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Showing posts sorted by date for query "remote control". Sort by relevance Show all posts

Jul 23, 2013

Monkeying Around with Autism Assessments: Kinect-based game by Vectorform and Kaiser Permanente therapists offers a barrel of possibilities!

"The goal was to build a game that is extremely accessible, non-complex and includes simple mechanics that children with autism can quickly understand to retain their attention, prevent over-stimulation, encourage play, and prevent frustration." -Vectorform "Monkey Business" Team


I recently had the chance to visit the team at Vectorform's Royal Oak (MI) headquarters and experience a demo of one of their newest applications, a Kinect-based game developed to assist in the assessment of children with autism. The game, known as Monkey Business, was designed in collaboration with physical, occupational, and speech therapists from Kaiser Permanente, a large health care service provider in California. The project was supported by Kaiser Permanente's Innovation Fund for Technology group.

I was impressed!

As I watched the demo, it was clear that much time and attention was given to the input of the therapists at Kaiser Permanente. The avatar in the game is a friendly monkey who embodies the mannerisms of a friendly, curious child.  The artwork is visually appealing and not too busy. The sound effects relate to the interaction at hand and provide feedback to the child as they engage in various game-like tasks designed to assess visual-motor, gross motor, and basic receptive language skills.  Another good feature of this application is the simplicity of the screens designed for input of the child's information and viewing data regarding progress.

In my opinion, the Monkey Business assessment game has the potential for use in school settings, and would be enhanced if additional assessment activities are provided in the application.  Expanded activities within the Monkey Business environment could support a range of treatment, education, and related intervention efforts. In addition to supporting assessment and intervention of children with autism, the Monkey Business concept would be especially useful in working with children who have experienced a traumatic brain injury.


Below are screen shots and descriptions of a few activities from the Monkey Business game:

Lily Pad Jumping Test
In the jumping test, the child is asked to jump across a pond, from one lily pad to another.  The child is provided with a set of toy lily pads on the floor.  As the child jumps, the Kinect sensor picks up movement and displays the jumps on the screen in the form of the monkey.























Balance Beam Test
The following screen shot depicts the monkey avatar crossing a stream on a balance beam. The monkey's movements reflect the child's movements across a real balance beam in front of the Kinect sensor and a large screen display.






















Block Building Test
In the block building test, the monkey avatar encourages the child to build a tower of blocks to match the one displayed on the large screen.  The child uses real blocks, placed on a table, to build a tower while the monkey provides encouragements.  Objects other than blocks can be used, as the Kinect sensor is capable of identifying a variety of objects that can be use for building and stacking.






















Clinician Screens
The screens designed for inputting and reviewing data regarding the child are designed with simplicity and ease-of use in mind, as shown in the pictures below:












































In the present version of Monkey Business, a TV remote is used to control the application. It is possible that future versions of Monkey Business could integrated with a Smartwatch to input student information and control the activities in the application.  


Comment: As a school psychologist who works with children, teens, and young adults with autism and other significant disabilities, I know how difficult it can be to conduct assessments using traditional test materials.  If a student has difficulty interacting with unfamiliar adults, has communication challenges, or has motor difficulties, it may not be possible to administer an assessment that generates meaningful or valid results.  Even if the student is capable of completing some of the traditional test tasks, much time and effort is required on the part of the evaluator to sustain their interest, effort, and attention.   

To get a better picture of a student's emerging skills, I use interactive multimedia applications during my assessments of children with autism.  Newer technologies such as interactive whiteboards, larger touch-screen monitors, and tablets have proven to be useful tools in assessment.   A significant drawback to my approach is that it is cobbled together and might be difficult to replicate by other evaluation teams.  I see a growing need for a range of technologically-enhanced tools for assessment, including applications that offer opportunities for playful engagement.  Monkey Business holds potential to fill the bill.

What next?

I'd like to share some stories about the people who make things come to life at Vectorform. During my visit, I learned that they are involved in a number of projects related to health care and are always brainstorming new ways to harness technology for their various clients.  

Over the past several years, I've followed Vectorform's journey as they've jumped off of the desktop and transformed from web-developers to Post-WIMP explorers of natural user interfaces and interaction.  The most recent area of exploration is Google Glass. 

Intrigued by Google Glass?  So am I.  

