an augmented reality gamebook for children with autism spectrum disorder (asd)

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An Augmented Reality GameBook for Children with Au8sm Spectrum Disorder (ASD) Jorge Brandão University of Minho/Algoritmi R&D Centre, Guimarães, Portugal Pedro Cunha University of Minho/Algoritmi R&D Centre, Guimarães, Portugal José Vasconcelos University of Minho/Algoritmi R&D Centre, Guimarães, Portugal Vítor Carvalho University of Minho/Algoritmi R&D Centre, Guimarães, Portugal IPCAEST, Barcelos, Portugal Filomena Soares University of Minho/Algoritmi R&D Centre, Guimarães, Portugal InternaKonal conference focused on elearning in the workplace June 1012, 2015, at Columbia University in New York.

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Page 1: An Augmented Reality GameBook for Children with Autism Spectrum Disorder (ASD)

An  Augmented  Reality  GameBook  for  Children  with  Au8sm  Spectrum  Disorder  (ASD)  Jorge  Brandão  University  of  Minho/Algoritmi  R&D  Centre,  Guimarães,  Portugal  

Pedro  Cunha  University  of  Minho/Algoritmi  R&D  Centre,  Guimarães,  Portugal  

José  Vasconcelos  University  of  Minho/Algoritmi  R&D  Centre,  Guimarães,  Portugal  

Vítor  Carvalho  University  of  Minho/Algoritmi  R&D  Centre,  Guimarães,  Portugal  IPCA-­‐EST,  Barcelos,  Portugal  

Filomena  Soares  University  of  Minho/Algoritmi  R&D  Centre,  Guimarães,  Portugal  

 InternaKonal  conference  focused  on  e-­‐learning  in  the  workplace  June  10-­‐12,  2015,  at  Columbia  University  in  New  York.  

Page 2: An Augmented Reality GameBook for Children with Autism Spectrum Disorder (ASD)

• WHAT  IS  AUTISM  

•  ABSTRACT  •  ABOUT  AUTISM  

•  INTRODUTION  •  THE  GAMEBOOK  •  CHARACTERS  •  SCENARIOS  •  IMPLEMENTATION  

•  CONCLUSIONS  •  GAME  DEMONSTRATION  

SUMMARY  

Page 3: An Augmented Reality GameBook for Children with Autism Spectrum Disorder (ASD)

•  Technologies,  like  augmented  reality  (AR),  have  the  ability  to  catch  children’s  imaginaKon  and  to  promote  their  aYenKon.    •  Children  with  ASD  usually  have  difficulty  to  recognize  facial  expressions  and  to  understand  associated  emoKons.    •  We  propose  to  design  and  develop  an  innovaKve  GameBook  to  assist  children  with  ASD  to  recognize  and  acquire  emoKons  by  engaging  their  aYenKon  and  moKvaKon.      •  The  GameBook  will  contain  a  story  that  describe  some  scenarios  and  real  world  situaKons  which  will  conduct  the  children  to  become  involved  on  ficKonal  contents  associated  with  emoKons.  

ABSTRACT  

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ABSTRACT  Play  with  AR  Avatar  

Play  Quiz  Games  

Play  Memory  Games  

The  child  will  have  to  interact  with  these  scenarios,  by  playing  with  one  3D  AR  avatar  with  different  

facial  expressions    

In  this  GameBook  the  child  will  have  to  idenKfy  the  correct  

emoKonal  face  to  the  situaKon  in  a  Quiz  Game.  

This  GameBook  the  child  will  have  to  idenKfy  the  correct  emoKonal  face  to  the  situaKon  in  a  Quiz  

Game.  

x  x  

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AUTISM  SPECTRUM  DISORDER  IN  USA  

Source:  Center  for  disease  Control  and  PrevenKon    -­‐  hYp://www.cdc.gov/ncbddd/auKsm/data.html  

 

“The   AuKsm   Society   esKmates  that   the   United   States   is   facing  almost   $90   billion   annually   in  costs  for  au8sm.    (This   figure   includes   research,  insurance   costs   and   non-­‐covered  expenses,   Medicaid   waivers   for  auKsm,   educaKonal   spending,  h o u s i n g ,   t r a n s p o r t a K o n ,  employment,   related   therapeuKc  services  and  caregiver  costs.)”  hYp://www.auKsm-­‐  society.org/about-­‐auKsm.  

