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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Adaptive Activities for Inclusive Learning using Multitouch Tabletops: An approach</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>David Roldán</string-name>
          <email>david.roldan@urjc.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Estefanía Martín</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pablo A. Haya</string-name>
          <email>pablo.haya@uam.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Manuel García-Herranz</string-name>
          <email>manuel.garciaherranz@uam.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Universidad Rey Juan Carlos</institution>
          ,
          <addr-line>c/Tulipán s/n, Móstoles, Madrid, 28933</addr-line>
          ,
          <institution>Spain Universidad Autónoma de Madrid</institution>
          ,
          <addr-line>Campus Cantoblanco, Madrid, 28049</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>People with cognitive disabilities have some difficulties with memory, literacy skills, attention and problem solving. Computers and specifically, adaptation mechanisms can be used to improve their learning. The adaptation allows fitting the learning process to each user. This paper presents a proposal to adapt learning activities while people are interacting using multitouch tabletops. The adaptation mechanism takes into account structural aspects, content adaptation and the interaction provided.</p>
      </abstract>
      <kwd-group>
        <kwd>Multitouch tabletops</kwd>
        <kwd>adaptation</kwd>
        <kwd>learning</kwd>
        <kwd>Down syndrome</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Some of the main categories of functional cognitive disabilities include deficits or
difficulties with memory, literacy skills, attention and problem solving [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], and often
visual or motor impairments. People with cognitive limitations have troubles to
comprehend and to perceive the environment. They have difficulties with the transfer
and consolidation of learning. For this reason, in the context of learning, new
concepts to learn and problems to solve should be contextualized in daily situations to
help learners to transfer knowledge to the real world. Furthermore, people with
cognitive disabilities need concepts to be presented in a repeated and flexible way in
order to assimilate them. Finally, due to their attention difficulties they can feel
frustrated and disoriented if activities are monotonous or their level of difficulty is
higher than their capabilities to solve them. As an example, unnecessary items should
be deleted as they may distract the user and increase the difficulty of the task.
      </p>
      <p>
        Computers offer valuable assistance to people with special needs, including those
with physical and cognitive limitations [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Hardware (e.g. special Braille displays for
users with visual disabilities) and software applications (e.g. speech output, word
prediction, speech recognition software, etc.) contribute to this goal. They offer new
opportunities to learn, share information and gain independence [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. However,
designing human-computer interfaces for users with disabilities is a challenging task
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Brajnik [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] grouped the WCAG 1.0 guidelines by their impact on specific user
groups: blind, low-vision, deaf, color blind and physical handicapped users, as well as
people with cognitive disabilities. Nevertheless, these guidelines are not enough in
several cases being incomplete and not covering some of the user’s needs [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        Adaptation methods and techniques can contribute to adapt existing software to
better suit the user’s needs [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. In the context of HCI, Universal Access introduces a
new perspective recognizing values and attempts to accommodate a wide range of
human abilities, skills, requirements and preferences in the design of computer-based
products [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. This implies an effort to design products and applications that can adapt
themselves to suit the broadest possible end-user population. In this direction, there is
a need to model user features for adaptation purposes [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Adaptive techniques are
used in different application areas. Regarding systems focused on helping users with
special needs, the first one to employ adaptive techniques in order to ensure
accessibility and high-quality interaction for all potential users was AVANTI [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
This system aimed to address interaction requirements of individuals with diverse
abilities, skills, needs and preferences, using Web-based multimedia applications and
services. Other example is the adaptive e-learning system presented in [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. It
provides adaptation to users with problems in mental programming (i.e., showing
difficulties in organizing tasks or in figuring out problem solving strategies). Finally,
regarding social abilities, Sc@ut [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] is used for improving social integration of
people with temporary or permanent communication difficulties, specifically of
autistic children.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>The Approach</title>
      <p>
        We are currently working on a project for adaptation of educational activities in
multitouch tabletops to Down syndrome people. An activity is composed of a set of
tokens distributed over common areas (shared by all the students) and individual areas
(particular to each student). Activities can be performed either individually or
collaboratively, affecting this to the token distribution. Two types of activities have
been defined to this point: simple or multiple selection, and pair matching. Using
FLING (Flash Library for Interpreting Natural Gestures) [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] to interpret
multiplefinger input into meaningful gestures, we allow people to interact mainly through
natural gestures using their fingers. In the case of simple or multiple selection
activities in which users are given a set of tokens from which to chose according to a
global question or statement, selection is done by touching the tokens directly with
the finger. In the case of pair matching activities, in which users have to correctly
associate tokens according to a global criteria, the interaction will be performed by
default by drag and dropping one token over its paring one. Additionally, activities
are grouped into projects: a set of activities that will be performed either sequentially
or randomly.
