Nowadays ubiquitous technology can be a suitable way to motivate and engage children in interactive learning activities in order to promote their cognitive and social skills. Technologies, like augmented reality (AR), have the ability to catch the children's imagination and to promote their attention, as they can experiment artificial, safe and fascinating environments. Children with autism spectrum disorders (ASD) usually have difficulty to recognize facial expressions and to understand the associated emotions. Regarding that, an innovative GameBook to assist children with ASD to recognize and acquire emotions by engaging their attention and motivation was developed. The aim is to promote the interaction between the child/story teller and his/her imagination as well as it will help the child to identify the correct emotional face to the situation. It can be played on any mobile device, such as a tablet, a smartphone or a laptop, with either an external or an inbuilt camera. We also intend to observe the impact of the game on children interaction, as well as to quantity and evaluate their performance, assess the usability of the technology, and evaluate how it affects the child emotion reactions and the benefits it offers.
8 October 2015 in International Journal of Advanced Corporate Learning (iJAC)
Nowadays ubiquitous technology can be a suitable way to motivate and engage children in interactive learning activities in order to promote their cognitive and social skills. Technologies, like augmented reality (AR), have the ability to catch the children’s imagination and to promote their attention, as they can experiment artificial, safe and fascinating environments. Children with autism spectrum disorders (ASD) usually have difficulty to recognize facial expressions and to understand associated emotions. We propose to design and develop an innovative GameBook to assist children with ASD to recognize and acquire emotions by engaging their attention and motivation, increasing their competence on this handicap. The GameBook will contain a story that can be read by text or listen by audio. The story will describe some scenarios and real world situations which will conduct the children to become involved on fictional contents associated with emotions. The child will have to interact with these scenarios, by playing with one 3D AR avatar with different facial expressions and choosing the correct one to the right situation and environment described in any page of the GameBook. This GameBook will promote the interaction between the child/storyteller and his/her imagination as well as will help the child to identify the correct emotional face to the situation. The GameBook can be played on any mobile device, such as a tablet, a smartphone or a laptop, with either an external web camera or an inbuilt camera. In order to test it, an exploratory study in a classroom context with ASD children will be performed. We also intend to observe the impact of the game on children interaction, as well as to quantify and evaluate their performance, assess the usability of the technology, and evaluate how it affects the child emotion reactions and the benefits it offers.
Regardless of the type of sport, coaches must perform the difficult task of evaluating the performance of athletes. In some cases, this task is aided using technology which provides tools for this purpose. When the sport considered is taekwondo this scenario does not apply as the athlete evaluation methods used are mostly manual. Thus, the project presented in this paper has the main objective to develop a system that can be used as a tool to evaluate the performance of taekwondo athletes in real time, with special attention to the low cost of implementation and ease of use. With the intention of meeting these requirements, the developed system comprises a 3D camera with a depth sensor (Orbbec Astra), Inertial Measurement Units (IMUs) with accelerometer and gyroscope, a computer and specific software developed for this purpose. This system allows the collection of data from the athletes’ movements necessary for the creation of a dataset that is then analyzed and interpretated. The system permits the user to obtain real-time information about the speed, acceleration, and strength of the athlete’s limbs during training as well as the identification of some movements and their accounting. To achieve this functionality, deep-learning architecture models were used, more specifically long short-term memory (LSTM). The intention is to provide a new training methodology through faster feedback, so that a faster evolution of the athlete’s performance is possible, contributing to the technological development of the assessment practices used in taekwondo.
This paper aims to demonstrate how design and digital media can have a relevant contribution to the improvement of Taekwondo athletes’ performance. This study focuses on answering the existing gap of a solution that allows quick and accurate access to data about the performance of martial arts athletes. This access to complex information, previously inaccessible or indecipherable to athletes and coaches, allowed, through digital design, the improvement of communication and a more personalized training feedback. The methodology developed was based on design thinking, in a work process that consisted of user identification, and the conception of a prototype in the user-centred design framework. The results obtained in the usability tests performed with Taekwondo athletes and coaches were demonstrative of the efficiency of the designed solution. These scores are also a stimulus for the potential replication and adaptation of the study in other martial arts.