발달장애아동은 사회적 의사소통의 기술을 개발하기 위하여 이른 시기의 진단과 의학적 치료가 매우 중요하다. 하지만 발달장애아동들은 공공 복지기관과 전문 의료시스템의 부족으로 인하여 의학적 치료에 큰 어려움을 가지고 있다. 특히 적은 수의 아동만을 대상으로 해야 되는 일대일 면접치료방법의 특이성으로 인하여 발달장애 아동은 장소, 시간, 비용의 문제에 직면하고 있다. 이러한 문제점을 해결하기 위하여 다양한 상호작용의 기술과 보조기술, 서비스가 개발되고 있으며, 본 논문은 이러한 상호작용 디자인의 가능성을 탐색하고 더 나아가 치료시스템의 구체적 디자인개발을 목표로 한다. 본 연구는 학제간 협업, 빠른 프로보타입 개발, 전문가와 사용자 평가중심의 프로세스, 가상현실 기술, 시나리오 중심의 디자인을 주요 개발 방법론으로 적용하여, 상호작용치료시스템(ITS)의 구체적 사례를 개발하였다. 또한 상호작용치료시스템(ITS)을 치료기관과 협력하여 실제 임상실험에 적용함으로서 이러한 상호작용 다자인의 효용성과 타당성, 활용방안 등을 검증하였다.
발달장애아동은 사회적 의사소통의 기술을 개발하기 위하여 이른 시기의 진단과 의학적 치료가 매우 중요하다. 하지만 발달장애아동들은 공공 복지기관과 전문 의료시스템의 부족으로 인하여 의학적 치료에 큰 어려움을 가지고 있다. 특히 적은 수의 아동만을 대상으로 해야 되는 일대일 면접치료방법의 특이성으로 인하여 발달장애 아동은 장소, 시간, 비용의 문제에 직면하고 있다. 이러한 문제점을 해결하기 위하여 다양한 상호작용의 기술과 보조기술, 서비스가 개발되고 있으며, 본 논문은 이러한 상호작용 디자인의 가능성을 탐색하고 더 나아가 치료시스템의 구체적 디자인개발을 목표로 한다. 본 연구는 학제간 협업, 빠른 프로보타입 개발, 전문가와 사용자 평가중심의 프로세스, 가상현실 기술, 시나리오 중심의 디자인을 주요 개발 방법론으로 적용하여, 상호작용치료시스템(ITS)의 구체적 사례를 개발하였다. 또한 상호작용치료시스템(ITS)을 치료기관과 협력하여 실제 임상실험에 적용함으로서 이러한 상호작용 다자인의 효용성과 타당성, 활용방안 등을 검증하였다.
Early diagnosis of autism and intervention of medical treatment are very significant to develop specific social communication skill for children with autistic spectrum disorders (ASDs). But they have difficulties in medical treatment because of lack of a public welfare institution and special medica...
Early diagnosis of autism and intervention of medical treatment are very significant to develop specific social communication skill for children with autistic spectrum disorders (ASDs). But they have difficulties in medical treatment because of lack of a public welfare institution and special medical system. In particular, few children can access such treatment and the existing single-therapist clinics are inefficient with regard to cost and time. Therefore, new methods should be studied for developing various products, services, and systems for autistic children. This study discusses the potential use of an interactive design as assistive technology for such children. We utilize the experience gained in the collaborative design of the interactive therapy system (ITS). The key methods include a collaborative design with rapid interactive prototyping, heuristic evaluation, user-centered process, VR technology, tangible interface, and scenario-based contents. We applied these methods to the ITS and proved the efficiency of interactive design as an assistive technology through clinical experimentation.
Early diagnosis of autism and intervention of medical treatment are very significant to develop specific social communication skill for children with autistic spectrum disorders (ASDs). But they have difficulties in medical treatment because of lack of a public welfare institution and special medical system. In particular, few children can access such treatment and the existing single-therapist clinics are inefficient with regard to cost and time. Therefore, new methods should be studied for developing various products, services, and systems for autistic children. This study discusses the potential use of an interactive design as assistive technology for such children. We utilize the experience gained in the collaborative design of the interactive therapy system (ITS). The key methods include a collaborative design with rapid interactive prototyping, heuristic evaluation, user-centered process, VR technology, tangible interface, and scenario-based contents. We applied these methods to the ITS and proved the efficiency of interactive design as an assistive technology through clinical experimentation.
