In-Person Interaction in AAC: New Perspectives on Utterances, Multimodality, Timing, and Device Design

2009 ◽  
Vol 18 (4) ◽  
pp. 154-160 ◽  
Author(s):  
D. Jeffery Higginbotham

Evidence is accumulating for the language use model in psycholinguistics, the social sciences as well as work in human computer interaction. Recent research in augmentative and alternative communication (AAC) has demonstrated the insufficiency of the sender-receiver model for characterizing augmented interactions. In this paper we will begin to provide a framework for showing how the AAC field may benefit from examining how people perform using language during in-person interaction.

Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Jaqueline Alma ◽  
Miguel Cipolla-Ficarra ◽  
Jim Carré

The first studies of the social sciences aimed at the videogames of the 80s and the methods to evaluate the usability engineering of the 90s have highlighted a set of positive and negative aspects in the human-computer interaction which go from the ergonomic aspects of the devices down to the motivations to draw the attention of the users in the interaction process. In this research we present the results reached with adult users in relation to the communicability and the usability in a classical videogame for PC. We also present the elements of interactive design which boost the poiesis in cultural heritage that the analyzed videogame contains.


2017 ◽  
Vol 59 (6) ◽  
Author(s):  
Anna Luusua ◽  
Johanna Ylipulli ◽  
Emilia Rönkkö

AbstractWhile the smart city agenda is critiqued for its focus on technology and business led solutions, a new approach to design has been introduced: nonanthropocentric design aims to decenter the human as the focus of design. We build on relevant works in Human-Computer Interaction (HCI) through discussing and comparing relevant theories in the social sciences and by analyzing design examples. This approach to HCI is necessary if humanity is to meet the challenges of the Anthropocene, the era in which human activity affects the Earth on a geological scale.


2021 ◽  
Vol 30 (2) ◽  
pp. 817-832
Author(s):  
Kirsty Bastable ◽  
Sandra Klopper ◽  
Alecia Samuels ◽  
Shakila Dada

Introduction Social validation or the inclusion of stakeholders in the research process is beneficial, as it may decrease bias, increases efficacy, and prevents harm. For direct stakeholders such as individuals with autism spectrum disorder (ASD), social validation has mostly included participants who do not experience significant speech, language, and communication limitations while frequently omitting individuals with ASD who have complex communication needs (CCN). The presence of CCN indicates that augmentative and alternative communication (AAC) strategies are needed for individuals to express themselves. Social validation should not be limited to being participants in an intervention but should include involvement in the research process. This requires an understanding of the current trends, levels, and mechanisms of involvement in AAC research. Purpose This review aimed to identify and describe the inclusion of direct stakeholders with ASD in the social validation of AAC research. Method A scoping review was conducted following the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for scoping reviews) methodology to identify AAC research that included stakeholders with ASD (direct and indirect) for social validation and to evaluate their level of involvement using the Typology of Youth Participation and Empowerment pyramid framework. Results Twenty-four studies were identified. Studies primarily included indirect stakeholders (e.g., caregivers) giving in-depth perspectives, while direct stakeholders were limited to being intervention participants. Conclusions Voices of direct stakeholders with ASD and CCN remain limited or excluded in research. Reasons for the exclusion of individuals with ASD and CCN from research and strategies for future inclusion are raised and discussed.


Author(s):  
Danilo Avola ◽  
Andrea Del Buono ◽  
Angelo Spognardi

In recent years, the growing improvements of the computational capability of the mobile and desktop devices, jointly to the potentialities of the current fast network connections have allowed the wide spread of advanced and complex applications and services belonging to the social computing area. The most current approaches used to interact with this kind of applications and services (hereinafter called social computing environments) do not seem able to provide an effective and exhaustive support to the human-computer interaction process. For this reason, in order to overcome this kind of problems, it is necessary to turn to more suitable interaction methodologies. In this context, human-oriented interfaces can be profitably used to support every kind of social computing environment. More specifically, multimodal interfaces enable users an effortless and powerful communication way to represent concepts and commands on different mobile and desktop devices. This chapter explores the more suitable possibilities to employ multimodal frameworks (and related algorithmic approaches) in order to interact with different kinds of social computing environments.


2000 ◽  
Vol 22 (4) ◽  
pp. 373-382 ◽  
Author(s):  
Amy Baylor

This article discusses pedagogical issues for intelligent agents to successfully serve as mentors for educational purposes. Broader issues about the nature or persona necessary for an intelligent agent as mentor are discussed, incorporating usability and human-computer interaction issues such as the anthropomorphic qualities of the agent and the social relationship between learner and agent. Overall, to be effective for learning, it is argued that there are three main requirements for agents as mentors: 1) regulated intelligence; 2) the existence of a persona; and 3) pedagogical control.


2018 ◽  
Vol 61 (5) ◽  
pp. 1157-1170 ◽  
Author(s):  
Jiali Liang ◽  
Krista Wilkinson

Purpose A striking characteristic of the social communication deficits in individuals with autism is atypical patterns of eye contact during social interactions. We used eye-tracking technology to evaluate how the number of human figures depicted and the presence of sharing activity between the human figures in still photographs influenced visual attention by individuals with autism, typical development, or Down syndrome. We sought to examine visual attention to the contents of visual scene displays, a growing form of augmentative and alternative communication support. Method Eye-tracking technology recorded point-of-gaze while participants viewed 32 photographs in which either 2 or 3 human figures were depicted. Sharing activities between these human figures are either present or absent. The sampling rate was 60 Hz; that is, the technology gathered 60 samples of gaze behavior per second, per participant. Gaze behaviors, including latency to fixate and time spent fixating, were quantified. Results The overall gaze behaviors were quite similar across groups, regardless of the social content depicted. However, individuals with autism were significantly slower than the other groups in latency to first view the human figures, especially when there were 3 people depicted in the photographs (as compared with 2 people). When participants' own viewing pace was considered, individuals with autism resembled those with Down syndrome. Conclusion The current study supports the inclusion of social content with various numbers of human figures and sharing activities between human figures into visual scene displays, regardless of the population served. Study design and reporting practices in eye-tracking literature as it relates to autism and Down syndrome are discussed. Supplemental Material https://doi.org/10.23641/asha.6066545


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