Feb 24, 2011

Today I hooked up a Wii to the IWB in the school's therapy room. Next - a Kinect?! (Angels are welcome to help us expand the school's "games" programs for students with special needs)



Today, I hooked up our school's Wii to the newly-installed IWB in the therapy room for the first time, and used it during a session for for a social-skills activity with two students who have autism spectrum disorders.  The students helped each other to create their own "Mii" avatars.  I had them play the bowling game, and was impressed how this activity elicited social conversation between the students, with minimal effort on my part.

Most of students in the program at Wolfe are in grades 6-12. They have cognitive, language, and motor delays.  A good number of the students also have autism spectrum disorders. Some have multiple special needs.

We have found that when our students are provided with interactive activities displayed on the large screen of an IWB, they tend to increase their level of attention to their peers and also communicate more with one-another, as well as with the teachers and staff.

By using an IWB for games at school, we are extending the reach of how this technology can be used with students who have more complex special needs.   By providing a means  for our students to learn to play positive games, we help them develop important physical, social, and leisure skills that they can use outside the school setting with non-disabled peers and siblings.  My hunch is that the games will also help promote cognitive/problem solving skills, too.

NOTE:
The funds to purchase the Wii were donated to our school, but did not cover additional games or accessories. We'd like to purchase Rock Band and Wii Fit. We'd also like to expand our program and purchase an Xbox with a Kinect.   An iPad or two would be OK, too : )

If there are any angels out there who'd like to donate funds for our "games" program at Wolfe, please contact me through my Google profile. I will connect you with the appropriate person.

Game designer/developers/researchers/students:
If you are interested in volunteering your efforts to work on a basic cooperative, pro-social game for the Kinect, SMARTTable, or interactive whiteboard, please contact me.


NCSU D.H. Hill Library has a Perceptive Pixel Multitouch Display (updated)

NCSU 'sandbox' lets students touch the technology
Jay Price, Charlotte Observer, 2/22/11



"The Perceptive Pixel display wall, which was switched on this week, is the $100,000 centerpiece of the new Technology Sandbox at the D.H. Hill Library. The sandbox is a room of cutting-edge, interactive hardware that's aimed partly at familiarizing students with the latest high-tech hardware, particularly large displays and gesture-based computing. It was paid for with a federal grant from the Institute of Museum and Library Services that is administered by the State Library of North Carolina."


Credit: Corey Lowenstein - clowenst@newsobserver.com

RELATED
Technology Sandbox introduces NCSU students to latest gadgets
WRAL Techwire, 8/25/10
New Learning Spaces for New Learning Styles (pdf)
Terry B. Hill, Mohan Ramaswamy,  NCSU

HUNT LIBRARY



North Carolina State University Libraries
Perceptive Pixel

Vision-Based Hand-Gesture Applications: Video from Communications of the ACM



The latest edition of Communications of the ACM, via "snail mail", was the inspiration for this post:



Vision-Based Hand-Gesture Applications
Juan Pablo Wachs, Mathias Kolsch, Helman Stern and Yael Edan

"Body posture and finger pointing are a natural modality for human-machine interaction, but first the system must know what it's seeing."


More to come!

Feb 23, 2011

Interactive Timeline "Wordle" for WikiLeaks: Explore the Cable Street Database, an Example of Interactive Journalism



What can a cloud of words tell us about foreign policy?:
"An interactive analysis of all the 250,000 documents in the so-called Cable Street database" -Aftenposten


RELATED
Behind the scenes of Aftenposten's Wikileaks visualization
Tracy Boyer, Innovative Interactivity (II), 2/23/11

Eirick Wallem Fossan: Multimedia journalist and Flash developer for Aftenposten.

Comment:  I usually don't blog about political topics, but I felt that this interactive visualization was an effective method of helping the public understand the information/data shared through the Wikileaks process.  

My last post focused on the large multi-touch wall installed at a new library at North Carolina State University.  The library was designed for collaborative activities.  An interactive "Wordle" displayed on a multi-touch wall for students to explore with peers would probably be worth using!    

Public libraries, outfitted with collaborative displays, would also be great places for the people to explore all sorts of visualized data.  

Feb 22, 2011

How Social Can News Get? SoCon11 Presentation by Lee Rainie, Pew Internet Project

If you'd like to learn more about social media,  take a look at the following presentation from the recent SoCon11 conference, "How social can news get?", by Lee Rainie,  Director of the Pew Internet Project:


"Lee Rainie, Director of the Pew Internet Project, discusses the Project’s latest findings at the SoCon11 conference. He goes through trends in social media use in the last five years of the Project’s data. He explores how the turn to pervasive, participatory, personal, and portable news changes the way news consumers and producers behave and think about the role of news in their lives." - Pew Internet and American Life Project


Quite a few topics were covered at the conference, which can be found on the SoCon11 Agenda site.

Urban Ministries of Duram's online serious game, SPENT: Can you make it through the month on $1,000.00? (via Tracy Boyer)





SPENT is an online serious game that is a result of a collaboration between the ad agency McKinney and Urban Ministries of Durham, N.C.    The game was launched this month to help increase community awareness about the needs of people who have been negatively impacted by the on-going economic crisis - people who have lost jobs, the under-employed, and the homeless.   


The factoids provided in the game are based on data (see link below).  One goal for presenting this information is to help players sift through the myths they might be carrying around in their heads about poverty and the realties that many people face every day.   


The game offers players the opportunity to take on different roles, make tough decisions, and see the results of these decisions. 


The game is a call to action.




RELATED
McKinney launches Spent, an interactive game about poverty
Tracy Boyer, Innovative Interactivity, 2/21/11
Play SPENT
Sources for the data/information provided in SPENT (pdf)
Urban Ministries of Durham
McKinney
WhiteNoise | Lab (Sound Design for SPENT)
Emphathize Walt Barron, 5 Words (McKinney Blog)  2/8/11