Auflistung nach Schlagwort "autism"
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- KonferenzbeitragA gamified and adaptive learning system for neurodivergent workers in electronic assembling tasks(Mensch und Computer 2020 - Tagungsband, 2020) Grund, Jonas; Umfahrer, Moritz; Buchweitz, Lea; Gay, James; Theil, Arthur; Korn, OliverLearning and work-oriented assistive systems are often designed to fit the workflow of neurotypical workers. Neurodivergent workers and individuals with learning disabilities often present cognitive and sensorimotor characteristics that are better accommodated with personalized learning and working processes. Therefore, we designed an adaptive learning system that combines an augmented interaction space with user-sensitive virtual assistance to support step-by-step guidance for neurodivergent workers in electronic assembling tasks. Gamified learning elements were also included in the interface to provide self-motivation and praise whenever users progress in their learning and work achievements.
- WorkshopbeitragWorkshop on Designing Accessible Extended Reality: An Opportunity for People with Disabilities and Disorders(Mensch und Computer 2023 - Workshopband, 2023) Engel, Christin; Schmalfuß-Schwarz, Jan; Gollasch, David; Branig, Meinhardt; Dirks, Susanne; Weber, GerhardExtended Reality (XR) technologies offer a wide range of innovative use cases and interaction concepts. On the one hand, they provide several possibilities to reduce barriers for people with specific physical or mental needs, e.g., through simulations, gamification, or training scenarios. Individuals with anxiety disorders, dementia, or autism spectrum disorder, for example, may also benefit. On the other hand, it is challenging to design accessible XR technologies for heterogeneous user groups. Therefore, the area of accessible XR as well as adaptation based on users' needs and contexts, is of high interest and has barely been researched yet. Participants of the workshop are encouraged to discuss both – the major challenges and opportunities in designing XR-based assistive technology for different target groups and scenarios, as well as the accessibility of XR technologies.