Showing posts with label digital. Show all posts
Showing posts with label digital. Show all posts

Nov 26, 2008

Teliris InterAct TouchTable and TouchWall: Immersive Collaboration & Telepresence; DVE's Holographic Tele-Immersion Room

A few years ago I took a class about virtual reality and how it can be used in education and training. One of the topics we covered was telepresence. One of the companies I looked at was Teliris.

According to a whitepaper on the Teliris website, "Business Value of Telepresence", by S. Ann Earon, "Telepresence is what videoconferencing was meant to be: reliable, highly interactive, easy to operate, resulting in a natural meeting with transparent technology and an emphasis on human factors."

Teleris now offers something they call Immersive Collaboration, which involves the use of surface computing that supports document and multimedia content sharing across locations, as if all of the group members are in the same room


Watch the demonstration of the Teliris Collaboration Touch Table in a telepresence meeting. In the video clip below, the narrator shares content from a local Teliris Collaboration Touch Table to a remote meeting participant who is at another table.

"Touch to Telepresence"











teliris_interact_touchtable3.jpg

Business Holograms!
DVE (Digital Video Enterprises) developed a Tele-Immersion room that uses Cristie Digital Systems Mirage HD 3D projectors to create holographic images of remotely located meeting participants:

DVE Telepresence: An Introduction (A plug from DVE, but informative.)

DVE Portable Virtual Presentation -A Volumetric 3D image from a projector hidden from the audience's view:


This system can display 3D images on the stage, and supports 2-way interactive HD feeds.


The above examples demonstrate how newer technologies, including table-top surfaces, can be used for collaborative business meetings. I can envision this technology used for medical education, medical consultations, and collaboration between artists and musicians.

When the price comes down, perhaps we will have these systems in our family rooms!

Sep 21, 2008

Resources for the (therapeutic) use of digital and multimedia storytelling and social stories for children and teens...

The most frequently visited post on this blog is Interactive Multimedia for Social Skills, Understanding Feelings, Relaxation, and Coping Strategies, and the hits are increasing. For that reason, I'm working on an extensive update, which is very involved process, given the increase in research in this area. Until then, I thought that it would be helpful to provide a mini-update.

Below are some resources and links for those of you who are interested in digital multimedia story telling or digital social stories with young people. Although some of the resources are specific to children or teens with autism spectrum disorders, I've also included information that is appropriate for use in regular classroom settings.

(If this is your first visit to this blog, it might be a good idea to first check out the resources from the above link, and then return to this post.)


Digital Storytelling and 21st Century Skills (pdf)

This nine-page primer is useful for anyone interested in learning how to create digital stories or develop digital storytelling activities with young people. The information was provided by David Jakes, an instructional technology coordinator for Community High School District 99 in Downers Grove, IL, provides a good case for digital storytelling and an outline of the process of implementing related activities at the high school level.

David Jakes has a website, Jakesonline.org, that contains additional resources about digital storytelling, including strategies for instruction. The website also provide information about collaborative tools and a collection of extensive web resources.

Center for Digital Storytelling

USING MULTIMEDIA SOCIAL STORIES TO INCREASE APPROPRIATE SOCIAL ENGAGEMENT IN YOUNG CHILDREN WITH AUTISM (doc)

Encouraging Positive Behavior with Social Stories: An Intervention for Children with Autism Spectrum Disorders
pdf (Shannon Crozier, Nancy M.Sileo) Teaching Exceptional Children, July/August 2005 pp. 26-31

This article provides information that supports a systematic method of implenting social stories that is integrated into a student's Functional Behavioral Assessment and IEP.

Process:

• Team identifies the need for behavior intervention.
• Functional assessment is completed.
• Social stories included in behavior plan.
• Social story is written.
• Social story is introduced and progress is monitored with data.
• Success is evaluated with data.

Note: The authors cite an article written in 1999 that mentions that the use of multimedia social stories has not been demonstrated to be effective, as little research had been completed in this area at the time. Take this with a grain of salt, as there are recent studies (see below) regarding the effective use of multimedia applications, including computer/video games and VR, for social skills training as well as counseling.


An evaluation of the integrated use of a multimedia storytelling system within a psychotherapy intervention for adolescents. (pdf)

Current Autism Research on Social Stories (Vol 2, Issue 8; August 2007) Positively Autism

Multimedia Instruction of Social Skills
(CITEd Research Center- Center for Implementing Technology in Education: Multimedia Technologies)

This link provides extensive information about on-line resources for programs that simulate social interaction. It also includes information about the use of social stories with students, and resources for putting together multimedia social stories. Included are some summaries of research about multimedia social stories and the use of multimedia for instructional activities.


Be sure to explore the rest of the CITEd site when you have the time.

Related:

Post: Special issue on Multimedia, Media Convergence, and Digital Storytelling

Digital Stories Targeting Social Skills for Children with Disabilities. Cori More (PRO-ED Journal, 2008)

Digtal/Multimedia Storytelling
from A Storied Career: Kathy Hansen's Blog to explore traditional and postmodern forms/uses of storytelling

Digital Storytelling - Katie Christo's Wiki - how-to, resources, tutorials, rubrics, lesson plans, digital storytelling across the curriculum, etc.

