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This paper presents an adaptive physical environment that allows children with severe autism to successfully interact with multimodal stimuli, giving them a sense of control of the interaction and, hence, providing them with a sense of agency. This has been an extremely important effort for two main reasons: 1) This user group cannot be typified, hence(More)
Autism is a developmental disorder which presents disability in communication and socialisation and a lack of imagination. To promote creativity, exploration and enjoyment in low functioning autistic children that have no verbal communication, we propose MEDIATE, an interactive environment that generates real time visual, aural and vibrotactile stimuli.(More)
The study of Child Computer Interaction is a growing subfield of HCI. Child Computer Interaction encompasses traditional HCI but also specifically reaches out into the areas of child psychology, learning and play. The aim of this SIG is to bring together researchers and practitioners working in this area, to discover current themes, to explore the creation(More)
This paper identifies and contextualizes the limitations and problems found in interactive installations that require a massive flux of users. It then presents a set of solutions for these practical problems and shows how they have been applied to a real life installation with exceptionally good results. The application is an interactive water installation(More)
We present a novel playground platform that will hopefully help in countering two important issues in children in the developed world: lack of physical activity and lack of socialization. The system underlying the platform will eventually adapt automatically to and modulate the amount of physical activity of children by applying a new notion in interaction:(More)
Recent years have seen an increase in the design of outdoor interactive environments. In this SIG we want to discuss the key points in the design of an outdoor interactive environment, including interaction techniques, appropriate technologies, usage patterns, robustness, and safety. The SIG organizer and presenters are researchers from four universities(More)
A rich variety of videogames promoting physical activity has followed the emergence of new full-body interfaces. Known as exergames, these active videogames are often presented in the market as a ludic substitute to traditional sport. Although they present the benefit of being engaging, to date, the content and modality of interaction of these games cannot(More)