 

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hWp://thautcast.com/drupal5/category/tags/centers-­‐disease-­‐control  

HIGH  FUNCTIONING  

LOW  FUNCTIONING  

Page 7: An Augmented Reality GameBook for Children with Autism Spectrum Disorder (ASD)

1  out  of  every  54  boys  in  the  United  States  has  an  au8sm  spectrum  disorder  

hYp://thautcast.com/drupal5/category/tags/centers-­‐disease-­‐control  

Page 8: An Augmented Reality GameBook for Children with Autism Spectrum Disorder (ASD)

1  out  of  every  252  girls  in  the  United  States  has  an  au8sm  spectrum  disorder  

hYp://thautcast.com/drupal5/category/tags/centers-­‐disease-­‐control  

Page 9: An Augmented Reality GameBook for Children with Autism Spectrum Disorder (ASD)

hYp://thautcast.com/drupal5/category/tags/centers-­‐disease-­‐control  

Page 10: An Augmented Reality GameBook for Children with Autism Spectrum Disorder (ASD)

INTRODUTION  •  Technology  is  ubiquitous  and  can  be  a  safe  and  good  way  to  moKvate  and  engage  children  in  interacKve  learning  acKviKes  in  order  to  promote  their  cogniKve  and  social  skills  

•  It  is  being  used  increasingly  on  a  variety  of  pedagogical  contexts,  both  as  assisKve  technologies  and  as  tools  for  helping  us  to  understand  user’s  moKvaKon  

•  It  has  the  potenKal  to  provide  individually  tailored  intervenKons  that  are  suitable  for  a  wide  variety  of  abiliKes    •   Technological  intervenKons  allow  its  use  at  different  speeds  and  locaKons,  and  never  lose  paKence  with  the  frequent  repeKKon  that  many  people  with  ASD  has  

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INTRODUCTION  

•  ASD  children  struggle  with  significant  relaKonships  and  behavioural  challenges  that  in  most  cases  have  serious  implicaKons  for  inclusion  social  adulthood  

 •  One  of  the  most  promising  applicaKons  in  the  intervenKon  process  of  ASD  children  came  from  developing  tools  for  promoKng  children’s  social  and  communicaKon  skills    

•  This  offers  the  opportunity  to  reduce  some  of  the  crippling  personnel  costs  associated  with  auKsm  care  

 

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INTRODUTION  

•  Children  with  ASD  usually  have  difficulty  to  recognize  facial  expressions  and  to  understand  associated  emoKons,  to  imitate  or  use  emoKonal  expressions,  to  understand  and  control  their  own  emoKons,  or  to  interpret  emoKons  or  empathy  with  others  

•  Several  studies  show  that  the  majority  of  people  with  ASD  exhibit  a  natural  affinity  with  technology  and  a  posiKve  ahtude  towards  computer-­‐based  training    

 

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INTRODUTION  •  Technologies,  like  augmented  reality  (AR),  have  the  ability  to  catch  the  children’s  imagina8on  and  to  promote  their  aWen8on,  because  they  can  experiment  ar8ficial,  safe  and  fascina8ng  environments.  

•  AR  is  an  opKmal  interface  technology  and  a  helpful  tool  to  support  auKsKc  children  capabiliKes.  With  AR  it  is  possible  to  create  more  aYracKve  and  interacKve  interfaces  that  can  be  manipulated  by  hand,  without  using  convenKonal  peripherals  such  as  the  keyboard  and  the  mouse.    •  This  characterisKc  offers  greater  interacKon  between  the  child  and  the  object,  raising  their  interest  and  their  curiosity,  providing  greater  adherence  to  the  task/acKvity.  

 

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THE  GAMEBOOK  Given  the  potenKal  benefits  of  AR  we  aim  to  design  a  tool  based  on  AR  in  order  to  improve  capabiliKes  of  ASD  children      Our  goal  is  to  create  an  innovaKve  serious  game  based  on  a  book  style  with  interacKon  inputs  to  assist  children  with  social  interacKon  and  communicaKon  skills.      We  aim  to  promote  children  with  ASD  recognizing  and  acquiring  emoKons  by  engaging  their  aYenKon  and  moKvaKon,  increasing  their  competence  on  this  handicap.  

