**The educational programs**

Figure 12 depicts user sequence diagram for user solving a question in a test. The user shall "ChooseSubject()" to choose between the Educational Applications (Math Application or the Voice Recognition Application). Then, the user can start a "NewLesson()" where he/she can learn new subject. After finishing the lesson, the user can "SaveLesson()" and "CloseLesson()". After learning the lesson, the user can start a "NewTest()" to test his/her abilities. Users can "RepeatTest()" to repeat previous test. If the user finishes the test, he or she can view "TestScore()" and end the Educational Applications through using "Close()". The educational programs are html applications that are addressed to Autistic children age 8 to 10. There are two Math programs, one in Arabic and the other in English. The Math program allows the children to choose the difficulty of the math problems, and choose the math function: adding, subtracting, multiplying, random adding and subtracting, or random adding, subtracting and multiplying. This program keeps track of the scores the child achieved and his or her speed. Figure 13 shows a user using the mathematics lessons with her bare hands as a pointer.

Fig. 12. Sequence Diagram for solving a question in a test.

In Figure 14 another educational application is shown, the child can see different animals' pictures and by pointing to the image they will hear the animal voice. In tests, the child will hear the animal voice, and will see different images of different animals. So, he will aim to choose the appropriate image. The scores and speed will be stored with the child's name.

Fig. 13. Using ATB.

30 E-Learning – Organizational Infrastructure and Tools for Specific Areas

Figure 12 depicts user sequence diagram for user solving a question in a test. The user shall "ChooseSubject()" to choose between the Educational Applications (Math Application or the Voice Recognition Application). Then, the user can start a "NewLesson()" where he/she can learn new subject. After finishing the lesson, the user can "SaveLesson()" and "CloseLesson()". After learning the lesson, the user can start a "NewTest()" to test his/her abilities. Users can "RepeatTest()" to repeat previous test. If the user finishes the test, he or she can view "TestScore()" and end the Educational Applications through using "Close()". The educational programs are html applications that are addressed to Autistic children age 8 to 10. There are two Math programs, one in Arabic and the other in English. The Math program allows the children to choose the difficulty of the math problems, and choose the math function: adding, subtracting, multiplying, random adding and subtracting, or random adding, subtracting and multiplying. This program keeps track of the scores the child achieved and his or her speed. Figure 13 shows a user using the mathematics lessons

Subject Lesson Test

Close()

In Figure 14 another educational application is shown, the child can see different animals' pictures and by pointing to the image they will hear the animal voice. In tests, the child will hear the animal voice, and will see different images of different animals. So, he will aim to choose the appropriate image. The scores and speed will be stored with the child's

SaveLesson()

CloseLesson()

NewTest()

RepeatTest()

TestScore()

NewLesson()

**The educational programs** 

with her bare hands as a pointer.

ChooseSubject()

Fig. 12. Sequence Diagram for solving a question in a test.

**sd Test**

name.

User

Fig. 14. Matching animals and voices game.

#### **4.6 Assessments**

ATB has been tested by some young students and teachers. The initial feedback is positive. We are in the process of getting permission to deploy the system in real schools for autistic children to have concrete surveys and statistics regarding how ATB affected their education

Towards Economical E-Learning Educational Environments for Physically Challenged Students 33

In this chapter, we presented two solutions to help physically challenged students who suffer from different disabilities. We adopted the touchless SDK [2] to provide economical solutions for students with hand disabilities and autism. Both applications were tested in local schools in Kuwait. The intial results are promising and both projects are going through

Completing the intelligent tutoring subsystem that will customize the lessons based on

Tools to help tutors to design curriculum will be added to make it more friendly for

A web-site to host tests and different subjects to be downloaded and uploaded by

In the future we would like to add more features for the ATB system such as adding a virtual keyboard to let the child typing using his fingers only. Also we hope to create a full desktop for the autistic children where they can find different educational applications and other interesting applications such as painting and drawing applications and some music and entertainment applications. In addition, we are planning to use PLITS (Pattern Language for Intelligent Tutoring Systems) [3] to add intelligent tutoring features to ATB. Recently, we started planning to port applications to use Microsoft Kinect sensor for better performance. The next generation of both applications will adopt Kinect sensor to utilize its

[1] World Health Organization (WHO) main website about disabilities. http://www.who.int/topics/disabilities/en/ (Accessed October 28th, 2009) [2] Neil McAllister, "Microsoft's Touchless SDK pulls a mouse out of thin air" InfoWorld, October 2008. http://www.codeplex.com/touchless (Accessed October 28th, 2009.

[3] Dina Salah, Amir Zeid, PLITS:A Pattern Language for Intelligent Tutoring Systems" at

"http://en.wikipedia.org/wiki/Design\_Patterns\_(book)" \o "Design Patterns

[7] http://www.eyetechds.com/assistivetech/products/qg2.htm (Accessed November

products/keyboardsmice/ergonomic-mice/jouse-2/ (Accessed November 29th,

(book)" Design Patterns (the Gang of Four book). Addison-Wesley. [5] http://en.wikipedia.org/wiki/Multi-touch (Accessed October 28th, 2009) [6] http://www.enablemart.com/Catalog/Head-Eye-Controlled-Input/Headmouse-

14th European Conference on Pattern Languages of Programs, July 2009, Munich,

**5. Conclusion** 

tutors.

tutors.

**6. References** 

enhancements pahse now.

**Future enhancements for TWTD** 

**Future enhancements for ATB** 

powerful cameras and sensors.

Germany.

29th, 2009)

2009)

[4] Gamma, Helm, Johnson & Vlissides (1994). HYPERLINK

Extreme (Accessed November 29th, 2009)

[8] http://www.disabledonline.com/products/direct-

the responses of the students.

We are planning to add the following features to TWTD:

experience. In general, autistic children in Kuwait are exempted from using computers in their early years.

Some of the main challenges include the lighting of the class room. Since the application depends mainly on capturing markers using a web-camera, the lighting, background of the markers could affect the accuracy in some cases. The results of the initial testing on 10 students is shown on Figure 15. The students were asked to solve some exercises and the ease of use was estimated based on the time they took to solve the assigned exercises.

Fig. 15. Assessments for ATB.

## **4.7 Similar work**

There are many technologies that are similar and related to ATB. CamSpace is software that enables users to interact with the PC using a webcam and without using a mouse or keyboard. CamTrax's [the company behind CamSpace] core technology is a pure software solution that allows most ordinary PC webcam (95% are supported) to track up to four objects in real-time and with reasonable accuracy and reliability [12].

Sixth Sense project was developed at the Media lab at MIT to provide a complete wearable gestural interface to mobile devices. Users of Sixth Sense use a camera, portable projects and their mobile phone to turn any surface to a smart projection surface [13]. The solution is economically feasible yet users have to be linked to some devices like the mobile phone and the projector which may cause problems in case of autistic children.

Gondy Leroy and Gianluca De Leo developed software for mobile devices to help autistic children communicate, make friends and blend in the society. The software mainly uses images for communication [15].

TWTD is educational software that uses markers and web-camera as a method of interacting with computers (to replace the mouse). TWTD targets mainly students with hand disabilities. Users of TWTD attach markers to that available parts of their hands (if any) and control the computer and educational applications accordingly. The markers are defined according to the level of disability. The users then get educated using computers in different subjects. The aim of this solution is to help physically challenged students who were not able to use computers to get educated in a creative way. Also the solution is economically feasible since it only requires a web-cam and a layer of software for interactions. There are several products that target the same problem. TWTD (since it used touchless SDK) remains by far more economically feasible [9].
