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Nature of Echoes environment
31st January 2007
a. What is it?
a. An interactive game environment:
Q: Why a game environment? What does interactive mean?
i. That is structured through a specific task and goals (rules of
engagement?)
Q: Why structure? Why specific task?
ii. Where users are given the freedom to explore different aspects of
social interaction through
1. Control of character
2. Exploration of ambiguities (in what?) and misunderstandings
3. Improvisation
4. Engagement in shared activities (maybe with adults (?));
Shared objectives to be achieved in collaboration with others.
Q: Why is giving the users freedom of interaction important? What
are our hypotheses with respect to this?
iii. That allows users assume the identity of one of the characters in the
game
Q: Why? What are the educational and/or other goals of this?
WHAT ARE OUR HYPOTHESES AND RESEARCH
QUESTIONS IN RELATION TO EACH OF THE POINTS
ABOVE?
b. What are the aims of the environment?
a. It enables verbal and non-verbal communication (as means to improve
communication)
b. It engages
c. It motivates
Q: What do engagement and motivation mean? Why do we want to promote
these? In what way are these relevant to social interactions, communication,
children (including with ASD) ability to use technology and to engage in social
interactions.
c. How does it do it? Maybe it uses:
a. Tangible objects and VR
b. Virtual characters
c. Narratives
d. Tangible interfaces
e. Eye-tracking for attention focus detection and modelling
d. What are its characteristics?
a. It ensures usability for special needs access
b. It is a child (children?)-driven technology environment (Control)
c. It is customizable (Why?)
d. It is not necessarily audio-visual (??!!!). Realism not required
e. It is adaptable (Why? To what exactly?)
f. It supports personalization (Why?)
Q: What is the difference between customisability, adaptivity and
personalisation?