      </p>
      <p>
        In order to provide adaptation, user’s information is stored in a user model
comprising both static information, such as the background information, previous
experience, motor functionality, visual impairments or index scores representing the
major components of intelligence (verbal comprehension, working memory,
perceptual organization and processing speed) [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], as well as dynamic information,
such as physical location of the users or their evolution over the learning process (e.g.
activities performed, results obtained, etc.). Dynamic information is updated
according to the users’ interactions with the tabletop.
      </p>
      <p>
        Adaptation is then supported by means of rules mostly based on the
recommendation mechanism of CoMoLE [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] in which an activation condition could
be associated to the rules. Rule activation conditions determine for which users the
rule will be applied. If an activation condition is not defined, the rule will be always
triggered. There are three different adaptation rules:
1. Structural rules allow defining the different activities associated to a project and
their accomplishing order (sequential or random).
2. Individual requirements are specific restrictions related to the accomplishment of a
specific activity.
3. Content adaptation rules define how to adapt contents and to change the default
interaction characteristics according to an activation condition (if any) and the
activity type.
      </p>
      <p>For example, learning activities can be adapted according to the users’ previous
background with multitouch tabletops, motor function ability (if they have mobility
problems or not) and their results of previous activities. Additionally we may have a
project (A) composed of six learning activities: a demo, to show how they can interact
with the device (B), two simple selection activities (C, D), a multiple selection
activity (E), a pair matching activity (F) and a review activity (G).</p>
      <p>We have defined two different structural rules based on the users’ previous
experience with tabletops (see table 1). The first time students interact with the
tabletop (see structural rule ) they have to see a demonstration and to perform the
selection activities (C, D and E), performing afterwards the review activity (G).
However, if all the students have previous experience with the device, all activities
but the demonstration will be performed (see structural rule ).</p>
      <p>As an activity G is a review of all previous activities, we can specify that students
will only perform it when their results are lower than 7 (see table 2).</p>
      <p>Finally, we have defined two content adaptation rules (see table 3). The rule 
changes the default interaction of the pair matching activities (drag and drop) when
the user has motor function problems. In this case, the user should sequentially click
over the elements to be matched instead of drag and dropping. The second content
adaptation rule establishes that the contents of our three types of activities must be
resized when the user has visual impairments.
Thus, the user model can affect to the list of activities to be performed and the order
in which they are performed as well as the interaction and presentation modes. Now,
we have to consider too that several users may be interacting simultaneously on the
same surface. In this situation, each student may tackle the project individually, thus
activities will have to use only individual areas since common areas will otherwise
have to match the different activities that are concurrently running. Conversely, a
collaborative project requires a group model combining the features of each student
involved in the activity. In this way, activation condition will refer to group features
rather than to individual ones. An aggregation policy determines how group features
are obtained as the combination of the corresponding features of each student
involved in the activity. We have defined different policies to be selected by the
teacher: highly restrictive, less restrictive, by majority and by minority. Thus, in a
highly restrictive policy, the group feature takes the value of the lower (i.e. more
restrictive) individual value, as in the majority policy the group feature takes the most
common value among the students.</p>
      <p>All adaptation capabilities can be defined using an authoring tool. This authoring
tool is based on the CoMoLE’s web-based authoring tool. Figure 1 shows a snapshot
of this tool where the teacher can define the features to be considered in the
adaptation mechanism.</p>
      <p>In addition, feature values can be either numerical or stereotypes. If a characteristic
is numerical, its value can range between a defined minimum and maximum
thresholds. If stereotyped, it is necessary to specify two or more possible values from
which the characteristic will be chosen. In order to ease the process to teachers, the
most common useful features are already added to this tool. Adaptation capabilities
are defined with this tool too.</p>
      <p>Once the teacher has defined all the adaptation features to be considered, students
will use the D2-Player to perform the activities. The adaptation mechanism presented
in this section is implemented in an external module responsible of selecting the most
suitable activities and contents for the users around the tabletop. Figure 2 shows an
example of a student area for a simple selection activity using the D2-Player (the D
activity of the previous example).</p>
      <p>Aiming to help teachers, this area is automatically replicated to the number of
students around the tabletop, from one to four. In this case, the teacher does not need
to explicitly specify any type of adaptation.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Conclusion and current work</title>
      <p>This paper presents a proposal to adapt activities in inclusive learning environments
using multitouch tabletops. The adaptation is based on a recommendation mechanism
previously applied to mobile learning systems. When working with users with
cognitive disabilities, it is really important to adapt activities to their main features
both individually and collaboratively.</p>
      <p>This project emerged from the collaboration between the Fundación Síndrome de
Down de Madrid and the researchers of the ASIES project. Teachers from this
foundation are really interested in the development of educational tools to design
adaptive learning activities for multitouch tabletops as this type of devices are
physical spaces strongly promoting collaboration.</p>
      <p>Acknowledgments. This work has been funded by the Spanish Government (ASIES
Project - Ministerio de Ciencia e Innovación de España, TIN2010-17344).  The
D2Player has been funded by Fundación Sindrome de Down Madrid.</p>
    </sec>
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