Title: Liang Jing
 1?
 4
Kindergarten Communication Environment 
Liang Jing jing.liang_at_uta.fi Alternative 
Communication  Access to Information Dept. of 
Computer and Information Sciences University of 
Tampere 12/03/2003 
 2Background
- Childrens communication is most simplified and 
most difficult, they have their own likes, 
dislikes, curiosities, and needs that are not the 
same as their parents' or teachers' 1  -  - rationalism or emotionality 
 -  - object-oriented manipulation 
 - Disable children are in a cruel reality, they 
face to a huge obstruction to communicate with 
others, they are still strange to their 
environment.  - New interaction technologies can help children 
improve their skills and knowledge. 
  3What we want 
- The use of alternative communication devices and 
special software should allow disabled people to 
perform independently some task they could not 
make otherwise 2  - To find out the most effective way that can help 
children begin their studies easier and faster  - New interaction techniques can help children and 
people with special needs to improve the 
communication skills.  - Designers  psychologists will pay further 
attention developing more sophisticated and 
adaptive software for self-learning, especially 
for disabled children. 
  4HCI  requirements from children
- Effective computer-based learning environment for 
visually impaired people 3.  - Simple and easy-understanding intefaces that 
children can play with them indepedently.  - Free hands to control of a computer using a video 
camera to track body movements, (head, nose, 
chin, finger or toe, for example), and convert 
those movements into mouse pointer movements on a 
computer screen 1. 
  5Designing process
- Young children can have a difficult time 
abstractly discussing the world around them.  
Merely asking children what they want in new 
technologies will not produce the input needed 
for the design process.  Therefore, there are 
developed methods to understand children's 
exploratory activity patterns 7. 
  6Paradigms for interactive products
Intel Play Toys 4
Camera Mouse http//www.cameramouse.com/
Barney 5 
 7TL, a language (Dutot, A., Olivier, D., 
Archambault, D) for creating games for visually 
impaired and blind children 9 this language is 
a part of the TiM (Tactile Interactive Multimedia 
computer games for visually impaired children) 
project whose overall aim is to offer to young 
visually impaired children the possibility to 
play with computer games
Tactile and Multimedia Tools for Young Visually 
Impaired People http//inova.snv.jussieu.fr/colloq
ues/BNet2001/uk/programme.php 
 8Motivations Accessibility  Understanding
TIM Project http//inova.snv.jussieu.fr/tim/ 
 9Interface design for child users
http//www.kukakumma.net/
http//www.kidpad.org/
8 
 10Research Methods
- The observation of children using adapted games 
allow to identify interaction behavior and 
difficulties to form useful mental strategies.  - Specific recommendations can be obtained from 
this information which allow to work out usage 
functions intended to improve the design of 
adapted computer games for visually impaired 
children.  - The integration of these functions in the 
conception of adapted games, has to allow the 
child to navigate and to find easily a way in 
computer games. 
  11Multimedia Games for Visually Impaired Children
- The study of the elementary scenes is intended to 
provide adaptation schemes including an 
independent access to specific devices.  - These schemes will be easily used to adapt any 
corresponding game situation.  - Testing the functionality of games is essential 
in the process of design.  - All the adapted game situations are tested in 
that perspective with the children.  - These tests must validate if the adapted games 
fit the needs of the children (autonomy).  
  12The Toyshop Using the software The Toyshop 
designed by Anita Hildén, developed and sold by 
Swedish Institute for Special Needs Education, 
you can observe if the child can see an object. 
 The objects are designed in bright colors or 
black and white. The animations will be different 
and objects move in different directions. All 
objects are shown on the screen together with a 
sound. The teacher will observe which object the 
child finds most attractive and do a selection of 
objects in the software. Next step is to let the 
child understand cause-effect. There are a lot 
of settings in the software that allows the child 
to do more and more complicated actions in the 
software. Input device can bee switches touch 
window, mouse and keyboard. 
Anita Hildén MUSSE version 2.0 http//www.sih.se/p
df/musse2_lathund.pdf 
 13Lasten  The truck This software is designed by 
Anita Hildén and Jenny Hammarlund. The child is 
playing with a truck filled with animals or 
objects. The aim is to find out if the child can 
understand and mach pictures to real objects and 
what size of objects the child can see. Objects 
and sizes can bee changed by the teacher. The 
vision test is using the same symbols as the 
vision test developed by doctor Lea Hyvirinen. 
 Input device is concept keyboard with overlays 
prepared in the software, mouse or keyboard (or 
Flexiboard). Flexiboard registers pressure in 
particular places and gives an answer with sound 
and on the screen immediately. This makes it 
possible for the child to obtain information via 
the sense of touch in his/her fingers in 
combination with audible impressions. 
Hammarlund, J. Computer Play for Children who are 
Severely Visually Impaired, TRC Rapport nr. 20 
(1999) 
 14Chu Chi Nung, Li Tien Yu and Chen Ming Chung 
develop the Design of an Adaptive Web Browser for 
Young Children with Reading Difficulties
It is hard for the children with reading 
difficulties to manipulate complex traditional 
browser to surf and read over the Internet. The 
Adaptive Web Browser integrating the technologies 
of HTML interpreter, convenient human interface 
design, text-to-speech engine and picture 
communication symbols, facilitates comprehending 
the contents in the Internet with auxiliary 
speaking sound or picture communication symbol 
produced automatically as needed. 
