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Proceedings ArticleDOI

Wearable Immersive Storytelling for Disabled Children

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TLDR
A framework for storytelling and learning activities that exploits an immersive virtual reality viewer to interact with target users and explores children reaction to - and acceptance of - the viewer, as well as therapists' ease of use when interacting with the framework.
Abstract
Our research aims at supporting existing therapies for children with intellectual and developmental disabilities (IDD) and with autism spectrum disorders (ASD). The personal and social autonomy is the desired end state to be achieved to enable a smooth integration in the real world. We developed and tested a framework for storytelling and learning activities that exploits an immersive virtual reality viewer to interact with target users. Our system uses Google Cardboard platform to enhance existing therapies for IDD and ASD children, enabling caregivers to supervise and personalize single therapeutic sessions. This way curative meetings can be adapted for each child's specific need accordingly to the severity of their disabilities. We co-designed our system with experts from the medical sector, identifying features that allow patients to stay focused on the task to perform. Our approach triggers a learning process for a seamless assimilation of common behavioral skills useful in every day's life. This paper highlights the technologic challenges in healthcare and discusses cutting-edge interaction paradigms. Among those challenges, we try to identify the best solution to support advanced visual interfaces for an interactive storytelling experience. Furthermore, this work reports our preliminary experimental results from a still ongoing evaluation with IDD and ASD children and discusses the benefits and flaws of our approach. On the one hand, we explore children reaction to - and acceptance of - the viewer, on the other hand, therapists' ease of use when interacting with our framework. We conclude this paper with few considerations on our approach.

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Citations
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From smart objects to smart experiences: An end-user development approach

TL;DR: A visual composition paradigm is presented that allows non-programmers to synchronize the behavior of smart objects, thus determining more engaging user experiences in Cultural Heritage sites.
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From Research to Practice: Informing the Design of Autism Support Smart Technology

TL;DR: Analysis of peer-reviewed articles focused on children with autism reveals that technology should facilitate real-time detection and identification of points-of-interest, adapt its behavior driven by the real- time affective state of the user, utilize familiar and unfamiliar features depending on user-context, and aid in revealing even minuscule progress made by children with ASD.
Proceedings ArticleDOI

HoloLens-based Mixed Reality Experiences for Subjects with Alzheimer's Disease

TL;DR: A set of therapeutic activities that have been designed in cooperation with neurologists and aim at stimulating short term memory and spatial memory in people with the Alzheimer's Disease are described, and the usability of these activities among the elderly subjects is reported.
Journal ArticleDOI

Virtual Reality Support for Joint Attention Using the Floreo Joint Attention Module: Usability and Feasibility Pilot Study

TL;DR: The study results suggest that Floreo’s Joint Attention Module is safe and well tolerated by students with ASD, and preliminary data suggest that its use is related to improvements in fundamental joint attention skills.
Journal ArticleDOI

MemHolo: mixed reality experiences for subjects with Alzheimer’s disease

TL;DR: MemHolo is the first HoloLens application designed natively for persons with mild Alzheimer’s Disease, and sheds a light on how these people experience HoloLens applications, highlights some challenges and potential benefits of using MR technology in the AD arena, and may pave the ground towards new forms of treatment.
References
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Proceedings ArticleDOI

A Systematic Review of Cybersickness

TL;DR: It is concluded that there remains a need to develop more cost-effective and objective physiological measures of both the impact of cybersickness and a person's susceptibility to the condition.
Proceedings ArticleDOI

Exploring Gameplay Experiences on the Oculus Rift

TL;DR: An exploration of 10 participants' experiences of playing a first-person shooter game using the Oculus Rift finds that despite cybersickness and a lack of control, participants experienced heightened experiences, a richer engagement with passive game elements, a higher degree of flow and a deeper immersion on the Rift than on a desktop setup.
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