MUSSE version 2.0 http//www.sih.se/p
df/musse2_lathund.pdf
13
Lasten The truck This software is designed by
Anita Hildén and Jenny Hammarlund. The child is
playing with a truck filled with animals or
objects. The aim is to find out if the child can
understand and mach pictures to real objects and
what size of objects the child can see. Objects
and sizes can bee changed by the teacher. The
vision test is using the same symbols as the
vision test developed by doctor Lea Hyvirinen.
Input device is concept keyboard with overlays
prepared in the software, mouse or keyboard (or
Flexiboard). Flexiboard registers pressure in
particular places and gives an answer with sound
and on the screen immediately. This makes it
possible for the child to obtain information via
the sense of touch in his/her fingers in
combination with audible impressions.
Hammarlund, J. Computer Play for Children who are
Severely Visually Impaired, TRC Rapport nr. 20
(1999)
14
Chu Chi Nung, Li Tien Yu and Chen Ming Chung
develop the Design of an Adaptive Web Browser for
Young Children with Reading Difficulties
It is hard for the children with reading
difficulties to manipulate complex traditional
browser to surf and read over the Internet. The
Adaptive Web Browser integrating the technologies
of HTML interpreter, convenient human interface
design, text-to-speech engine and picture
communication symbols, facilitates comprehending
the contents in the Internet with auxiliary
speaking sound or picture communication symbol
produced automatically as needed.
15
Features of the Adaptive Web Browser
are Simplified Interface Giving careful
consideration to the users cognition abilities,
we modify the toolbar of AWB with a few graphic
icons that are used most frequently in IE,
including Forward, Backward, Refresh, Stop, Speak
Out, and Go Home. Users could learn to interact
with the AWB more easily by using these graphic
icons instead of the complex toolbar in IE or
Netscape. Furthermore, buttons on the toolbar are
equipped with voice description, which will
function if needed. Adapted Toolbar
Arrangement AWB provides a position option and
thus users with range of motion limit can benefit
from the position arrangement. The options of
position include the topside, bottom, right side,
and left side of the AWB
16
Voice assistance The AWB could read out the word,
sentence, or phase highlighted by the users in
synthesized voice output. Users could listen to
the content of the web page instead of reading.
Picture assistance By connecting to the
database with about 3,000 common picture
communication symbols, the AWB can automatically
pop-up the corresponding picture communication
symbol near the target word or phrase as the user
moves the mouse over it. This is supposed to
enhance their comprehension. In the meantime, the
AWB can speak the target word or phrase out by
clicking the right button of mouse.
17
Software and Technologies
  • Catch me
  • There are 6 different games in this software,
    they are all used to practise the cooperation
    between eyes, hands movement and brain
    reflection. These 6 games are

18
Catch me
  • Pick the honey children use keyboard or mouse to
    move the bee, let it catch the flower, then they
    will listen to the sound, it means they move the
    bee to the right position.

19
Excises in Catch Me
  • Children can choose the size of bee and flower,
    then it can change the difficulty of the game.

20
Double Team 80-34000
  • It can practice children to think quick, works
    the brain.
  • 4 Action Games, 4 Bonus Games, 5 Word Challenges,
    5 Math Challenges, 4 Personal Organizers,
  • Pop the screen out for a hand-held action game
    that has 4 progressive skill levels, 1-2 player
    modes, cool sound effects and music.

21
Power Zone Edge Computer 80-34600
  • Computer with a light-up screen, can create and
    print word processing documents and cards, can
    read with the 75,000 word spell checker.
  • Store personal phone numbers and addresses.
    Different skill levels to encourage advancement.
  • 1 and 2 player modes make it fun for a friend or
    family member.

22
References 1
  1. CameraMouse http//www.cameramouse.com/video.htm
  2. Archambault, D., Burger, D. TIM Development and
    adaptation of computer games for young blind
    children Interactive Learning Environments for
    Children ERCIM WG U14ALL i3Spring Days 2000,
    Athens, 2000
  3. http//www.cs.uta.fi/grse/ACAI_2003/KinderGarten_
    Liang/research_children.html
  4. http//support.intel.com/support/intelplay/qx3/
  5. http//www.cs.uAta.fi/hci/leco/research_children.h
    tml
  6. http//www.kukakumma.net/
  7. Design Process, http//www.kidpad.org/
  8. Project PETS, http//www.kidpad.org/
  9. TIM Project http//inova.snv.jussieu.fr/tim/
  10. Scapin, D. Ergonomics guidelines for the design
    of human-computer interfaces, Institut National
    de Recherche en Informatique et en Automatique,
    1986

23
References 2
  1. Valentin, A. Evaluation ergonomique des
    logiciels une démarche itérative de conception,
    collection outils et méthodes, ANACT, 1993
  2. Richir, S. La conception de produits nouveaux
    dans lindustrie du jouet (Design news products
    in toys industry) Thèse de doctorat, ENSAM,
    Paris, 1996
  3. D. Archambault and al., Tim Tactile interactive
    multimedia computer games for visually impaired
    children. Information Society Technologies, ref.
    IST-2000-25298, May 2000.
  4. D. Archambault and D. Burger, From Multimodality
    to Multimodalities the need for independent
    models, in Proceedings of the UAHCI01
    conference Universal Access in Human-Computer
    interaction Towards an Information Society for
    All (C. Stephanidis, ed.), (New-Orleans,
    Louisiana, USA), pp. 227-231, Lawrence Erlbaum
    Associates, Aug. 2001.
  5. Gul Agha and Carl E. Hewitt, Actors A model of
    Concurrent Computation in Distributed System MIT
    Press, Cambridge MA, USA, 1986.

24
References 3
  1. D. Archambault and D. Burger, TIM (Tactile
    Interactive Multimedia) Development and
    adaptation of computer games for young blind
    children, in Proc. ERCIM WG UI4ALL i3 Sping
    Days 2000 Joint workshop, Interactive Learning
    Environments or Children, (Athens, Greece), Mar.
    2000. http//www.ics.forth.gr/
    proj/at-hci/UI4ALL/i3SD200/Archambault.PDF.
  2. Hammarlund, J. Computer Play for Children who are
    Severely Visually Impaired, TRC Rapport nr. 20
    (1999)
  3. Anglin, G. J., Effect of pictures on recall of
    written prose How durable are picture effects?,
    Educational Communication and Technology,35(1)
    25-31, 1987
  4. Atkins, M. J. (1993). Theories of learning and
    multimedia an overview. Research Papers in
    Education, 8(2), 251-271.
  5. Mann, V. (1994). Phonological skills and the
    prediction of early reading problems. In N. C.
    Jordan J. Goldsmith-Phillips (Eds.), Learning
    disabilities New directions for assessment and
    intervention (pp. 67-84). Boston, MA Allyn and
    Bacon.

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