{"title":"Exploring and Evaluating Sound for Helping Children Self-Regulate with a Brain-Computer Application","authors":"Elgin-Skye McLaren, A. Antle","doi":"10.1145/3078072.3084299","DOIUrl":"https://doi.org/10.1145/3078072.3084299","url":null,"abstract":"Children in North America are more likely to suffer from attentional challenges than any other mental health issue. Studies suggest that neurofeedback treatments may be useful for helping these children learn to self-regulate. Applying neurofeedback treatments in real-world, school settings poses a challenge, however, as these environments are often noisy and filled with distractions. The addition of ambient audio to neurofeedback systems may help reduce these disruptions. Further, research suggests that certain auditory treatments, such as binaural beats and white noise, may improve children's focus and aid memory recall. In the following paper we present the theories supporting this idea as well as a mixed methods framework for evaluating whether sound can help children focus while learning to self-regulate using a neurofeedback system. Specifically, we wish to investigate whether these treatments may help children (1) achieve an attentive state sooner and (2) maintain an attentive state for longer, when compared to the same system without sound.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116462394","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Emotion Recognition via Face Tracking with RealSense(TM) 3D Camera for Children with Autism","authors":"T. Tang, Pinata Winoto, Guanxing Chen","doi":"10.1145/3078072.3084321","DOIUrl":"https://doi.org/10.1145/3078072.3084321","url":null,"abstract":"Although there is a growing recognition of the differences, not diminished abilities, of facial affective expressivity between Typically Developing (TD) and Autism Spectrum Disorder (ASD) individuals, which might lead to the varied recognizability of conveyed emotion by both TD and ASD individuals, little is explored on the ecological validity of these findings; that is, whether spontaneous affective facial expressions can better be produced and recognized by both populations. We aimed to address these issues in the present study, using children's cartoon clips to assess two aspects of spontaneous emotion production and recognition in a context closer to real-life children's cartoon movie watching (at home or a classroom). Based on the facial landmark data and a teacher/parent's manual emotion tags (happy), we performed a computational analysis to compare the happy emotion labels generated by the automated algorithm and the human TD rater. Two pilot studies of six ASD children revealed the potential as well as challenges of such an approach.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128284477","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Karla A. Badillo-Urquiola, S. Harpin, P. Wisniewski
{"title":"Abandoned but Not Forgotten: Providing Access While Protecting Foster Youth from Online Risks","authors":"Karla A. Badillo-Urquiola, S. Harpin, P. Wisniewski","doi":"10.1145/3078072.3079724","DOIUrl":"https://doi.org/10.1145/3078072.3079724","url":null,"abstract":"Teens in the foster care system often have histories that involve severe trauma, such as physical and sexual abuse, substance use, incarceration, and early pregnancy. While studies have investigated foster teens' engagement with high-risk behaviors offline, there is a dearth of information regarding foster teens and their engagement in online activities that may facilitate increased risk behaviors. Moreover, the extent to which technology acts as a positive versus negative influence on foster youth is unclear. We synthesize the current literature on foster youth and online safety to illustrate: 1) the tensions between providing access to networked technologies versus keeping foster youth safe from risks, 2) the lack of empirical research or technology-based interventions to ensure the online safety of foster youth, and 3) the importance of pursuing future research to design solutions that can alleviate some of these tensions. Our goal is to inform researchers, designers, and educators on the importance of keeping in mind the needs of particularly vulnerable populations, such as teens within the foster care system, when designing interactive systems.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132773155","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Promoting CARE: Changes via Awareness, Recognition and Experience","authors":"M. Landoni, A. Fedosov, E. Niforatos","doi":"10.1145/3078072.3105877","DOIUrl":"https://doi.org/10.1145/3078072.3105877","url":null,"abstract":"We propose to design playful solutions to help young people better understand the consequences of their use of language in a community of peers. Our system, CARE, will analyse the content of their messages and extract the emotions they are charged with, both in terms of strength (arousal) and valence (negative or positive). Their effects will be translated visually in forms suitable for the different age groups. A positive reinforcement policy will be in place where good behaviour results in awards and popularity among a restricted circle of friends. Finally a simple and cheap wearable device will be offered to young persons willing to be alerted in case they get into an aggressive mood so to raise their awareness and help control themselves better.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116601461","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Forest Friends Demo: A Game-Exhibit to Promote Computer Science Concepts in Informal Spaces","authors":"I. Sung, M. Berland","doi":"10.1145/3078072.3091984","DOIUrl":"https://doi.org/10.1145/3078072.3091984","url":null,"abstract":"Forest Friends is a strategic video game designed to introduce elements of computer science in an engaging and accessible way. The game includes artificial intelligence coding components that encourage participants to work with conditional statements. The research goal is to place the game in an informal learning environment to study the impact that it can have on young learners from diverse backgrounds.