The Story-Centered Curriculum
- eLearn Magazine

Mind Reading: An Interactive Guide to Reading Emotions


Mind Habits: The Stress Relief Game

Jul 27, 2006

Dropout Prevention: A Digital Production Teacher's Story

Here is a link to a post to the Spiral Notebook web log on the Edutopia website about a teacher's experience with two students who were at risk for dropping out of high school.The post was written by Ron Smith, a high school teacher and doctoral students in the L.A. schools.

More of Ron Smith's posts can be found on his blog.

-Lynn

Jul 12, 2006

Revised Post 8/1/06 Interactive multimedia for social skills, understanding feelings, relaxation and coping strategies, etc.

UPDATE Links:
Link to Pragmatic Language/Social Skills Objectives (North Carolina Department of Public Instruction)
http://techpsych.blogspot.com/p/social-skillspragmatic-language.html


Link to a post about interactive technology (whiteboards, interactive websites, touch screen technologies, tabletop computing, etc.) in my work as a school psychologist in 2010:
http://interactivemultimediatechnology.blogspot.com/2010/08/reflections-about-interactivity-in-my.html


UPDATE: 1/17/08

(Additional information about multimedia and social skills applications, tips, and strategies can be found on the CITEd website. See my post on the TechPsych blog for links to CITEd resources.)

Here are some interactive applications and games that focus on social skills, coping skills, feelings, stress management, relaxation, communication, attention, or study skills. Multimedia applications present students with experiences that address a variety of modes of learning, communication, and thinking. This can be helpful with students who have more difficulty with traditional word-based counseling techniques.

The links with an asterisk (*) have online demos or offer the content on-line. Click on the links to view on-line activities and information.

ITSMYLIFE *
is an interactive website for middle-school students. It has video clips, games and related activities on topics such as bullying, dealing with emotions, dealing with crushes, gossip and rumors, divorce, death, time management, test stress, fighting, and more. Streaming video clips on a range of topics are available on this site. Resources are provided on-line for teachers and parents. The activities on this website are appropriate for classroom guidance, small group counseling/ intervention, and for "homework". The website also includes several interactive games. The activities are engaging when presented via an interactive white board. Good potential for social-emotional intervention/prevention research.
(I used activities at the It's My Life website for group and individual counseling with middle school students who had social-emotional and behavioral difficulties.)

MOODGYM *is "a free Internet-based cognitive behavior therapy intervention designed to treat and prevent depression in young people, available to all Internet users, and targeted to those who may have no formal contact with professional help services.” This online intervention was developed and researched in Australia . It can be used effectively with older teens in a school setting. Some of the activities are appropriate for a group through presentation on an interactive whiteboard. Some of the activities can be completed during the week outside of school. Good research potential. Click here to download a 2.6 mg. PowerPoint presentation about MoodGym.
(I used MOODGYM with high school students with anxiety disorders, Asperger Syndrome, bipolar disorder, and depression. The students did some of the activities at home and we discussed their "homework" during counseling sessions. Although MoodGym was designed for young people to use independently, I found that it was useful- and informative- to guide the students I worked with through the first sessions. MoodGym has several self-tests that provide results that show the student where they stand relative to others within their age group in areas of anxiety, depression, and "warpy thoughts"(mistaken beliefs).
Cloud is a relaxing, nonviolent game, created by graduate students at USC. The character, a child, flies around, collecting clouds and putting them into puzzles in the sky. The music is very soothing. The game is free and can be downloaded through the website. This game could be used to help relax students with anxiety disorders, Asperger syndrome, etc., develop coping strategies. Here is the link to the Cloud video trailer.
(I use the Cloud Game as a form of crisis intervention with students undergoing high level of agitation and stress at the middle and high school level.)



DO2LEARN*
Facial Expression Game
Feelings Game
Resources for students, parents, and teachers. Focuses on activities suitable for students with Asperger-Autism spectrum disorders, Fetal Alcohol Syndrome/Effect, and related disorders. Offers free online activities as well as affordable interactive applications. Many activities are useful for younger students in regular education settings and would work for small group support as well as in classrooms using an interactive whiteboard. A good site to use when consulting with new teachers about intervention strategies. Do2Learn links to information regarding various disabilities. Do2Learn's early work with Virtual Reality helped young children with autism learn street crossing. These games are available on the internet for free.
(I use the Facial Expression Game and the Feelings Game during assessment of students with Autism spectrum disorders and students with other disorders or disabilities. The students enjoy the games. I have also used it during counseling activities that focused on understanding and identifying feelings.)
Ripple Effects programs have been researched in the schools, with positive results. The programs would integrate well with positive behavior support programs, including those that offer small group counseling interventions. Some activities work well on an interactive whiteboard and could be incorporated in school-wide efforts for character education, bullying prevention, and so forth.

