2013
DOI: 10.1007/978-3-319-03176-7_16
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Tangible Interfaces and Virtual Worlds: A New Environment for Inclusive Education

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Cited by 17 publications
(5 citation statements)
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“…Nevertheless, Kinect had been used effectively by people with special needs and as an auxiliary learning tool in the traditional classroom. Some successful experiences with Kinect are: improvement of the outcomes of a daily life game used by children with autism, a system of drawing via hand motion, a system to create music by arm motion [6], a system to help immigrant children learn a new language for the purposes of classroom learning and integration into local society [7], or a system for rehabbing students' motor skills, enhancing the memory of people with autism and encouraging greater sociability (helping them to cooperate with each other and gradually develop their oral expression to a point where they can give basic instructions to each other during the game) [8]. An interactive framework using Kinect for e-learning specific for presentation and assessment has also been published [9].…”
Section: Related Workmentioning
confidence: 99%
“…Nevertheless, Kinect had been used effectively by people with special needs and as an auxiliary learning tool in the traditional classroom. Some successful experiences with Kinect are: improvement of the outcomes of a daily life game used by children with autism, a system of drawing via hand motion, a system to create music by arm motion [6], a system to help immigrant children learn a new language for the purposes of classroom learning and integration into local society [7], or a system for rehabbing students' motor skills, enhancing the memory of people with autism and encouraging greater sociability (helping them to cooperate with each other and gradually develop their oral expression to a point where they can give basic instructions to each other during the game) [8]. An interactive framework using Kinect for e-learning specific for presentation and assessment has also been published [9].…”
Section: Related Workmentioning
confidence: 99%
“…Tangible devices tend to be portable and encourage physical activity that is important for children's development (Marshall, 2007), while computer work often prevents children from moving, which could have a negative impact on health and learning outcomes (Fang et al, 2019;Marshall, 2007). In addition, the existing body of research on tangible devices also proposes that they can foster interest and motivation of students (Mateu et al, 2013) since a playful learning environment can be created with physical objects interacting with virtual environments (Shaer et al, 2014). Even more importantly -given the focus of this work -it supports the development of collaborative and social skills both in typically developing (Garcia-Sanjuan et al, 2018;Schneider et al, 2010) and SEN children (Al Mahmud & Soysa, 2020;Alessandrini et al, 2016;Farr et al, 2010;Hourcade et al, 2012).…”
Section: Tangible User Interfaces (Tuis)mentioning
confidence: 96%
“…Problems and the path to a solution are perceived as fun. TUI exposure was more attractive to visitors than classic or multitouch exhibits for acquiring knowledge in institutions such as museums [ 5 , 6 , 7 , 8 , 9 ].…”
Section: Tui Application Areasmentioning
confidence: 99%