<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Empowering caregivers in multisensory smart spaces for education and therapy</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Giulia Cosentino</string-name>
          <email>giulia.cosentino@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mattia Gianotti</string-name>
          <email>mattia.gianotti@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fabiano Riccardi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Franca Garzotto</string-name>
          <email>franca.garzotto@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Politecnico di Milano</institution>
          ,
          <addr-line>Milan</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Interactive Smart Spaces (ISSs) are physical installations equipped with digitally enriched embedded devices that can sense the users' presence and actions and generate stimulation for multiple senses. Our research focuses on ISSs for education and rehabilitation. In these domains, there is a strong need of tuning and controlling the User Experience to address the specific needs of each user or user group, a process that, in principle, should be performed by caregivers and in real-time. Nowadays, several examples of ISSs exist but they do not provide control interfaces that are powerful for customization purposes yet simple enough for caregivers, who typically have a limited technological know-how.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Smart space</kwd>
        <kwd>User Experience Design</kwd>
        <kwd>Caregivers Empowerment</kwd>
        <kwd>Grafical User Interface</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Several factors influence children with disability environment, one of the most important is the
caregiver presence: a caregiver should promote autonomy (all activities that an individual does
throughout a day that are necessary and/or meaningful to that person)[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Using interactive technologies such
as ISS is considered an approach that does not replace current therapies, but can support caregivers
in their work with children. Given the novelty of these technologies, caregivers have an even more
important role as they are required to manage the children’s experience in the ISS. The greater the
understanding of the context where the child is inserted, the more caregivers are motivated. The total
delegation of the system, instead, can cause pressure on the caregivers, who are therefore less
motivated. To enable the caregivers to use the ISS, it is necessary to build an accessible and scalable tool
that allows them to easily take advantage of all the possibilities that the technology ofers. Usually,
the absence of an easy to use and ecologic control is one of the most relevant causes that could lead
to the non-use of the ISS, leaving an environment designed for social usage in need of high skilled
technicians.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Related work</title>
      <p>
        Researchers have already developed diferent solutions of multi-sensory environments, such as
Snoezelen, MEDIATE, Lands of fog, and P3S. Snoezelen ofers a relaxed atmosphere with pleasant
surroundings, soothing sounds, captivating aromas, tactile experiences, massage and vibration, vibrosonic
sensations, and gentle movement [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. MEDIATE stimulates children through visual, tactile, and aural
channels and allows them to express themselves through body movements, but does not support
interaction with objects [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Lands of Fog is a full-body interaction system based on a projection on
the floor where children can explore and discover unique characters, objects, and events [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. In P3S
(Playful Supervised Smart Spaces), smart objects are integrated with interactive multimedia content
immersed in physical space, through light efects on a "luminous carpet "and animations (stories and
games) projected on the wall and the floor [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        MEDIATE [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ],Snoezelen [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and Lands of Fog [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] do not present any type of control interface,
the system is independently managed. P3S [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] allow the caregiver a certain level of configuration
and control. Most of these systems leave the educator in a pure observer role or acting on physical
switches to change the state of the environment, and the children often explore the environment
freely.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. The Customization Tool</title>
      <p>In close cooperation with 20 teachers from two primary schools in Milan and 10 psychologists from
two local therapeutic centers, we did a workshop to define the user experience in the Magic Room. The
co-design with the experts aimed at increasing user satisfaction by improving usability and ease of use
provided in the interaction between the caregivers and the system. During the workshop, we wanted
to understand their technology knowledge level and how they imagined children experience related
to educational needs with particular attention with children’s with special needs and, therefore, the
identification of specific requirements to be addressed in the project.</p>
      <p>We opted to design and develop a solution that allows teachers and therapists to use the room
intuitively via tablet interface (see Figures 2). The system provides a set of customizable Activities each
one devoted to a subset of specific purposes, among which the caregiver can choose and personalize.
Activities can be organized in playlists, called Experiences. The system is mainly autonomous during
its execution, letting the caregiver spend quality time with the pupils and not worrying about the
system management: the educator is in charge only on deciding which game to play, to tailor it
according to the situation and children, and then start it. However, we decided to let the caregiver
the possibility to control the Activity in real-time and to manage the turn-taking. To perform all such
tasks the caregivers’ web interface is divided into three key moments (see Figures 3 and 4): Create,
Play and Live.</p>
      <p>In the Create, educators can customize the activities’ parameters and save them for future reuse
and or pack a set of those in an Experience in advance. In Play, they can select which Activities or
Experiences to do in the session and eventually which player may participate. Additionally, before
playing, the educator can modify the Activity’s parameters to tailor them to the children’s needs
better. In Live, they can control the flow of the Activity during execution.</p>
    </sec>
    <sec id="sec-4">
      <title>4. The Authoring Tool</title>
      <p>The previously described Create allows to personalize some parameters such as level dificulty,
enabled stimuli, themes, but it does not allow the structural modifications of Activities. Create can be
considered as a Customization Tool, but we observed that in some situations, caregivers would obtain
a wider expressiveness power. This increases the challenges because there is the need to find the
appropriate trade-of between expressiveness and an intuitive interface. Observing the normal
routine of caregiver, we had observed that storytelling is still widely used and that the amount of know
story is huge (i.e., all caregivers can tell diferent stories to their pupils). For these reasons, we decide
to design an Authoring Tool showed in Figure 5 to create stories benefiting of all the multi-sensory
interactions and stimuli available in our Smart Space. The development of this tool required the
conceptualization of the main aspects of a storytelling activity (Figure 6). It leads the design of the user
interface and establishing a sound vocabulary for the caregivers.</p>
      <p>The Magic Room is able to provide Stimuli and sense Events derived from user interaction and
system triggers. A Stimulus is composed of a type and a set of parameters to personalize it (i.e., the
light’s color). Examples of stimulus are: showing multimedia content on the projectors in a specific
position, turning on the bubble machine, controlling a LED in the fin of a smart dolphin. The stimulus
can be combined in serial or parallel. A delay function is available to adjust the flow of the stimuli.