During my visit to Vectorform, I had a chance to see the world - or rather Vectorform's basement conference room - through Google Glass.  As soon as I put them on I was flooded with ideas, and will expand on my ideas, and those of others, in future posts.

In the meantime, take the time to read an excellent post by Kevin Foreman, Vectorform's Director of Product Vision.  In "The Glass Experience", Kevin provides an in-depth reflection of his experience wearing Google Glass throughout his daily routine.  He also explains the inner workings of the hardware, the strengths and limitations of the Glass system, details about the user interface, the "on-board" accessories, and a few comments about what it is like to be a new Glass-wearing celebrity.


RELATED
Here are just three of the innovators I met during my recent visit to Vectorform, left to right: Jennifer Tonio, Marketing Manager, Kevin Foreman, Director of Product Vision, and Patric Samona, Director of Health Solutions.


















Below are a few links related to the use of games for the assessment and intervention of autism, along with links to information about the use of games and emerging technologies for rehabilitation, health care and health promotion:





Microsoft Kinect and Autism (SlideShare) Susan McCarthy, Little Angel's School 2/09/13


Italian Team Uses the Kinect to Treat Autistic Children Andrea Lorini, Epoch Times, 12/13/12

Microsoft Surface Multi-touch Application for Pediatric Neuropsychology Assessment (Featuring Vectorform) Lynn Marentette, TechPsych Blog, 8/26/09   



Xbox One, Kinect 2.0 and the future of health technology Marcelo Calbucci, Mobihealth News, 5/26/13



Accessible Games for Health and K-12 Education: Lessons from the Classroom (SlideShare) Lynn Marentette, 5/9/08, Games for Health Conference Presentation

Researchers: Microsoft Kinect is a Money-Saving Telemedicine Device Gabriel Perna, Healthcare Informatics, 2/15/13

Lowes, LP., Alfano LN, Yetter BA, Worthen-CHaudhari, L, Hinchman W, Samona P, Flanigan KM, Mendell JR Proof of Concept of the Ability of the Kinect to Quantify Upper Extremity Function in Dystrophinopathy
PLoS Curr. 2013 Mar 14; 5   doi:  10.1371/currents.md.9ab5d872bbb944c6035c9f9bfd314ee2

Dec 5, 2012

RP-VITA, Dr. Roboto - Remote Control Telepresence Healthcare

Intouch Health, a company founded in 2002, provides remote presence solutions for health care, in the form of robots.

The latest robot developed by Intouch Health is RP Vita. It has environmental awareness that allows it to move around a hospital without bumping into people or things. The doctor controls the robot through the use of an iPad by pointing to where it should go. The patient sees the doctor's head displayed on a screen perched on the top of the robot, as depicted in the picture below:


















It sounds a bit strange, but these robots are in many hospitals, and are useful in rural areas where there are few medical specialists.  

The presentation below explains the key points of the use of tele-robotics in medicine:

RP-VITA: A Glimpse at the Future of Healthcare Delivered Today: WIRED Health Conference, 10/16/12
Yulun Wang: Meet Dr. Roboto, Your New Bedside Caregiver from WIRED on FORA.tv

Jul 19, 2012

Your Palm as Remote Controller (Video and Links)

Traditional remote controls for televisions and home media centers are particularly frustrating to use, in my opinion.  There are too many buttons, the buttons are too small, and it is easy to mess it all up.  (I've touched on this topic in a number of blog posts, such as UX of ITV: The User Experience and Interactive TV (or Let's Stamp Out Bad Remote Controls) and others, linked at the end of this post.)


There is hope for the future!  I'm happy to share a video about a method of remote control that might make interacting with my TV less annoying...and possibly pleasant! 


Researchers at the Technical University of Darmstadt have been working on a way for people to control their TV without a remote or hand-held device.  I think they are on the right path. The video shows how UI elements, mapped to the hand, can be touched, with accuracy, to interact eyes-free with a large-screen TV.  This work won the Best Paper award at EuroITV'12.


For more details, see Leveraging the Hand Surface as and Eyes-free TV Remote Control and the references below:
Niloofar Dezfuli, Mohammadreza Khalilbeigi, Jochen Huber, Florian Müller, and Max Mühlhäuser. 2012. PalmRC: Imaginary Palm-based Remote Control for Eyes-free Television Interaction. In Proceedings of the 10th International Conference on Interactive Television (EuroITV '12). ACM, New York, NY, USA, to appear. 