 15Features of the Adaptive Web Browser 
are Simplified Interface Giving careful 
consideration to the users cognition abilities, 
we modify the toolbar of AWB with a few graphic 
icons that are used most frequently in IE, 
including Forward, Backward, Refresh, Stop, Speak 
Out, and Go Home. Users could learn to interact 
with the AWB more easily by using these graphic 
icons instead of the complex toolbar in IE or 
Netscape. Furthermore, buttons on the toolbar are 
equipped with voice description, which will 
function if needed. Adapted Toolbar 
Arrangement AWB provides a position option and 
thus users with range of motion limit can benefit 
from the position arrangement. The options of 
position include the topside, bottom, right side, 
and left side of the AWB 
 16Voice assistance The AWB could read out the word, 
sentence, or phase highlighted by the users in 
synthesized voice output. Users could listen to 
the content of the web page instead of reading. 
 Picture assistance By connecting to the 
database with about 3,000 common picture 
communication symbols, the AWB can automatically 
pop-up the corresponding picture communication 
symbol near the target word or phrase as the user 
moves the mouse over it. This is supposed to 
enhance their comprehension. In the meantime, the 
AWB can speak the target word or phrase out by 
clicking the right button of mouse. 
 17Software and Technologies 
- Catch me 
 - There are 6 different games in this software, 
they are all used to practise the cooperation 
between eyes, hands movement and brain 
reflection. These 6 games are  
  18Catch me
- Pick the honey children use keyboard or mouse to 
move the bee, let it catch the flower, then they 
will listen to the sound, it means they move the 
bee to the right position. 
  19Excises in Catch Me
- Children can choose the size of bee and flower, 
then it can change the difficulty of the game. 
  20Double Team 80-34000
- It can practice children to think quick, works 
the brain.  - 4 Action Games, 4 Bonus Games, 5 Word Challenges, 
5 Math Challenges, 4 Personal Organizers,   - Pop the screen out for a hand-held action game 
that has 4 progressive skill levels, 1-2 player 
modes, cool sound effects and music. 
  21Power Zone Edge Computer 80-34600
- Computer with a light-up screen, can create and 
print word processing documents and cards, can 
read with the 75,000 word spell checker.  - Store personal phone numbers and addresses. 
Different skill levels to encourage advancement.  - 1 and 2 player modes make it fun for a friend or 
family member. 
  22References 1
- CameraMouse http//www.cameramouse.com/video.htm 
 - Archambault, D., Burger, D. TIM Development and 
adaptation of computer games for young blind 
children  Interactive Learning Environments for 
Children  ERCIM WG U14ALL  i3Spring Days 2000, 
Athens, 2000  - http//www.cs.uta.fi/grse/ACAI_2003/KinderGarten_
Liang/research_children.html  - http//support.intel.com/support/intelplay/qx3/ 
 - http//www.cs.uAta.fi/hci/leco/research_children.h
tml  - http//www.kukakumma.net/ 
 - Design Process, http//www.kidpad.org/ 
 - Project PETS, http//www.kidpad.org/ 
 - TIM Project http//inova.snv.jussieu.fr/tim/ 
 - Scapin, D. Ergonomics guidelines for the design 
of human-computer interfaces, Institut National 
de Recherche en Informatique et en Automatique, 
1986  
  23References 2
- Valentin, A. Evaluation ergonomique des 
logiciels  une démarche itérative de conception, 
collection outils et méthodes, ANACT, 1993  - Richir, S. La conception de produits nouveaux 
dans lindustrie du jouet (Design news products 
in toys industry)  Thèse de doctorat, ENSAM, 
Paris, 1996  - D. Archambault and al., Tim Tactile interactive 
multimedia computer games for visually impaired 
children. Information Society Technologies, ref. 
IST-2000-25298, May 2000.  - D. Archambault and D. Burger, From Multimodality 
to Multimodalities the need for independent 
models, in Proceedings of the UAHCI01 
conference  Universal Access in Human-Computer 
interaction  Towards an Information Society for 
All (C. Stephanidis, ed.), (New-Orleans, 
Louisiana, USA), pp. 227-231, Lawrence Erlbaum 
Associates, Aug. 2001.  - Gul Agha and Carl E. Hewitt, Actors A model of 
Concurrent Computation in Distributed System MIT 
Press, Cambridge MA, USA, 1986. 
  24References 3
- D. Archambault and D. Burger, TIM (Tactile 
Interactive Multimedia) Development and 
adaptation of computer games for young blind 
children, in Proc. ERCIM WG UI4ALL  i3 Sping 
Days 2000 Joint workshop, Interactive Learning 
Environments or Children, (Athens, Greece), Mar. 
2000. http//www.ics.forth.gr/ 
proj/at-hci/UI4ALL/i3SD200/Archambault.PDF.  - Hammarlund, J. Computer Play for Children who are 
Severely Visually Impaired, TRC Rapport nr. 20 
(1999)  - Anglin, G. J., Effect of pictures on recall of 
written prose How durable are picture effects?, 
Educational Communication and Technology,35(1) 
25-31, 1987  - Atkins, M. J. (1993). Theories of learning and 
multimedia an overview. Research Papers in 
Education, 8(2), 251-271.  - Mann, V. (1994). Phonological skills and the 
prediction of early reading problems. In N. C. 
Jordan  J. Goldsmith-Phillips (Eds.), Learning 
disabilities New directions for assessment and 
intervention (pp. 67-84). Boston, MA Allyn and 
Bacon. 
  25 Thanks ?