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Virtual reality school for children with learning difficulties

Published: 15 June 2005 Publication History

Abstract

This paper describes the process starting from the identification of educational needs of children with learning difficulties to the design of a fully interactive virtual school, where it is possible to learn about the physical and social world. The fundamentals of this design are the exclusive advantages that Real Time Graphics offer for developing tools in which children can learn while playing. This development has been done in the framework of a strongly-funded project by the Spanish Government. This ongoing project is in its final stage of development and will produce tools which are valid both for special and mainstream education, ready to be used and tested over final users.

References

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G. Herrera, F. Alcantud, R. Jordan, A. Blanquer, G. Labajo, and C. de Pablo. Development of symbolic play through the use of VR tools in children with autism. Autism: IJRP2005 (pending). SAGE Publications. To be Published in Autism.
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S. Parsons, P. Mitchell, and A. Leonard. Do adolescents with autistic spectrum disorders adhere to social conventions in virtual environments? Autism: an International Journal of Research and Practise., 9:95--117, 2005. SAGE Publications.
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  • (2024)Leveraging Virtual Reality to Enhance Diversity, Equity and Inclusion training at GoogleExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3637128(1-7)Online publication date: 11-May-2024
  • (2023)Combining wearable fNIRS and immersive virtual reality to study preschoolers’ social development: a proof-of-principle study on preschoolers’ social preferenceOxford Open Neuroscience10.1093/oons/kvad0122Online publication date: 15-Dec-2023
  • (2022)User-Centered Virtual Reality Environments for Elementary School Children in Times of COVID-19Handbook of Research on Promoting Economic and Social Development Through Serious Games10.4018/978-1-7998-9732-3.ch006(96-117)Online publication date: 18-Mar-2022
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cover image ACM Other conferences
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
June 2005
511 pages
ISBN:1595931104
DOI:10.1145/1178477
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 June 2005

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Author Tags

  1. edutainment
  2. learning difficulties
  3. real time graphics
  4. special education
  5. virtual reality

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ACE05

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2024)Leveraging Virtual Reality to Enhance Diversity, Equity and Inclusion training at GoogleExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3637128(1-7)Online publication date: 11-May-2024
  • (2023)Combining wearable fNIRS and immersive virtual reality to study preschoolers’ social development: a proof-of-principle study on preschoolers’ social preferenceOxford Open Neuroscience10.1093/oons/kvad0122Online publication date: 15-Dec-2023
  • (2022)User-Centered Virtual Reality Environments for Elementary School Children in Times of COVID-19Handbook of Research on Promoting Economic and Social Development Through Serious Games10.4018/978-1-7998-9732-3.ch006(96-117)Online publication date: 18-Mar-2022
  • (2021)Automatic detection and classification of emotional states in virtual reality and standard environments (LCD): comparing valence and arousal of induced emotionsVirtual Reality10.1007/s10055-021-00506-525:4(1029-1041)Online publication date: 9-Mar-2021
  • (2017)Virtual Reality for Special Educational NeedsProceedings of the 2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning10.1145/3038535.3038541(7-10)Online publication date: 13-Mar-2017
  • (2017)Methodology for the Estimation of Effort for a Project of Virtual Reality–A Case Study: EnnuiVirtual, Augmented and Mixed Reality10.1007/978-3-319-57987-0_7(82-93)Online publication date: 14-May-2017
  • (2016)Wearable Immersive Storytelling for Disabled ChildrenProceedings of the International Working Conference on Advanced Visual Interfaces10.1145/2909132.2909256(196-203)Online publication date: 7-Jun-2016
  • (2016)ICTs and sustainable management in cases of special need children: An early research case study2016 IEEE Global Engineering Education Conference (EDUCON)10.1109/EDUCON.2016.7474674(997-1002)Online publication date: Apr-2016
  • (2015)Review of Research on Children with Autism Spectrum Disorder and the Use of TechnologyJournal of Special Education Technology10.1177/01626434150300010230:1(13-27)Online publication date: 1-Mar-2015
  • (2013)Supporting collective learning experiences in special education2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH.2013.6665299(1-7)Online publication date: May-2013
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