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문제 정의
Our discussions draw upon experience gained in the collaborative design of the therapy system for children with ASDs. The aim of this study is to explore the current interactive design methods, to apply the most effective process, method, and technology of an interactive design.
for children with ASDs. This study discusses the potential use of interactive design for children with autism. Our discussions draw upon experience gained in the collaborative design of the therapy system for children with ASDs.
This study has developed an ITS for practical use in a clinic-treatment setting, with a concern for equipment cost and efficiency to enhance popularization of the system. For these reasons, a PC and general office hardware have been used as the basic platform.
제안 방법
It was expected that exposing the patient to such a range of vivid stimuli (which would be impractical or unsafe in the real world) would be beneficial. Conditions such as swaying from side to side and backward and forward, stairs, screen rotation, user rotary motion (such as turning four sides or turning the screen), running, and trampoline were used. The interactive images and movie clips were recorded in an amusement park and playground for providing a pleasant experience to children.
The first ITS prototype evaluation was carried out to assess the testing usability and system performance in a practical treatment environment; the first preliminary test was performed at Seoul Metropolitan Children's Hospital. The therapist performed a trial test with five children 나nder the condition that the system producer and designer would be observing.
The total number of observed children was 14. The sessions consisted of play-therapy, verbal-therapy, and music-therapy, focusing on programs to regulate the patient's inner and external vigilance and the cultivation of social interplay skills. Each therapy session was carried out for 30 - 40 minutes in turn.
Hospital. The therapist performed a trial test with five children 나nder the condition that the system producer and designer would be observing. Each child was given 5-8 minutes to participate in each program, and the therapist collected information about the feedback on the actions.
We then tested the sensory integration training, social skill training, and visuomotor coordination ability in 10 sessions with the ITS. A total of 12 autistic children and 20 healthy children (controls), all aged between five and six years, participated in this study.
대상 데이터
A scenario was developed by two main interaction designers in conjunction with two therapists, two psychologists, and an engineer. The interaction scenario was designed according to behavioral and cognitive therapy methodologies, including the ToM theory and SIT therapy.
with the ITS. A total of 12 autistic children and 20 healthy children (controls), all aged between five and six years, participated in this study. All children in the autism group m턴 the DSM-IV criteria for autism and were recruited from the 이itpatient unit at Seoul Metropolitan Childrene Hospital.
The ITS has three components: a coordination ability measurement, social skill training, and SIT. Our ITS consisted of a PC, a projector, a screen (200 cm x 150 cm), an infrared reflector, a digital camera, and tangible devices (e.g., stick, rotation board, trampoline). Participants can see the result of their actions on the screen as they perform the tasks.
Conditions such as swaying from side to side and backward and forward, stairs, screen rotation, user rotary motion (such as turning four sides or turning the screen), running, and trampoline were used. The interactive images and movie clips were recorded in an amusement park and playground for providing a pleasant experience to children.
All children in the autism group m턴 the DSM-IV criteria for autism and were recruited from the 이itpatient unit at Seoul Metropolitan Childrene Hospital. Unrelated healthy children were recruited from the kindergarten class from Chungang University in Seoul, Korea.
데이터처리
We also measured the accuracy, the distance the stick moved, and mean reaction time of coordination ability, to find the adaptation and improvement in the adaptation ability exercise in each session. The data were analyzed by a repeated-measure analysis of variance (ANOVA).
We tested the Visuomotor Coordination Ability measurcments of reaction accuracy, movement of the stick, and average reaction time by repeated measure ANOVA analysis. As the number of repetitions increased, the accuracy of the reaction increased, and the movement of the stick decreased.
성능/효과
practice. However, there was no significant difference between the autistic and healthy control children because the variance of the autistic children was so dramatic (t= 1.803, p = n.s.). The healthy children showed more movement of the stick (t = 4.
First, all therapy programs have a a)nmon purpose, which is to learn about communication with other people and to expand this relationship. Second, all therapy programs need naturalness, a sense of stability, and enjoyment. These fectors encourage children to participate positively through inducement and conversation, and then the therapy has a greater effect.
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