**4. Case studies developed by using RFID technology**

In this section we describe two systems built in the University of Castilla-La Mancha (Alba‐ cete). The main objective is to take advantage of RFID technology to build systems that im‐ prove the user experience.

We used the same architecture for both games, while changing the contents and taking into account the cognitive abilities that we aimed to stimulate in each particular case.

This system functions by projecting an interface on the wall in the main game. Users with physical interfaces, i.e., the objects that integrate RFID tags, can interact with the main inter‐ face; this requires a mobile device that allows the RFID reader to interact with the main in‐ terface by bringing an object closer to the mobile device to play the game. For example, if in the game an object must be associated with another, the user only has to bring the corre‐ sponding object closer to the mobile device for the system to recognize it and display the outcome of the game.

#### **4.1. Train InAb system**

Intellectual disability, also called mental retardation, is a disability characterized by signifi‐ cant limitations in intellectual functioning and in adaptive behavior skills manifested in con‐ ceptual, social and practical aspects [1].

So far, this group has always had barriers imposed by society and by technology as it has often not been known how to adapt to the personal needs of each of these people.

Gradually, this situation has been improving with technological assistance and that of soci‐ ety. However, many of these people consider the world of technology to be strange and dif‐ ficult to use.

TrainInAb (Training Intellectual Abilities) is an interactive and collaborative game designed to stimulate people with intellectual disabilities. The game is based on RFID technology; it allows a new form of human-computer interaction to be integrated. The user can interact with the system through everyday objects such as cards, toys, coins, etc. (See Figure 5). For example, if in the game an object must be associated with another, the user only has to bring the corresponding object closer to the mobile device, which the system will then recognize and display the outcome of the game (See Figure 5 and Figure 6)

The package consists of three different types of game, each aimed at stimulating a different cognitive ability such as memory, calculation, attention and auditory discrimination.


**•** If the answer is wrong, a message indicates the outcome of the play. This user interface motivates and encourages them to try again. The next user interface is related to the game that is running at the time, but at the same level as before. Voices and motivating messag‐ es sound in every interface to make the user feel actively accompanied and encouraged.

**•** The system automatically generates the corresponding mobile user interface. It shows

In this section we describe two systems built in the University of Castilla-La Mancha (Alba‐ cete). The main objective is to take advantage of RFID technology to build systems that im‐

We used the same architecture for both games, while changing the contents and taking into

This system functions by projecting an interface on the wall in the main game. Users with physical interfaces, i.e., the objects that integrate RFID tags, can interact with the main inter‐ face; this requires a mobile device that allows the RFID reader to interact with the main in‐ terface by bringing an object closer to the mobile device to play the game. For example, if in the game an object must be associated with another, the user only has to bring the corre‐ sponding object closer to the mobile device for the system to recognize it and display the

Intellectual disability, also called mental retardation, is a disability characterized by signifi‐ cant limitations in intellectual functioning and in adaptive behavior skills manifested in con‐

So far, this group has always had barriers imposed by society and by technology as it has

Gradually, this situation has been improving with technological assistance and that of soci‐ ety. However, many of these people consider the world of technology to be strange and dif‐

TrainInAb (Training Intellectual Abilities) is an interactive and collaborative game designed to stimulate people with intellectual disabilities. The game is based on RFID technology; it allows a new form of human-computer interaction to be integrated. The user can interact with the system through everyday objects such as cards, toys, coins, etc. (See Figure 5). For example, if in the game an object must be associated with another, the user only has to bring the corresponding object closer to the mobile device, which the system will then recognize

often not been known how to adapt to the personal needs of each of these people.

and display the outcome of the game (See Figure 5 and Figure 6)

account the cognitive abilities that we aimed to stimulate in each particular case.

feedback and status of the system according to the action carried out.

**4. Case studies developed by using RFID technology**

prove the user experience.

334 Radio Frequency Identification from System to Applications

outcome of the game.

**4.1. Train InAb system**

ficult to use.

ceptual, social and practical aspects [1].

**Figure 5.** The first image shows the Mobile devices interfaces. The next image shows the Physical user interfaces, that is, objects that integrate the RFID inside.The first objects are cards with images from the game, and the last image shows the notes and coins used for the game.

**Figure 6.** Main interface of the game designed to stimulate user memory, attention and calculative abilities.
