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Autoplay
Summary
Play Experience by Assistive Technology for play
Devices, services & contexts for play with children with disabilities
Name of Play Experience by AT
Autoplay
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)
AutoPlay proposes a simple while powerful system for objective and free of context conditioning observation of autism signs in infants. This is realized by using non invasive wearable sensor nodes (WSNs) in a game context (e.g. kindergarten, home), and advanced data analysis and comparison. If successful, this work can open to early diagnosis of autism. An initial study of the way the child and the autistic child plays a game (see: feasibility study) allowed to start developing a new fundamental knowledge to a global understanding of autism and to facilitate the early diagnosis of autistic disorder making it more recognizable and acceptable by the family. The key elements of innovation of AutoPlay builds on it, and are the us of the game and the game environment, to easy the free recognition, and the use of sensor and data analysis, to realize an objective output.
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
We aim at developing a system for collecting, analyzing and classifying infant behavior in playing games, so that we can identify the game activities patterns and their deviations, with the following constraints: the system must work (1) with a small number of sensor nodes; (2) recognize a very large number of game behaviors, with sufficient accuracy; (3) work without users feedback. The intended target groups are infants with neurodevelopmental disorders (NDDs), their families and pediatricians.
Context
The context of use
(home, school, rehab center or other environments)
AutoPlay is realized by using non invasive wearable sensor nodes (WSNs) in a game context (e.g. kindergarten, home).
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
Information about availability of outcome measure: publisher, website, contact person
We are using data mining to analyse the data. However, project is ongoing and we do not have results yet.
Achievements
Summary of achieved effects
Project is ongoing and we do not have results yet.
Keywords
Keywords
Example: Robots, Virtual Games, Mobile Phone, Public Playground, Adapted Toys
Toys, sensors
Play Systems with similar keywords
Early stimulation through play. Guidelines for the design of toys for use in therapy
S’n‘S (Sound and sensors)
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