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ATKin (Autism Therapy
With Kinect)
Advisor :
Assis. Prof. Dr. Akhan AKBULUT
Project Owner :
Mahmut KARATAY 0901020038
M. Burhaneddın BAKAR 0801020095
1
Content
1. What is Autism ?
2. The purpose of the Project
3. Developing Project
4. Project Includes
5. Software UI design
6. Parts of application
a) Control Screen
b) Recognition trainings
c) Selecting trainings
d) Games
e) Reporting
f) Graphs
7. Conclusion
2
What is Autism ?
 Autism starts before the age of three.
 It prevents development of brain and
continues lifelong.
 600,000 people with autism spectrum
disorder seen in our country.
 In the range of one-third of children in the
0-14 age group.
 It is possible to reduce the effects of this
disease by starting with an early age
education.
 Applying customized individual training
programs considering abilities and
requirements of child.
3
The purpose of the Project
 Computer-aided therapy systems
 Via the Kinect device sensors
 Interactive therapy environment
 Mental development training
 Entertaining games
 With the help of an instructor
 Unlike similar studies
 The training set and therapeutic purposes
4
The purpose of the Project - 2
 Beneficial to society and the individual
 A prototype which can be used in
homes with parents.
 Partially reduce trainer need involved
in autism education in our country
5
Developing Project
 Developed with agile style
 Visual Studio 2010 platform
 C# Programming Language
 Using Kinect for Windows
 Works with sensors
 Three different sensor
 IR emitter
 Color Sensor
 IR Depth Sensor
6
Project Includes
 The first version;
 Visual development :perception of shapes and
colors
 Auditory development : diversity of the
command with sound
 Physical development :physical ability of
clapping is intended
 Progress reports
 All reports of trainings will be presented to the
expert trainers
 Decision support
7
Software UI design
 Login screen
 List of Students
 Report or Training selection
8
Control screen
 Only see in educator
 Start, stop, replay, skip
buttons
 List of Students
 Calibration
 List of Trainings and Games
 Tutorial Videos
9
Recognition trainings10
 Student’s Screen
 Color, Shape, Animal recognition
 System tells the color, shape, and
the name
Selecting trainings11
 The system tells you what to do.
 Tells which object is selected.
 If correct, tells and shows success
message
 If incorrect, tells and shows wrong
message
 Records all data.
Games12
 Matching algorithms
 Ball- bag, shape, animal- habitat
 If correct, tells and shows success
message
 If incorrect, tells and shows wrong
message
 Records all data.
Reporting13
 Trainers can see reports of students in detail.
 Total, completed trainings, total corrects and errors, total time are shown.
 Different trainings, start, finish numbers, total correct, errors, total time
are shown.
 All the previous actions on clicked specific training.
Graphs14
 Student’s success graph
 State of training completion
 State of general success
Conclusion
 The education of children with autism is even easier.
 Easy to use in homes, educational institutions.
 It also reduces the time of training processes.
 The development process of students can be seen more clearly
 Reduces the workload of trainers.
 Successful results will be obtained.
 Beneficial to society and the people with autism.
15
Thank you for listening
Questions?
16

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ATKin (Autism Therapy With Kinect)

  • 1. ATKin (Autism Therapy With Kinect) Advisor : Assis. Prof. Dr. Akhan AKBULUT Project Owner : Mahmut KARATAY 0901020038 M. Burhaneddın BAKAR 0801020095 1
  • 2. Content 1. What is Autism ? 2. The purpose of the Project 3. Developing Project 4. Project Includes 5. Software UI design 6. Parts of application a) Control Screen b) Recognition trainings c) Selecting trainings d) Games e) Reporting f) Graphs 7. Conclusion 2
  • 3. What is Autism ?  Autism starts before the age of three.  It prevents development of brain and continues lifelong.  600,000 people with autism spectrum disorder seen in our country.  In the range of one-third of children in the 0-14 age group.  It is possible to reduce the effects of this disease by starting with an early age education.  Applying customized individual training programs considering abilities and requirements of child. 3
  • 4. The purpose of the Project  Computer-aided therapy systems  Via the Kinect device sensors  Interactive therapy environment  Mental development training  Entertaining games  With the help of an instructor  Unlike similar studies  The training set and therapeutic purposes 4
  • 5. The purpose of the Project - 2  Beneficial to society and the individual  A prototype which can be used in homes with parents.  Partially reduce trainer need involved in autism education in our country 5
  • 6. Developing Project  Developed with agile style  Visual Studio 2010 platform  C# Programming Language  Using Kinect for Windows  Works with sensors  Three different sensor  IR emitter  Color Sensor  IR Depth Sensor 6
  • 7. Project Includes  The first version;  Visual development :perception of shapes and colors  Auditory development : diversity of the command with sound  Physical development :physical ability of clapping is intended  Progress reports  All reports of trainings will be presented to the expert trainers  Decision support 7
  • 8. Software UI design  Login screen  List of Students  Report or Training selection 8
  • 9. Control screen  Only see in educator  Start, stop, replay, skip buttons  List of Students  Calibration  List of Trainings and Games  Tutorial Videos 9
  • 10. Recognition trainings10  Student’s Screen  Color, Shape, Animal recognition  System tells the color, shape, and the name
  • 11. Selecting trainings11  The system tells you what to do.  Tells which object is selected.  If correct, tells and shows success message  If incorrect, tells and shows wrong message  Records all data.
  • 12. Games12  Matching algorithms  Ball- bag, shape, animal- habitat  If correct, tells and shows success message  If incorrect, tells and shows wrong message  Records all data.
  • 13. Reporting13  Trainers can see reports of students in detail.  Total, completed trainings, total corrects and errors, total time are shown.  Different trainings, start, finish numbers, total correct, errors, total time are shown.  All the previous actions on clicked specific training.
  • 14. Graphs14  Student’s success graph  State of training completion  State of general success
  • 15. Conclusion  The education of children with autism is even easier.  Easy to use in homes, educational institutions.  It also reduces the time of training processes.  The development process of students can be seen more clearly  Reduces the workload of trainers.  Successful results will be obtained.  Beneficial to society and the people with autism. 15
  • 16. Thank you for listening Questions? 16