Niloofar Dezfuli, Mohammadreza Khalilbeigi, Jochen Huber, Florian Müller, and Max Mühlhäuser. 2012. Leveraging the palm surface as an eyes-free tv remote control. In Proceedings of the 2012 ACM annual conference extended abstracts on Human Factors in Computing Systems Extended Abstracts (CHI EA '12). ACM, New York, NY, USA, 2483-2488. http://doi.acm.org/10.1145/2223656.2223823

SOMEWHAT RELATED
Oh! No! Sony's "Mother of Remote Controls" for Google TV
Interactive Multimedia Across Platforms and Screens: Adobe's Open Screen Project; MEX Mobile User Experience Manifesto... (Please don't annoy the user!)
Usability of a Remote Control
Quick Link:  The Remote - Death by Voice Control?

Dec 9, 2011

Quick Link: The Remote- Death by Voice Control?

Voice Control, the End of the TV Remote? Samsung, LG, and others are racing to bring voice control to the TV Set 
Peter Burrows and Cliff Edwards, Bloomberg Businessweek, 12/7/11


"Most consumers’ first opportunity to talk to their TVs—and have them listen—will be through voice-enabled apps for their smartphone or tablet."

I look forward to seeing if/how Apple TV uses Siri as a remote control!


Product Details
Picture from Amazon.com
RELATED
Jakob Nielsen, Alertbox, 6/7/04  
(A great read, still holds true in 2011!)

Lynn Marentette, Interactive Multimedia Technology, 10/12/10

Harry Brignull, 90 percent of everything, 10/6/10

Bad hospital TV remote control:

Instructions for my last remote control:

May 24, 2011

StoryVisit: Read and enjoy web-based stories while video chatting with your child or grandchild over the miles...

I promised my colleagues at Wolfe School that I'd share something new and cool upon my return from a recent CHI 2011* conference.  

StoryVisit was one of the "take-aways" I brought back.  

StoryVisit
 
is a web-based application developed to promote interaction between grandparents  (or parents) and children who are remotely located.  It is available on-line for free as part of a collaborative project between researchers from the Nokia Research Center, the Sesame Workshop, the University of Arkansas, and the MIT Media Lab


As soon as I saw the StoryVisit demonstration, I knew that the concept had potential to be useful to promote literacy and social communication among students with special needs, such as those who have autism spectrum disorders. (My story of how I tweaked StoryVisit for use with students is located near the end of this post.)

Credit: Nokia Research


One of the good features of the StoryVisit website is that it supports dialogic reading between the adult and child, by providing a Sesame Street character embedded in the story to help guide the process. 


According to Grover J. Whitehurst,  this method can support language development in young children.  In dialogic reading, the adult who reads with a child helps the child take a more active role in the process by following what is known as "PEER":    Prompting the child to talk about the story, evaluating the child's response, expanding the response by rephrasing and elaborating on what the child has said, and repeating the prompt to assess what the child has learned or grasped from the story.  This can include a discussion about the pictures that accompany the story, and questions that guide the child to think about the relationships between the characters, or prompts that help the child make predictions and draw inferences.


To get an understanding of the StoryVisit application, first take a look at how it works with adults and children - below are two related videos and an abstract from the StoryVisit presentation at CHI 2011 and a couple of related videos:







Here is short preview:



Abstract
"StoryVisit allows children and long-distance adults to experience a sense of togetherness by reading children's story books together over a distance. StoryVisit combines video conferencing and connected books: remote grown-up and child readers can see and hear each other, and can also see and control the same e-book. We report on research with 61 families - over 200 users including parents, children and long-distance readers - who used StoryVisit in their homes with a long-distance reader for at least one reading session. In addition, we report qualitative findings regarding nineteen of the families who participated in telephone interviews and four families who were monitored and interviewed by researchers at home. Results show that connected e-book video chat sessions last about five times as long as the typical video chats reported in previous research on families with young children. Moreover, the addition of an animated character increased session lengths by another 50%. StoryVisit usage peaked for families with three year olds, showing that sustained distance interactions with very young children are possible if communication technologies incorporate joint activities that engage children and adults."