An Event is described by the type of interaction required, the locus of the interaction (in terms of,
possibly, both of position in the room or sensible area over a smart object), and a condition to be
satisfied on the interaction.</p>
      <p>A Story is composed by a sequence of Scenes. A Scene represents a relevant and self-contained
moment of the storytelling. The Scene can be arranged accordingly to the traditional peculiarity of
lfows, including branches and loops: this enables interactive stories, with diferent paths and endings.</p>
      <p>Each scene is composed of three steps: Opening, Acting, and Closing. Opening describes a set of Stimuli
that introduce the Scene to the children. Acting is the central part of the Scene, and it is composed of
Rules. A Rule consists of an Event and a Reward. When a Rule is triggered, the others are deactivated.
A Reward is provided only at the completion of the corresponding Event before the Closing and is
comprised of Stimuli. Finally, each Event is associated with a "flow instruction," which determines
the next Scene. Closing, likewise Opening, describes final stimuli the children receive before the next
Scene. Closings are independent of the triggered Event.</p>
      <p>Based on this model, a graphical application has been implemented to support the authoring of
stories for the Magic Room, without requiring any programming skills. Once the story has been
defined, the system generates a machine-readable code for the activity engine, which can interpret
and execute the story’s specifications.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion and Future Work</title>
      <p>
        The Authoring Tool described in this paper has been designed as an evolution of the previous
generation of the Magic Room [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], in order to expand the expressive power of the newer environment. We
are now planning to perform a Usability study to assess the actual efectiveness of the tool with respect
to the background and characteristics of the caregivers who need to configure the Magic Room.
      </p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>M.</given-names>
            <surname>Wilson</surname>
          </string-name>
          ,
          <article-title>Six views of embodied cognition</article-title>
          ,
          <source>Psychonomic bulletin &amp; review 9</source>
          (
          <year>2002</year>
          )
          <fpage>625</fpage>
          -
          <lpage>636</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>M.</given-names>
            <surname>Resnick</surname>
          </string-name>
          ,
          <article-title>Playful learning and creative societies</article-title>
          ,
          <source>Education Update 8</source>
          (
          <year>2003</year>
          )
          <fpage>1</fpage>
          -
          <lpage>2</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>M.</given-names>
            <surname>Stevenson</surname>
          </string-name>
          ,
          <article-title>The influences on the play of infants and toddlers, The ecological context of children's play (</article-title>
          <year>1989</year>
          )
          <fpage>84</fpage>
          -
          <lpage>103</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>G.</given-names>
            <surname>Lancioni</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Cuvo</surname>
          </string-name>
          ,
          <string-name>
            <surname>M.</surname>
          </string-name>
          <article-title>O'reilly, Snoezelen: an overview of research with people with developmental disabilities and dementia</article-title>
          ,
          <source>Disability and rehabilitation 24</source>
          (
          <year>2002</year>
          )
          <fpage>175</fpage>
          -
          <lpage>184</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>N.</given-names>
            <surname>Pares</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.</given-names>
            <surname>Masri</surname>
          </string-name>
          ,
          <string-name>
            <given-names>G.</given-names>
            <surname>Van Wolferen</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Creed</surname>
          </string-name>
          ,
          <article-title>Achieving dialogue with children with severe autism in an adaptive multisensory interaction: the" mediate" project</article-title>
          ,
          <source>IEEE Transactions on Visualization and Computer Graphics</source>
          <volume>11</volume>
          (
          <year>2005</year>
          )
          <fpage>734</fpage>
          -
          <lpage>743</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <given-names>J.</given-names>
            <surname>Mora-Guiard</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Crowell</surname>
          </string-name>
          ,
          <string-name>
            <given-names>N.</given-names>
            <surname>Pares</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.</given-names>
            <surname>Heaton</surname>
          </string-name>
          ,
          <article-title>Lands of fog: helping children with autism in social interaction through a full-body interactive experience</article-title>
          ,
          <source>in: Proceedings of the the 15th international conference on interaction design and children</source>
          ,
          <year>2016</year>
          , pp.
          <fpage>262</fpage>
          -
          <lpage>274</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <given-names>F.</given-names>
            <surname>Garzotto</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Gelsomini</surname>
          </string-name>
          ,
          <article-title>Magic room: A smart space for children with neurodevelopmental disorder</article-title>
          ,
          <source>IEEE Pervasive Computing</source>
          <volume>17</volume>
          (
          <year>2018</year>
          )
          <fpage>38</fpage>
          -
          <lpage>48</lpage>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>