A presentation from the event "Apps and projects to enhance special and inclusive education". The presentation describes the ways the Interactive Systems Research Group work closely with usergroups to develop, test and enhance research projects and their outcomes.
Introduction to ArtificiaI Intelligence in Higher Education
Researchers need Users
1. Researchers need Users
NICER Group, Oak Field School and Sports College, Nottingham,
UK
• Michael Hibbert
• Abi Taylor
• Leigh Meakin
• Michelle Cafferkey
• Emma Putt
Supported by David Stewart, Penny Standen, & David Brown.
2. Plan of presentation
• Introduction
• Why is it important to
speak to us?
• Who is the research for?
• Impact
• And this is what we’ve
achieved
3. Introductions
• Everyone Introduces themselves
• My name is Michael – And I support Nottingham Forest
• My name is Abi – I work at Oak Field School, Waterworks and at the
Fire Station.
• My name is Leigh and I work at the Fire Headquarters.
• My name is Michelle and I’m obsessed by virtual travel training.
• My name is Emma and I am volunteer at the Hub in Aspley.
• And their supporters – Penny and the Davids.
4. Why is it important to speak to us?
• In the past our voice wasn’t heard (Michael)
• In the past people researched ‘on’ not ‘with’ us (Emma)
• People think we can’t understand (Abi)
• An ESRC reviewer said “These people will never use computers”.
(Penny – 1990s)
• Example from CHI (2016) (David – Methods Stories)
• We need to challenge these low expectations of what we understand
or can get involved in (David S)
• In some countries people like us don’t have rights to education (Abi)
• People design things we don’t want (Michael)
5. Who is the research for?
• Is it just for academics who just
bugger off? (Penny)
• Are people with disabilities just being
used because it’s a requirement of a
research body? (David S)
• Two examples from our own
universities:
• Routemate
• Go Karts
• We need to clarify for whom the
research is targeted, e.g., researchers
may talk about PMLD students when
they don’t actually understand what
that term means (David S)
6. Impact
• It is important to include us right from the beginning (Michael).
• How will your research change the lives of people with disabilities?
(Emma)
• How are you going to let people know about your research? (Michelle)
• Who will read your work? (Abi)
• An academic journal (6 readers?) (Penny/David)
• Need popular journals – e.g., Special, Special Children, PMLD
Exchange, SEN, SLD Experience (David S)
• This information needs to go to people who will use it (David S)
7. Example list of projects and conferences
• 1995 – The Virtual Supermarket
• 1997 – The Virtual City
• 1998 – ICDVRAT Presentation
• 2000 – The Virtual Courtroom
• 2000 – Enter 2000 Millennium Dome (VR Travel Training)
• 2000 – Seattle Presentation (IASSID)
• 2004 – Maastricht Presentation (IASSID)
• 2006 – Started Games Projects (Cheese Factory)
• 2006 – Get Connected
• 2008 – Cape Town Presentation (IASSID)
• 2010 – Rome Presentation (IASSID)
• 2011 – Brain Computer Interface Project
• 2011 – Started using Robots in Education
• 2012 – ATLEC Project (Assistive Technology)
• 2012 – IASSID – Accessibility of Projects
• 2015 – MaTHiSiS project and PhD students (affect recognition)
• 2016 – CHI Presentation
• 2017 – No One Left Behind – accessible game making
8. Some examples how we’ve made a
difference.........
• Talks at conferences 2008
(Media from South Africa)
• ISRG Software Repository @
https://isrg.org.uk/software/
• My Appearance
• BCI project.
10. Project Number: 543577-LLP-1-2013-1-UK-KA3-KA3MP http://edurob.eu/
Speech Pathology Tools (EU Erasmus+)http://speechpathologytools.eu/
Pathway+ (EU Erasmus+) @ https://pedagogics-pathway.eu/
No One Left Behind (EU H2020) @ http://no1leftbehind.eu
Managing Affective-learning THrough Intelligent atoms and Smart
InteractionS (EU H2020) @ http://www.mathisis-project.eu/
An Internet of Soft Things (EPSRC) @ https://aninternetofsoftthings.com
Editor's Notes
Davud asks – what do you enjoy doing? How old are you? What do you enjoy doing during the day?
CHI Methods Stories - The aim of this workshop was to bring together researchers and designers who have involved people with cognitive or sensory impairments and to document how design research methods are made to work in practice.
Michael gave advice to other researchers there – speaking slowly and with short words, listening, using Makaton if appropriate, and above all, being 'nice and friendly'.
A researcher there commented that people with a learning disability don’t want to be research partners (especially puzzling as one of the guidelines for Methods Stories talks about aiming for equivalence.)
Routemate – Android App that allows people with disabilities to Plan routes (using key landmarks) and then Use them (alerts if they start to deviate from the route). School was heavily involved with the project but failed to get a working version of the app that they could use.
1995 – The Virtual Supermarket – practice shopping skills and sponsored by Mansfield Breweries Trust.
1997 – The Virtual City – Sponsored by National Lotteries including a house, supermarket, café and travel system.
1998 – ICDVRAT Presentation – first co-presentation by the user group at Skovdje in Sweden
2000 – The Virtual Courtroom – co-produced with Ann Craft Trust – Society for protection of people with learning disabilities from abuse
2000 – Enter 2000 Millennium Dome (VR Travel Training)
2000 – Seattle Presentation (IASSID) – further presentations by user group on VR
2004 – Maastricht Presentation (IASSID) – further presentations by user group on related projects
2006 – Started Games Projects (Cheese Factory) – sponsored by a series of EU grants
2006 – Get Connected - An EU project to develop a communication platform for people with a learning disability.
2008 – Cape Town Presentation (IASSID) – user group presents on games projects
2010 – Rome Presentation (IASSID) – Mr Stewart impersonates me.
2011 – Brain Computer Interface Project – controlling VR using brain signals for students with physical as well as cognitive impairments
2011 – Started using Robots in Education
2012 – ATLEC Project (EU Assistive Technology project and accompanying curriculum)
2015 – MaTHiSiS project (using affect recognition of engagement, boredom and frustration when using learning materials to maximise engagement and therefore opportunities for deep learning)
2016 – CHI Presentation – Methods Story workshop where Michael gave his advice to neuro-typical co-researchers
2017 – No One Left Behind – accessible games design
BCI project – using Epoch Emotiv to control a virtual city – firstly training the system to recognise Karl’s brain signals for moving forward and back, and then using these to control navigation around the city.
Educational Robotics project – students interact with the robot using it’s object recognition system, and via playful interaction learning the meaning of 4 symbols and recognising they have a order.