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TOWARDS SMART & INCLUSIVE SOCIETY: BUILDING 3D IMMERSIVE MUSEUM

BY CHILDREN WITH COGNITIVE DISABILITIES

X. Alaman, P. RodriguezDpt. CC. Computación e Inteligencia Artificial.

Universidad Autónoma de Madridxavier.alaman@uam.es

pilar.Rodriguez@ii.uam.es

M. Gea, V. MartinezDpt. Lenguajes y

Sistemas InformáticosUniversidad de Granada

mgea@ugr.es

8th annual International Conference on Education and New Learning TechnologiesBarcelona (Spain). 4th - 6th of July, 2016.

Summary

Towards Smart & Inclusive Society: Building 3D Inmersive Museum by Children with Cognitive Disabilities. EDULEARN’16 2

- Scope: Smart Cities & Inclusiveness paradigm

- eIntegra project

- The users (content creators)

- Case Study: Virtual Museum project

- Conclusions & future research

Introduction. Trends

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The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it. Mark Weiser

Focus on technology, but also on users Based on interaction paradigms

Smart Cities

Towards Smart & Inclusive Society: Building 3D Inmersive Museum by Children with Cognitive Disabilities. EDULEARN’16 4

- From ubiquitous computing to Smart Cities

- A promising paradigm for future

Smart city as a high-tech intensive and advanced city that connects people, information and city elements using new technologies in order to create a sustainable, greener city, competitive and innovative commerce, and an increased life quality. (Baciki’12)

V. Albino, U. Berardi, R. M. Dangelico: Smart Cities: Definitions, Dimensions, Performance, and Initiatives, in Journal of Urban Technology, 2015

Smart Cities

Towards Smart & Inclusive Society: Building 3D Inmersive Museum by Children with Cognitive Disabilities. EDULEARN’16 5

Strategic Research agenda for Countries

h"ps://ec.europa.eu/inea/en/horizon-2020/smart-ci6es-communi6es

Horizon 2020 program: Smart Cities & Communities

Smart Cities & inclusiveness

Towards Smart & Inclusive Society: Building 3D Inmersive Museum by Children with Cognitive Disabilities. EDULEARN’16 6

Creating content for all

Technology (devices, networks)

Data, connectivity, integration Content layer (app, services)

Inclusiveness

eIntegra

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e-Integra project the Spanish research project in the context of the Information Society, particularly in the area of attention to diversity, and focusing on the development of technology to provide comprehensive training to people with special needs. These people have some limitations that affect their daily activities Training people with some limitations, using emerging interactive paradigm, towards a social & labour inclusion.

@eIntegraTIChttp://utopolis.ugr.es/eIntegra

eIntegra: Tangible User Interfaces

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Virtual Touch. Tool for educational activities Mixed reality for children with social barriers & learning difficulties

Multi-touch User Interfaces

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http://aprendecondedos.es

DEDOS. Educational authoring tool collaborative task on multitouch surfaces Collaborative activities for Down syndrome children

MuseGrades (Virtual Museum)

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MuseGrades. Virtual Reality immersive Museum (Asprogrades Association) Creating storytelling and 3D immersive tour by children with cognitives disabilities

The users/content creators

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- Working on an association for people with cognitive disabilities (Asprogrades) http://www.asprogrades.org

- Special Education school for Children with different cognitive disorder spectrum (Asperger, autism, learning difficulties…) ages from 6 to 20 years old.

- A handcraft workshop for socio-labour integration (ceramic, design, planting…) beyond 20 years old

The hand-craft exhibition (for shopping)

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The school (the timetable for each child)

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Children with cognitive disabilities: features

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- Disorder of attention and Concentration. Difficulty focusing and maintaining attention on academic tasks - Memory. Difficulty memorizing numbers, letters, sequences - Language. Difficulties with sequencing when telling a story, pronouncing words, expressing ideas - Social Skills. Difficulties in interpreting social cues, cooperation - Affective skills. Difficulties to express emotions, changes in sense of humor - Disorders in behavior such as hyperactivity, impulsivity - Coordination problems

Activity Sheet for training

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- OpenSimulator (Open Source Second Life …) - Learning on 3D World - using pictographic language - training sessions: focus group/collaborative/individual - Leaning based on Missions (task to solve)

eTraining

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focus group session collaborative session

individual session. mission: discover the island

Training

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Training

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The Museum (the authors)

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The drawings (from the birthday mission)

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MuseGrades (Virtual Museum)

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Great User Experience (engaging people with technology)

Conclusions & future research

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Done: - A systematic approach to creativity on 3D world, using a common language based on pictograms & organization of activities (training sessions, mission) to integrate in their everyday life. - Creation of sheets (material), tasks and skills to use in the special education school. This knowledge can be shared with other schools to use it and promoting virtual meeting experiences.

Future trends - An early stage to learn storytelling on digital media, by creating sceneries, characters (avatars), telling stories and using different narrative media (written, audio). - Post contents on Blog & Social network

TOWARDS SMART & INCLUSIVE SOCIETY:

BUILDING 3D IMMERSIVE MUSEUM BY CHILDREN WITH COGNITIVE

DISABILITIES

Thank you!

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