-Raffle, H., Revelle, G., Mori, K., Ballagas, R., Buza, K., Horli, H., Kaye, J., Cook, K., Freed, N., Go, J., Spasojevic, M. Hello, is grandma there? let's read! StoryVisit: family video chat and connected e-books CHI '11 Proceedings of the 2011 annual conference on Human factors in computing, ACM New York, NY, USA

Here's how I tweaked Storyvisit to work in a school setting:


On my first morning back at Wolfe, I decided to use StoryVisit with two high school-level students who have autism and cognitive delays.   My goal was to familiarize the students with Storyvisit so they could use it to read stories to younger elementary-level students with autism who are in a self-contained classroom.  I went to the Storyvisit website and registered Wolfe school as the "Wolfe family", using some of the teacher's email addresses as "family members".


During my session with the two young men, I placed them far apart in a large therapy room where my office is located.  Each student used earphones, since I was aware that there might be an audio feedback problem (which will be fixed, according to the Storyvisit folks).  Since the two students were not too far apart, I simply ran back and forth between them to make sure things were going OK and prompt them if needed.

I coached one student to play the role of the reader (grandparent) and the other to play the role of a younger child.  We got this accomplished successfully within our 1/2 hour session, an amazing feat, given the nature of the students' disabilities. They especially liked the video conferencing part, something that they've done at school in the past.  They communicated with each other better through this medium than in person, as the required less prompting.

The two young men were so excited about this process that after they returned to class, they suggested to their teacher that they wanted to practice with the application with their classmates.  They wanted to use Storyvisit to read to the younger students as soon as possible.  

The teacher, without much prior knowledge about the application, was able to set it up quickly.  She used the application during her morning group reading activity, displaying the Storyvisit website on a SMARTBoard.  She was impressed with the "Block Party" story - especially the great recipes included at the end of the story.   

The teacher mentioned that the recipes could be used to create snacks for a "block party" between the two classes after the StoryBook session.  The students could use the recipes to create shopping lists for a community outing to a local supermarket, and then prepared during Activities of Daily Living class (the classroom is equipped with a kitchen.)    

To see how the elementary-level students would respond to the Storyvisit website, I visited the classroom and demonstrated the Block Party book to the students using a SMARTboard. I used "Grandparent" mode, without the webcam, since I was with the students.  As I went through the story, the teacher mentioned that the webcam feature would be ideal for including students who use sign language in Storyvisit activities. (She happens to be the mother of daughters who have hearing impairments.)



RELATED
Try StoryVisit by signing up at Storyvisit.org
NRC (Nokia Research Center) launches Story Visit pilot in association with Sesame Workshop
Intervention: Dialogic Reading (2/8/07), US Department of Education, Institute of Education Sciences (What Works Clearinghouse)
Dialogic Reading Video SeriesNCLD Editorial Staff, 11/1/09
Dialogic Reading: An Effective Way to Read to Preschoolers (Grover J. Whitehurst -1992, Reading Rockets Archive)
Hayes Raffle's website
Family Story Play (First version of StoryVisit)
Family Story Play pdf (CHI 2010 presentation)

SOMEWHAT RELATED
Since the Storyvisit activity was so positive with my students, I decided to dig a little deeper.  I use video quite a bit with students with autism spectrum disorders, and work with students to establish joint-attention skills and behaviors.  My hunch is that this is an area that warrants further exploration, especially for children and teens with autism spectrum disorders, their classmates, peers, and families.


The Co-Viewing Connection: "A blog for grown-ups about using media and technology with kids"
The New Coviewing: "Promoting Children's Learning Through Joint Media Engagement"


Interesting:
Game On.... Girls:  Associations Between Co-playing Video Games and Adolescent Behavioral and Family Outcomes (Sarah M. Coyne, Laura M. Padilla-Walker, Laura Stocdale, Randal D. Day, Brigham Young, School of Family Life, in Journal of Adolescent Health, 2/3/11)

Why this is important:
My grandson, "reading" at 6 months old:


My mom and my grandson reading together:



*"The ACM  Conference on Human Factors in Computing Systems is the premier international conference of human-computer interaction. CHI 2011 focuses on leveraging our diversity and connecting people, cultures, technologies, experiences, and ideas."


Cross-posted on the TechPsych blog.