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S’n‘S (Sound and sensors)
Summary
Play Experience by Assistive Technology for play
Devices, services & contexts for play with children with disabilities
Name of Play Experience by AT
S’n‘S (Sound and sensors)
Type of project
Intervention
Finished research project
Ongoing research project
Summary
(~150 words: target group, aims, kind of activities, Play Experience by AT (devices, services and contexts) used, play experiences and results)
S’n‘S (Sound and sensors) is a system of musical instruments designed and prototyped with a twofold purpose to experience sound bodily without knowing music and to implement “eco-technological” tools entirely recyclable and remixable in their physical and digital components. It is a five-instrument (guitar, bass, didgeridoo, DJ console, and Theremin) system entirely made of reused cardboard packaging, embedding different sensors and actuators. The software developed to control the system is open source and realised by assembling and adapting open source code. The The hardware components of the system include an Arduino platform, two ambient light sensors, two LilyPad accelerometers, a flex sensor, and an ultrasonic range finder. In order to make the system fully remixable and recyclable, the sensors are not soldered: they are connected to an Arduino Proto Shield through headers to allow re-use, hacking and adaptation at any time. The DJ console was used in an experimental field trials with children linguistic impairments.
Play Experience by Assistive technology
Low-tech, high-tech products, services and contexts for play
Description, intended use(s), intended target group(s), manufacturer/developer, reference
The system can be used in different contexts such as schools, rehabilitation center and playful environment. There is not a specified target groups. S'n'S can be used from different children or adult people. In the spirit of regenerative remixing, the software developed to control it, is open source, and realised by assembling and adapting open source code. The project addresses people who are not expert musicians, and may want to approach music in a bodily and engaging way, using gestures and imagination as driver of their performance. S’n’S’ is composed of tools inspired by electric guitar and bass, theremin, DJ console and didgeridoo. The hardware components of the system include an Arduino platform, two ambient light sensors, two LilyPad accelerometers, a flex sensor, and an ultrasonic range finder. In order to make the system fully remixable and recyclable, the sensors are not soldered: they are connected to an Arduino Proto Shield through headers to allow re-use, hacking and adaptation at anytime. All sensor data are sent via a serial transmission to the Pure Data software, an open source visual programming language that was used to filter the data coming from the Arduino and convert them into sounds. The software allows real time management of thresholds and volumes of the five instruments through a graphical user interface. References: Lund, H. H., Marti, P., & Tittarelli, M. (2014). Remixing playware. In Robot and Human Interactive Communication, 2014 RO-MAN: The 23rd IEEE International Symposium on (pp. 49-55). Tittarelli M., Marti P., and Peppoloni D., (2014), Rapping dyslexia: learning rhythm, rhyme and flow in dyslexic children, In Proc. of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational pp 865-870
Picture
Download
Context
The context of use
(home, school, rehab center or other environments)
The system can be used in different contexts such as schools, rehabilitation center and playful environment.
Type of Play
Type of play in this play system
LUDI Classification of types of play
Cognitive Dimension
Practice
Symbolic
Constructive
Rule play (including videogames)
Social Dimension
Solitary
Parallel
Associative
Cooperative
Objectives
Objectives related to play according to ICF-CY
International Classification of Functioning, Disability and Health - Children & Youth Version (ICF-CY)
Play for the sake of play
Major life areas - d880 engagement in play
d8800 solitary play
d8801 onlooker play
d8802 parallel play
d8803 shared cooperative play
d8808 engagement in play, other specified
d8809 engagement in play, unspecified
Community social and civic life - d920 recreation and leisure time
d9200 play
Play-like activities
Therapeutic and educational objectives
b1 Mental functions
b2 Sensory functions and pain
b3 Voice and speech functions
b4 Functions of cardiovascular, hematological, immunological and respiratory systems
b5 Functions of digestive, metabolic and endocrine systems
b7 Neuromusculoskeletal and movement related functions
d1 Learning and applying knowledge (learning through symbolic play, learning through pretend play)
d2 General tasks and demands
d3 Communication
d4 Mobility
d7 Interpersonal interactions and relationships
Participant
Participant(s)
Number
1-5
5-10
10-20
>20
Chronological Age
0-3 years
3-6 years
6-12 years
12-18 years
Development Age
0-3 years
3-6 years
6-12 years
12-18 years
LUDI Categories of disabilities
Mental/intellectual impairments:
mild
moderate
severe
profound
Hearing impairments
Partially hearing impaired
Deaf
Visual impairments
Partially sighted
Blind
Communication disorders (speech and language disorders)
Physical impairments
Mild
Moderate
Severe
Autism Spectrum Disorders
Multiple disabilities
Explanation
Explanation on the use of low-tech, high-tech devices, services or contexts
Explanation
No instruction, self-discovery of the participant/subject
Verbal instruction, language and communication fitting to chronological age
Verbal instruction, language and communication is adapted
Visual and/or verbal instruction with AAC (Aumentative and Alternative Communication)
Visual instruction with written language
Visual instruction with pictures or drawings
Modeling by therapist/researcher
Hand over hand: therapist/researcher leads the actions of the participant
Prompting: therapist/researcher touches the participant as a key for further actions
Guided discovery: therapist/researcher coaches the participant so s/he discovers how to use the assistive technology
Modeling by peer
Visual instruction by peer
Verbal instruction by peer
Involvement
Adult: therapist/educator/researcher
Parent or significant others
Peer with disabilities
Peer without disabilities
Role
Non-participatory observer
Participatory observer
Providing instruction
After the instruction, providing supervision during play
Evaluation
Evaluation of objectives and outcome measures
Description of outcome measure(s)
Observation by professional/researcher providing the play experience
Observation by other professional/researcher
Video analysis
Feedback from client/parents/professionals
(validated and reliable) outcome measures like tests, self-reports of client/system, questionnaires
Information about availability of outcome measure: publisher, website, contact person
Patrizia Marti: patrizia.marti@unisi.it Iolanda Iacono: iolanda.iacono@gmail.com Michele Tittarelli: michelearte@gmail.com http://www.roboticsandlearning.org/?post_type=portfolio&p=314
Achievements
Summary of achieved effects
The study conducted in Italy over a period of 1 month showed an incremental in relation to the fluency and the comparison of the verbal and non-verbal repetition test.
References
References to the intervention or research project
Contact Person
Patrizia Marti: patrizia.marti@unisi.it Iolanda Iacono: iolanda.iacono@gmail.com Michele Tittarelli: michelearte@gmail.com
Website
http://www.roboticsandlearning.org/?post_type=portfolio&p=314
Publication
Tittarelli, M., Marti, P., Peppoloni, D. (2014). Rapping Dyslexia: Learning Rhythm, Rhyme and Flow in Dyslexic Children. Proceedings of the 8th Nordic Conference on Human-Computer Interaction, NordiCHI2014, Helsinki, Finland October 2014. Lund, H.H., Marti, P., Tittarelli, M., Remixing Playware, Proceedings of The 23rd IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN 2014) Edinburgh, Scotland, UK 25-29 August 2014.
Keywords
Keywords
Example: Robots, Virtual Games, Mobile Phone, Public Playground, Adapted Toys
Sound, sensors, play, playful activity, speech therapy, rap, dyslexia
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