Play Experience by Assistive Technology for play
Devices, services & contexts for play with children with disabilities
Name of Play Experience by AT
Type of project
Finished research project
Ongoing research project
(~150 words: target group, aims, kind of activities, Play Experience by AT (devices, services and contexts) used, play experiences and results)
The ultimate advances in information technologies lead to new possibilities in terms of educational approaches. One of them, which are the focus of this paper, is to improve the handwriting skills of children by use of a tablet. The Android based application presented here promotes an autonomous learning without losing the input, expertise and preferences of the teacher(s). The app is based on the use of machine learning classifiers and image processing techniques to compare the written character with the character created or uploaded by the teacher and to grade the performance accordingly.