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A gamified and adaptive learning system for neurodivergent workers in electronic assembling tasks

Published: 06 September 2020 Publication History

Abstract

Learning and work-oriented assistive systems are often designed to fit the workflow of neurotypical workers. Neurodivergent workers and individuals with learning disabilities often present cognitive and sensorimotor characteristics that are better accommodated with personalized learning and working processes. Therefore, we designed an adaptive learning system that combines an augmented interaction space with user-sensitive virtual assistance to support step-by-step guidance for neurodivergent workers in electronic assembling tasks. Gamified learning elements were also included in the interface to provide self-motivation and praise whenever users progress in their learning and work achievements.

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Cited By

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  • (2024)GRAAL—modeling, prototyping and assessing a gamified responsible augmented assembly line systemThe International Journal of Advanced Manufacturing Technology10.1007/s00170-024-13460-8132:5-6(2735-2751)Online publication date: 3-Apr-2024
  • (2023)Smart and Sustainable Human-Centred Workstations for Operators with Disability in the Age of Industry 5.0: A Systematic ReviewSustainability10.3390/su1601028116:1(281)Online publication date: 28-Dec-2023
  • (2023)Accessibility Research and Users with Multiple Disabilities or Complex NeedsProceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3597638.3615651(1-6)Online publication date: 22-Oct-2023
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Information & Contributors

Information

Published In

cover image ACM Other conferences
MuC '20: Proceedings of Mensch und Computer 2020
September 2020
523 pages
ISBN:9781450375405
DOI:10.1145/3404983
Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 06 September 2020

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Author Tags

  1. assistive technology
  2. augmented reality
  3. autism
  4. cognitive and learning disabilities
  5. conversational interfaces
  6. gamification
  7. virtual agent

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  • Demonstration

Funding Sources

  • Bundesministerium für Bildung und Forschung

Conference

MuC'20
MuC'20: Mensch und Computer 2020
September 6 - 9, 2020
Magdeburg, Germany

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Cited By

View all
  • (2024)GRAAL—modeling, prototyping and assessing a gamified responsible augmented assembly line systemThe International Journal of Advanced Manufacturing Technology10.1007/s00170-024-13460-8132:5-6(2735-2751)Online publication date: 3-Apr-2024
  • (2023)Smart and Sustainable Human-Centred Workstations for Operators with Disability in the Age of Industry 5.0: A Systematic ReviewSustainability10.3390/su1601028116:1(281)Online publication date: 28-Dec-2023
  • (2023)Accessibility Research and Users with Multiple Disabilities or Complex NeedsProceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3597638.3615651(1-6)Online publication date: 22-Oct-2023
  • (2023)Assistive Technology for Adults on the Autism Spectrum: A Systematic SurveyInternational Journal of Human–Computer Interaction10.1080/10447318.2022.216356840:10(2433-2452)Online publication date: 8-Jan-2023
  • (2023)Manual assembly learning, disability, and instructions: an industrial experimentInternational Journal of Production Research10.1080/00207543.2023.219595761:22(7903-7921)Online publication date: 11-Apr-2023
  • (2023)A best practice for gamification in large companies: An extensive study focusing inter-generational acceptanceMultimedia Tools and Applications10.1007/s11042-023-16877-783:12(35175-35195)Online publication date: 28-Sep-2023
  • (2023)Combining intelligent tutoring systems and gamification: a systematic literature reviewEducation and Information Technologies10.1007/s10639-023-12092-x29:6(6753-6789)Online publication date: 9-Aug-2023
  • (2022)ADHD and Technology Research – Investigated by Neurodivergent ReadersProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517592(1-21)Online publication date: 29-Apr-2022
  • (2022)cARdLearner: Using Expressive Virtual Agents when Learning Vocabulary in Augmented RealityExtended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491101.3519631(1-6)Online publication date: 27-Apr-2022
  • (2022)Gamification in Industrial Production: An Overview, Best Practices, and Design RecommendationsHuman-Technology Interaction10.1007/978-3-030-99235-4_10(251-270)Online publication date: 14-Dec-2022
  • Show More Cited By

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