TY - GEN
T1 - Interactive Story Box for Children with Cerebral Palsy
AU - Wu, Lechen
AU - Lim, Eng Gee
AU - Zhang, Quan
AU - Avliyoqulov, Alijon
AU - Sun, Jie
AU - Kong, Lijun
AU - Chen, Zhiqin
N1 - Publisher Copyright:
© 2022 ACM.
PY - 2022/6/21
Y1 - 2022/6/21
N2 - Children with cerebral palsy (CP) tend to have difficulty in speech communication, geometric cognition, and motion control. They need to go through intensive rehabilitation exercises to develop and enhance their capabilities for daily living. The training aids or tools currently used cannot attract such a group of children to participate and persist in long-term exercise. This study aims to develop an Interactive Story Box to facilitate rehabilitation exercises of speech interaction, geometric cognition, and upper limb motion control under a playful and joyful rehabilitation environment. This box is designed to offer diverse geometric shape matching using puzzles with cartoon characteristics, and then a series of stories and speech interactions are generated based on the specific matching results. The multiple shapes of graphic puzzles, cartoon characters, intelligent voice synthesis, and audio-visual feedback are applied in this box design. Preliminary user testing in Suzhou BenQ Medical Center suggests that this box is warmly welcomed, easy to follow, manipulate and interact with, and children are better motivated to participate in the rehabilitation exercise.
AB - Children with cerebral palsy (CP) tend to have difficulty in speech communication, geometric cognition, and motion control. They need to go through intensive rehabilitation exercises to develop and enhance their capabilities for daily living. The training aids or tools currently used cannot attract such a group of children to participate and persist in long-term exercise. This study aims to develop an Interactive Story Box to facilitate rehabilitation exercises of speech interaction, geometric cognition, and upper limb motion control under a playful and joyful rehabilitation environment. This box is designed to offer diverse geometric shape matching using puzzles with cartoon characteristics, and then a series of stories and speech interactions are generated based on the specific matching results. The multiple shapes of graphic puzzles, cartoon characters, intelligent voice synthesis, and audio-visual feedback are applied in this box design. Preliminary user testing in Suzhou BenQ Medical Center suggests that this box is warmly welcomed, easy to follow, manipulate and interact with, and children are better motivated to participate in the rehabilitation exercise.
KW - children with cerebral palsy
KW - geometric cognition
KW - rehabilitation tool
KW - speech interaction
KW - upper limbs
UR - http://www.scopus.com/inward/record.url?scp=85133648736&partnerID=8YFLogxK
U2 - 10.1145/3531706.3536458
DO - 10.1145/3531706.3536458
M3 - Conference Proceeding
AN - SCOPUS:85133648736
T3 - EICS 2022 - Companion of the 2022 ACM SIGCHI Symposium on Engineering Interactive Computing Systems
SP - 33
EP - 36
BT - EICS 2022 - Companion of the 2022 ACM SIGCHI Symposium on Engineering Interactive Computing Systems
PB - Association for Computing Machinery, Inc
T2 - 14th ACM SIGCHI Symposium on Engineering Interactive Computing Systems, EICS 2022
Y2 - 21 June 2022 through 24 June 2022
ER -