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THE  GAMEBOOK  

The   GameBook   presents   the   story   of  Tobias’s   adventure   during   a   visit   to   a   zoo  park.      The  player  can  read  the  story  and  interact  with  it.  The  story  will  describe  scenarios  and  Tobias’  interacKons  with  animals  and  real  world  situaKons  which  will  conduct  the  children  to  become  involved  on  ficKonal  contents  associated  with  emoKons.  

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THE  GAMEBOOK  

We  believe  that  the  GameBook  will  put  the  ability  of  the  child  to  interact  with  the  story  and  to  promote  his/her  imagina8on  and  engaging.  

hYp://www.tobiasadventures.in/thezoo  

The  GameBook  can  be  played  on  any  mobile  technology,  such  as  a  tablet,  smartphone  or  

laptop,  with  either  an  external  web  camera  or  an  inbuilt  camera.  

The  GameBook  is  available  on:  

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GAMEBOOK  CHARACTERS  •  The  character  Tobias  was  designed  to  capKvate  the  

children  aYenKon  and  to  empathize  with  them.    •  On  his  design  was  pretended  to  promote  a  face  with  

characterisKcs  that  allows  the  players  to  feel  some  aYracKon  with  him.  

 •  The  expressions  are  designed  by  special  details  in  the  

avatar,  essenKally,  with  his  lips  and  eyes.    •  It  was  given  a  cartoonish  look  to  Tobias,  which  was  

deemed  by  the  group  members  as  potenKally  more  familiar  and  more  fun  to  the  children  than  a  photo-­‐realisKc  alternaKve.  

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GAMEBOOK  SCENARIOS  The  game  includes  a  total  of  5  different  scenarios,  designed  to  involve  the  child  

on  real  life  situa8ons.  The  scenarios,  all  in  the  zoo,  will  promote  the  child’s  contact  with  different  environments  and  

will  create  some  emoKonal  reacKon  on  Tobias.    

ANIVERSARY   GO  TO  THE  ZOO   WITH  ELEPHANT   WITH  LION   WITH  BIRD  

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IMPLEMENTATION  OF  THE  GAMEBOOK  To  create  this  serious  game,  the  following  technologies  were  used:      

The   3D   flip   book   uses   the   HTML5/CSS3   and  JavaScript/Jquery  web  languages.      To  develop  the  AR  feature  it  was  selected  the  ArUco®   (Augmented  Reality   library   from   the  University  of  Cordoba).  This  opKon  was  held  on   the   easiness   of   use,   reliability   and   cross-­‐plakorm  compaKbility.    

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CONCLUSIONS  AND  FUTURE  WORK  •  The  aim  of  this  project  was  to  make  available  a  cost  effec8ve  tool  implemented  in  a  plagorm  

usually  pleasant  to  ASD  children.    •  In  order  to  test  the  GameBook,  an  exploratory  study  in  a  classroom  context  with  ASD  children  

will  be  performed.      •  In  the  near  future,  a  system  that  will  allow  monitoring  the  child’s  results  and  these  outcomes  

will  be  available  on  the  website  of  the  game.    •  Furthermore,  new  stories,  as  for  example,  Tobias  adventures  in  the  Sea  or  in  the  Space,  with  

new  characters,  scenarios  and  situa8ons  can  be  easily  included.    •  It  is  the  authors’  belief  that  the  GameBook  will  increase  ASD  children  engagement  in  the  

learning  ac8vi8es  promo8ng  their  memory,  cogni8ve  and  social  skills  and  allowing  them  to  reinforce  facial  expression  recogni8on.  

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GAME  DEMONSTRATION  

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QUESTIONS?  

Jorge  Brandão  University  of  Minho/Algoritmi  R&D  Centre,  Guimarães,  Portugal  E-­‐mail:  [email protected]    

Pedro  Cunha  University  of  Minho/Algoritmi  R&D  Centre,  Guimarães,  Portugal  E-­‐mail:  [email protected]  @gmail.com    

José  Vasconcelos  University  of  Minho/Algoritmi  R&D  Centre,  Guimarães,  Portugal  E-­‐mail:  [email protected]    

Vítor  Carvalho  University  of  Minho/Algoritmi  R&D  Centre,  Guimarães,  Portugal  IPCA-­‐EST,  Barcelos,  Portugal  E-­‐mail:  [email protected]        

Filomena  Soares  University  of  Minho/Algoritmi  R&D  Centre,  Guimarães,  Portugal  E-­‐mail:  [email protected]