"
Ripple Effects for Teens (grades 6-10) addresses social, emotional and learning needs with individualized guidance in 390 areas.” “Ripple Effects For Kids (grades 3-5) prevents bullying, builds character, promotes healthy behavior and academic success with over 140 reading independent tutorials.” Ripple Effects also offers "Teaching Coach" for staff development. Download an 8 minute video clip overview of Ripple Effects software here.
(I use Ripple Effects in group and individual counseling. It works well for groups using a SmartBoard, as the touch screen on the SmartBoard allows the students to get up and physically interact with the various activities. I have also used Ripple Effects for crisis intervention, choosing topics related to the immediate problem and guiding the student through the activities. I find that Ripple Effects software is easy for the students to use and they can do the activities independently once they are familiar with the format.)
ZAPDRAMATIC *
Free and low-cost on-line games: "Life Experience through Simulations" and "Online Negotiation games" Suitable for high school students for teaching social skills needed for the workplace, community, and relationships. Some of the applications are used for training attorneys, agrologists, and business workers. Simulations could be used in work/life planning classes, conflict resolution, and transition planning.
On this website, you will find short, interactive games designed to promote positive self-esteem and counteract negative thoughts and anxiety, based on research at University. Appropriate for students who have negative thought patterns and feelings of lower self-esteem. The on-line games may work well with a small social skills group and an interactive whiteboard. Games are based on over 15 years of social psychology research at McGill.
Eye Spy Wham! Grow your Chi
IMMERSIVE EDUCATION*
"Kar2ouche Composer is a highly creative and interactive multimedia authoring tool. It helps students develop contextual understanding, critical interpretation and individual expression through a wide range of creative activities, including interactive role-play, picture-making, storyboarding, animation, publishing and movie-making.”

"MediaStage provides students of all abilities with a creative simulation environment that has all the engagement of the best computer game but puts creative and collaborative learning at its core. MediaStage stimulates students into new ways of thinking about the interactions between characters and people through its use of 3D role-playing simulations. Students can express their own thoughts as if others were expressing them and then mediate these thoughts in empathic ways which are sensitive both to audience and performer. Students can also use MediaStage to design virtual performances that include subtleties of expression through the body language of characters, their proximity to each other and their juxtaposition, as well as their movements and interactions with props and stage settings.”

MediaStage and K ar2ouche allow users to develop narrative and dialogue, so both applications are good for role-play activities. The visual nature of the applications may appeal to students who are visual learners, such as those who have language delays/disorders, autism-spectrum disorders, and language-based learning disabilities. Both applications incorporate story-boarding activities. Story boarding is useful with students who benefit from visual schedules and "Social Stories".

"Immersive Education has substantial evidence which demonstrates how its software and support materials are leading to significant benefits in the traditional classroom environment. These include:
  • Better classroom performance and increased pupil motivation and attention
  • Inclusion for children of all abilities in understanding difficult texts and concepts
  • New ways for teachers to involve children in learning where software is used as an integrated part of an overall teaching solution extending teachers' creative computer skills leading to wider use of computing in the classroom."
Click here to view a short video clip about MediaStage. Click here for a free user's guide.
RELAX TO WIN
Vyro Games
Relax to Win is appropriate for students who have difficulty coping with stress or anxiety. The game is available as a PC game as well as for the smaller screen of a SmartPhone or newer cell phone. It comes with a bio-sensing feedback device. The more relaxed the user, the better the outcome of the game. Research regarding Relax to Win has shown that it is effective. It has not been researched in U.S. schools.
FREE DIVE
BreakAway Games

BreakAway Games
produced Free Dive, in collaboration with others. Free Dive a 3-D game found to reduce the need for pain medication among children undergoing painful medical treatments, such as chemotherapy. Click here for a short video about Free Dive.
BreakAway Games produced A Force More Powerful , a game that encourages non-violence. .
"The goal of this site is to catalog the growing number of video and computer games whose primary purpose is something other than to entertain. These are also known as "serious games." This site is updated regularly and has links to various categories of games. The site is supported by Games2Train.

A gamer's comments:
"On-line relaxation "game": I really feel like I'm flying around in this space and the notion of 'tranquility' and how it really is needed in order to master the game is something I find extremely cool." Tranquility is similar in principle to the "Cloud" game. This game could be included in interventions for students who have anxiety and related disorders.
From the information provided by the Play Attention Website: "Inspired by the same technology NASA uses to train their astronauts, Play Attention® builds skill sets that are vital to everyday activities- from staying organized, to filtering out distractions, to listening more attentively in class."
KIDS TOOLS AND KIDS SKILLS is “performance support software for children, ages 7-13, who have learning disabilities and/or emotional and behavioral problems.” K id Tools/Skills provides accompanying databases and tools/skills resources for teachers and parents. Information can be downloaded from the website that includes overviews, examples of completed tools, and tips for implementation. Although the graphics and interactive technology of K ids Tools doesn't have all of the "bells and whistles" of other programs, it provides a means for students to track and monitor their own progress. The programs are free and there are teacher resources. Funded by the Steppingstones Technology grant.