Title: Liang Jing
1?
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
2Background
- 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.
3What 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.
4HCI 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.
5Designing 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.
6Paradigms for interactive products
Intel Play Toys 4
Camera Mouse http//www.cameramouse.com/
Barney 5
7TL, 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
8Motivations Accessibility Understanding
TIM Project http//inova.snv.jussieu.fr/tim/
9Interface design for child users
http//www.kukakumma.net/
http//www.kidpad.org/
8
10Research 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.
11Multimedia 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).
12The 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
13Lasten 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)
14Chu 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.
15Features 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
16Voice 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.
17Software 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
18Catch 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.
19Excises in Catch Me
- Children can choose the size of bee and flower,
then it can change the difficulty of the game.
20Double 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.
21Power 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.
22References 1
- CameraMouse http//www.cameramouse.com/video.htm
- 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 - http//www.cs.uta.fi/grse/ACAI_2003/KinderGarten_
Liang/research_children.html - http//support.intel.com/support/intelplay/qx3/
- http//www.cs.uAta.fi/hci/leco/research_children.h
tml - http//www.kukakumma.net/
- Design Process, http//www.kidpad.org/
- Project PETS, http//www.kidpad.org/
- TIM Project http//inova.snv.jussieu.fr/tim/
- Scapin, D. Ergonomics guidelines for the design
of human-computer interfaces, Institut National
de Recherche en Informatique et en Automatique,
1986
23References 2
- Valentin, A. Evaluation ergonomique des
logiciels une démarche itérative de conception,
collection outils et méthodes, ANACT, 1993 - Richir, S. La conception de produits nouveaux
dans lindustrie du jouet (Design news products
in toys industry) Thèse de doctorat, ENSAM,
Paris, 1996 - D. Archambault and al., Tim Tactile interactive
multimedia computer games for visually impaired
children. Information Society Technologies, ref.
IST-2000-25298, May 2000. - 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. - Gul Agha and Carl E. Hewitt, Actors A model of
Concurrent Computation in Distributed System MIT
Press, Cambridge MA, USA, 1986.
24References 3
- 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. - Hammarlund, J. Computer Play for Children who are
Severely Visually Impaired, TRC Rapport nr. 20
(1999) - 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 - Atkins, M. J. (1993). Theories of learning and
multimedia an overview. Research Papers in
Education, 8(2), 251-271. - 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.
25 Thanks ?