Citation
Virtual Experiences For Dyslexia Awareness

Material Information

Title:
Virtual Experiences For Dyslexia Awareness
Series Title:
19th Annual Undergraduate Research Symposium
Creator:
Garcia, Samantha
Language:
English
Physical Description:
Undetermined

Subjects

Subjects / Keywords:
Center for Undergraduate Research
Center for Undergraduate Research
Genre:
Conference papers and proceedings
Poster

Notes

Abstract:
Dyslexia is a learning disability that is characterized by difficulties in word recognition and decoding capabilities. Children with dyslexia who do not receive special education or treatment tend to have major difficulties in language comprehension in the future, impacting their everyday life including job opportunities. The project Virtual Experiences for Dyslexia Awareness (VEDA) targets the professionals and teachers who are speaking to parents about their child’s dyslexia in order to ensure that the parent is acquiring all of the necessary information they need to make changes that assist their child’s education appropriately. The simulation being developed places a Virtual Human (VH), the child’s parent, in front of the user. The user must then type the appropriate phrases and questions to communicate with the VH, filling up the percentages of the certain subtopics they must cover. After the simulation they will be shown a progress report so that the educators may hone their skills of communicating with caregivers even further. The ultimate objective of the simulation is to ensure that children with dyslexia are getting the resources they need to help them overcome the phonetic barriers that they face. ( en )
General Note:
Research authors: Samantha Garcia - University of Florida
General Note:
University Scholars Program
General Note:
Faculty Mentor: Dyslexia is a learning disability that is characterized by difficulties in word recognition and decoding capabilities. Children with dyslexia who do not receive special education or treatment tend to have major difficulties in language comprehension in the future, impacting their everyday life including job opportunities. The project Virtual Experiences for Dyslexia Awareness (VEDA) targets the professionals and teachers who are speaking to parents about their child’s dyslexia in order to ensure that the parent is acquiring all of the necessary information they need to make changes that assist their child’s education appropriately. The simulation being developed places a Virtual Human (VH), the child’s parent, in front of the user. The user must then type the appropriate phrases and questions to communicate with the VH, filling up the percentages of the certain subtopics they must cover. After the simulation they will be shown a progress report so that the educators may hone their skills of communicating with caregivers even further. The ultimate objective of the simulation is to ensure that children with dyslexia are getting the resources they need to help them overcome the phonetic barriers that they face. - Center for Undergraduate Research, University Scholars Program

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Source Institution:
University of Florida
Rights Management:
Copyright Samantha Garcia. Permission granted to University of Florida to digitize and display this item for non-profit research and educational purposes. Any reuse of this item in excess of fair use or other copyright exemptions requires permission of the copyright holder.

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Virtual Experiences for Dyslexia Awareness Samantha Garcia, 1 Benjamin Lok PhD 1 1 Department of Computer & Information Science & Engineering, University of Florida, Gainesville, FL Discussion References Introduction Methodology Acknowledgements Dyslexia is a learning disability characterized by difficulties with accurate and fluent word recognition and by poor spelling and decoding abilities These traits typically result from a lack of phonological processing, which is the ability to break down a word into its discrete sounds This project focuses on training a Specialist Dyslexia Teachers (SDT) to give news of the dyslexia diagnosis of their child to the caregiver A Virtual Human (VH) portrays the parent and the user takes the role of the SDT, talking to the VH through chat dialogue This project was created using the Virtual People Factory 2 (VPF 2 ) framework The next stage of the project involves importing the model and animations from Adobe Fuse and Mixamo to the Unity game engine and adding an environment The project will then be exported as a WebGL to be used in VPF 2 One major limitation of this research project is that this simulation is still under development An animated 3 D model of the sample caregiver will be included in the appropriate environment in Unity More possible questions and answers will be added to the simulation to increase realism Audio will be integrated into the VH character that will be played when a user says a particular phrase A report will also be appended to give the SDT a better idea of how they are performing in terms of communication skills The project will then be ported into Virtual Reality to increase the presence of the user in the simulation Other possible limitations of this research include not having enough SDTs to try out the simulation, and not having a completely accurate representation of how the conversation would flow in reality The framework includes a chat box to speak to the VH and elicit a pre written response It also contains topics of discussion, which have discoveries that are learned via chat with the VH After the user completes the simulation, a report is given to show how well they did in the simulation and rate communication skills 1. Paper # 1 : Area Special Education Cooperative [Online] Available : http : //www asec net/Archives/SLD/dyslexia_ 12 pdf [Accessed : 18 Mar 2018 ] 2. Homeschooling with Dyslexia 19 Jan 2015. [Online]. Available: https://homeschoolingwithdyslexia.com/early intervention kids dyslexia/. [Accessed: 18 Mar 2018]. 3. A. Kleinsmith D. Rivera Gutierrez, G. Finney, J. Cendan and B. Lok, Computers in Human Behavior vol. 52, pp. 151 158, 2015. I want to thank Connor Ericson, Fatameh Tavassoli Mohan Zalake and Stephanie Carnell for helping me find resources and pointing me in the right direction I want to especially thank my adviser Dr Benjamin Lok for his support and encouragement Relevance It is estimated that 5 10 % of the population has some form of dyslexia, and research shows that 74 % of children who have reading problems in elementary will remain poor readers without early intervention Studies show that 95 % of children with dyslexia who received early intervention kept pace with their peers Caregivers have a huge decision making process in the education of their child This simulation aims to prepare the first point of contact regarding the diagnosis to properly convey the information needed to ensure the academic and emotional success of the child Future Work This work can lay the groundworks for a multitude of projects centered around dyslexia using the immersive medium of Virtual Reality A VH that has learned phrases via machine learning can provide a more realistic experience for the SDT, giving them a more accurate representation of the scenario This framework can then be used to simulate a variety of learning disabilities VPF2 Unity Game Engine WebGL Export Export Unity Scene to WebGL Import WebGL Export into VPF2 Get Responses and Questions from VPF2 Adobe Fuse and Mixamo Export Character and Animations Displays the information of the parent. Lists all of the discoveries made by the user through chatting with the VH. Shows the scope of the simulation. Shows the chat with the VH. Objectives Train SDTs to effectively communicate with the caregiver of the child with dyslexia. Positively affect the outcome of the academic and emotional support system of the child. Raise awareness of dyslexia in communities and schools not previously exposed to this and other learning disabilities. Provide an environment for SDTs to continuously practice their communication skills. Offer a report to the SDTs to help them identify their weaknesses when talking to caregivers and help them overcome those barriers. Encourage more VHs and virtual patient training within the medical and educational fields.