Children with autism often experience substantial challenges in understanding, structuring, and predicting the activities in their daily lives. The use of symbols to represent a s...
Michael T. Yeganyan, Meg Cramer, Lou Anne Boyd, Gi...
We present the design of Make a Riddle and TeleStory, educational applications developed on the Siftables platform for children aged 4-7 years. Siftables
are
hybrid tangible-g...
This work is part of a research targeted at experimenting the use of physical artifacts for the retrieval of multimedia information. Tangible interfaces
Pleo is one of the more advanced interactive toys currently available for the home market, taking the form of a robotic dinosaur. We present an exploratory study of how it was int...
We have developed an educational software tool (Aprendiendo) to reinforce the learning process of children with special educational needs. This tool makes use of a variety of inte...
Marginalization threatens basic issues of fairness and equal opportunity for a significant portion of children around the n this extended abstract, we frame the problem of margina...
Juan Pablo Hourcade, Natasha E. Bullock-Rest, Heid...
This paper analyzes conditions for improving digital inclusion in Chilean rural schools, using a multidimensional definition of digital divide. Using qualitative and quantitative ...
This paper discusses design iterations of Mobile Stories – a mobile technology that empowers children to collaboratively read and create stories. We present the design and discu...
COSPATIAL is a multi-disciplinary project that is using collaborative virtual reality and tabletop devices for training social competence within the theoretical framework of Cogni...
Massimo Zancanaro, Eynat Gal, Sarah Parsons, Patri...
Despite several efforts to make search engines more childfriendly, children still have trouble using systems that require keyboard input. We present TeddIR: a system using a tangi...
Michel Jansen, Wim Bos, Paul E. van der Vet, Theo ...