A Wearable Social Interaction Aid for Children with Autism
Late-Breaking Works: Interaction in Specific Domains
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Washington, Peter
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Voss, Catalin
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Haber, Nick
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Tanaka, Serena
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Daniels, Jena
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Feinstein, Carl
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Winograd, Terry
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Wall, Dennis
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.2348-2354
© Copyright 2016 ACM
Summary: Over 1 million children under the age of 17 in the US have been identified
with Autism Spectrum Disorder (ASD). These children struggle to recognize
facial expressions, make eye contact, and engage in social interactions.
Gaining these skills requires intensive behavioral interventions that are often
expensive, difficult to access, and inconsistently administered.nWe have
developed a system to automate facial expression recognition that runs on
wearable glasses and delivers real time social cues, with the goal of creating
a behavioral aid for children with ASD that maximizes behavioral feedback while
minimizing the distractions to the child. This paper describes the design of
our system and interface decisions resulting from initial observations gathered
during multiple preliminary trials.
Go go games: therapeutic video games for children with autism spectrum
disorders
Short Papers
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Hiniker, Alexis
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Daniels, Joy Wong
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Williamson, Heidi
Proceedings of ACM IDC'13: Interaction Design and Children
2013-06-24
p.463-466
© Copyright 2013 ACM
Summary: In this paper, we describe the design of a therapeutic video game suite for
early elementary children with autism spectrum disorders (ASD). The purpose of
this work is to present our hypothesis that games that are both fun and
faithful to evidence-based therapies could serve as a mechanism to reduce the
gap between the amount of therapy recommended for children with ASD and the
amount they receive. We describe our process of creating a suite of games
modeled on Pivotal Response Treatment (PRT), a technique known to be effective
in educating children with ASD. We also describe early indicators of game
engagement and outline planned future work to test the games' efficacy as
therapeutic tools.
Applying Hypermedia-Techniques in Narrative Tutorial Multimedia Training
Packages
Posters
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Dobbeni, Ann
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Lenaerts, Theo
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Daniels, Jan
Proceedings of the Eighth ACM Conference on Hypertext -- Posters and
Demonstrations
1997-04-06
Summary: Storytelling is used to arrange content into meaningful patterns. But a
narrative includes not only the story being told (content) but also the
conditions of its telling (structure and context). In a purely tutorial
training programme, the structure of the storytelling is a linear ordering of
parts of the story, organised in a logical and hierarchical structure. But how
can one keep the linear structure of the tutorial approach and still give the
user keys for cross-reference (context)? Dividing the story into separate
independent units (e.g. through concept-mapping) and combining it with
hypermedia-techniques provide a possible answer.
A Case-Based Approach to Intelligent Information Retrieval
Automatic Classification
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Daniels, Jody J.
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Rissland, Edwina L.
Proceedings of the Eighteenth Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
1995-07-09
p.238-245
© Copyright 1995 Association for Computing Machinery
Summary: We have built a hybrid Case-Based Reasoning (CBR) and Information Retrieval
(IR) system that generates a query to the IR system by using information
derived from CBR analysis of a problem situation. The query is automatically
formed by submitting in text form a set of highly relevant cases, based on a
CBR analysis, to a modified version of INQUERY's relevance feedback module.
This approach extends the reach of CBR, for retrieval purposes to much larger
corpora and injects knowledge-based techniques into traditional IR.