Editor's Notes

  1. Otizm üç yaşından önce başlayan ve ömür boyu sürerek bireylerin sosyal etkileşimine, çevresiyle olan iletişimine zarar veren ve beynin gelişimini engelleyen bir rahatsızlıktır. Ülkemizde 600.000 kişide otizm spektrum bozukluğu görülmekte olup bu rakkamın üçte birinin 0-14 yaş aralığındaki çocukların oluşturuduğu tahmin edilmektedir. Bilinen kesin sonuç veren bir tıbbi tedavisi bulunmayan bu hastalığın etkilerini azaltmak, erken yaşta eğitime başlanarak ve çocuğun yetenekleri ile gereksinimleri dikkate alınarak özelleştirilmiş bireysel eğitim programları uygulanarak mümkün olmaktadır.
  2. Önerdiğimiz sistem olan ATKin (Autism Therapy with KINECT), ülkemizde otistik çocukların eğitimi için faaliyet gösteren OÇEM’lerde (Otistik Çocuklar Eğitim Merkezi) ve benzeri eğitim alanlarında kullanılmak üzere geliştirilecek olan bilgisayar destekli bir terapi sistemidir. Sistem, çeşitli otizm eğitim terapilerinin ekranlar vasıtasıyla sunulması ve birey etkileşimlerinin KINECT cihazının sensörleri vasıtasıyla bilgisayara aktarılması ile çalışmaktadır. Bu çalışma yöntemi ile interaktif bir terapi ortamı canlandırılarak, zihinsel gelişim eğitimlerinin eğlenceli oyunlarla bir eğitmen yardımıyla gerçekleştirebilmesi amaçlanmaktadır.
  3. ATKin projesi uzman terapistlerin yönlendirmeleri ve OÇEM uygulama tecrübelerinden yola çıkılarak evlerde ebeveynler ile kullanılabilir bir prototipin üretilmesini hedeflemektedir. Bu sayede ülkemizdeki otizm eğitiminde görev alan eğitmen ihtiyacının kısmi olarak azaltılması amaçlanmaktadır.
  4. ilk sürümde; görsel, işitsel ve bedensel gelişim için eğitimler bulunacaktır. Görsel eğitimlerde; şekil ve renk algısını geliştirmek, işitsel eğitimlerde; seslerle gelen komutların farklılığını anlama kabiliyetini geliştirmek Tüm eğitimlerde bireysel değerlendirmeler gerçekleştirilerek kişisel gelişimler kayıt altına alınacaktır. Bu sayede uzmanların gözleme dayalı hazırladıkları gelişim raporları sistemin verileri ile eşleştirilerek yargı kesinleştirilecektir Tüm oyunların raporları uzman eğitmenlere sunulacak ve eğitim hedeflerinin belirlenmesinde karar destek unsuru olarak kullanılabilecektir. the first version; visual, auditory and physical development for training will be found. In visual education; improve the perception of shapes and colors, in auditory training; develop the ability to understand the diversity of the command with sound, in physical education; jumping, hand and arm coordination, such as improve physical ability of clapping is intended All training and personal development in carrying out individual assessments will be recorded . In this way they prepare progress reports based on the observation of expert system was matched with the data will be finalized judgment. All reports of games will be presented to the expert trainers and can be used as an element in determining the decision support.
  5. there will be a log in screen which is used by instructors. after entry of instructor, students will be listed belongs to him. the instructor can select a student that belongs to him. the instructor can start an education or see student reports
  6. Trainings and games will be listed. education tutorial videos will be displayed before the education.
  7. This screen is student’s Screen, educator opens a training and student can see in this screen. When student take hands on the object, system tells the color, shape and name of the objects.
  8. First, the system tells you what to do. After that, the system tells which object is selected. When selected object is correct, system tells and Show success message And vice versa. By the way, the system records all the errors and success to the database.
  9. Games generally include mathcing something First category same color ball and bag matching Second category shape matching And third category animal and habitat matching Samely before trainings, When mathed object is correct, system tells and Show success message And vice versa. By the way, the system records all the errors and success to the database.
  10. Trainers can see reports of students in detail. Firstly, total, completed training number and total correct & errors and time are shown in table 1 When trainer click on one students report They can see reports of different trainings subject. This report shows us start number finish number, total correct and total errors and total time in this specific topic. İf trainers click on one of the Student training report They can see all the previous actions in this specific traning topic.
  11. On the second version , graphs will be added to the reporting modüle. For example to analyze student’s success will be easy on the these graphs