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116796698","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Session details: Peer & Robot Interactions (Full Paper Session)","authors":"Michael Horn, B. Zaman","doi":"10.1145/3248697","DOIUrl":"https://doi.org/10.1145/3248697","url":null,"abstract":"","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121742619","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Multi-User Tabletop Application to Train Children with Autism Social Attention Coordination Skills without Forcing Eye-Gaze Following","authors":"Pinata Winoto, T. Tang","doi":"10.1145/3078072.3084320","DOIUrl":"https://doi.org/10.1145/3078072.3084320","url":null,"abstract":"Social attention coordination skills are central to the overall joint attention development. Previous research for children with neurotypical developing (NT) and autism spectrum disorder (ASD) has largely focused on one pathway of coordinating visual attention via gaze following with a social partner. However given the much higher reluctance of individuals with ASD to make eye contact, other pathways of visual attention coordination might be more satisfying. Such a possible pathway might be the hand-eye coordination which was observed to lead to successful social attention coordination between physically active infants and their parents. Motivated by prior works on the benefits of tabletop-based applications for ASD children, in this paper, we unfold a multi-user tabletop pattern-matching game to train ASD children social attention coordination skills via hand-eye coupling, that is, manipulation of screen-objects (puzzles with different patterns) in goal-directed tasks is achieved by alternating eye-gaze between screen-objects in one's own private space and another one in a shared space.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125742609","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jared Duval, Zachary Rubin, Elizabeth Goldman, Nick Antrilli, Yu Zhang, Su-hua Wang, S. Kurniawan
{"title":"Designing Towards Maximum Motivation and Engagement in an Interactive Speech Therapy Game","authors":"Jared Duval, Zachary Rubin, Elizabeth Goldman, Nick Antrilli, Yu Zhang, Su-hua Wang, S. Kurniawan","doi":"10.1145/3078072.3084329","DOIUrl":"https://doi.org/10.1145/3078072.3084329","url":null,"abstract":"Children with speech impairments often find speech curriculums tedious, limiting how often children are motivated to practice. A speech therapy game has the potential to make practice fun, may help facilitate increased time and quality of at-home speech therapy, and lead to improved speech. We explore using conversational real-time speech recognition, game methodologies theorized to improve immersion and flow, and user centered approaches to design an immersive interactive speech therapy solution. Our preliminary user evaluation showed that compared to traditional methods, children were more motivated to practice speech using our system.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122284661","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Investigating Children's Passwords using a Game-based Survey","authors":"Dev Raj Lamichhane, J. Read","doi":"10.1145/3078072.3084333","DOIUrl":"https://doi.org/10.1145/3078072.3084333","url":null,"abstract":"This work describes how a simple Android game was used to study password and username creation with children aged 7 and 8. Children answered questions, made a username and password, and then later used these to log in. The novelty is in the use of the approach as well as in the findings. The findings confirm earlier work in regards to password length, suggesting six characters as adequate, and provide preliminary evidence that most children use familiar items in password and especially username creation.","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124069390","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Crazy Like Us: Design for Vulnerable Populations","authors":"A. Antle","doi":"10.1145/3078072.3078074","DOIUrl":"https://doi.org/10.1145/3078072.3078074","url":null,"abstract":"Most ethics boards classify children as a vulnerable population -- all children. The reason given for this is that children lack the necessary cognitive capacity to decide whether or not to participate in most research. It may be difficult for them to foresee the risks and potential benefits to their own well-being or to understand how the conditions of research may or may not be in their own best interests. Children who have special challenges, such as those with dyslexia, ADHD, developmental delays, or mental health issues, or children living in poverty, who may be illiterate or repressed, may have even less capacity to understand and give assent to participate in research. Working with and for children, which is the cornerstone of the child-computer interaction community, raises a number of ethical challenges. First, we must present our research to children in ways they can understand. Because if we don't do this then we exclude the children who could benefit the most from the work we do, because they cannot easily give assent or because they may be difficult to access or work with. This raises an even more important issue. We may think that children can benefit from participating in our research or from using the computational systems that result from our research. But is this true? How do we know if the children we study are benefiting from our research? Third, what happens after our research is over? What legacy do we leave behind when our research is complete?","PeriodicalId":377409,"journal":{"name":"Proceedings of the 2017 Conference on Interaction Design and Children","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130056274","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}