**6. Conclusions**

**4.2. StiCap**

school, at work, and in social settings.

336 Radio Frequency Identification from System to Applications

**5. Benefits and drawbacks**

The main advantages of the system are the following:

used common objects which can be easily assimilated.

in the new scenarios.

supervision by professionals, parents, and teachers.

the game interface which is running on any PC or laptop.

**Figure 7.** Main interface of the game designed to stimulate user memory and attention [28]

In this section we will discuss the advantages offered by the integration of RFID technology

**•** Reduction of the cognitive load. This means that users have to rely more on recognition skills than on their memory and that they do not have to remember complicated abbrevia‐ tions and codes. For this reason, it has been designed in a very graphic way and has also

**•** Flexibility. This refers to the multiple ways in which the user and the system can ex‐ change information. The information exchanged is displayed as text, voice, cheerful

Attention-deficit/hyperactivity disorder (ADHD) is a neurobiological disorder characterized by developmentally inappropriate impulsivity, inattention, and in some cases, hyperactivi‐ ty. Children who are affected by this disorder have occasional difficulty paying attention or controlling impulsive behavior. This problem affects them in their daily lives at home, at

StiCap, Stimulating Capabilities, is an interactive system to improve attention and learning in children with ADHD. It is directed towards psychological therapies, in schools, allowing

The system consists of three games: two oriented towards memory improvement and anoth‐ er one oriented towards vocabulary enrichment. It is composed of the following devices: cards integrating RFID tags used as interactive resources which allow a one-way transfer of information between a user and the system; mobile devices provide the necessary communi‐ cation between the cards and the system and a projector or any other big display showing

> Educational games are currently making a very positive impact and are extremely success‐ ful among society, especially among children.

> Emerging technologies and mobility are being inserted without society realising by provid‐ ing services previously unthinkable. In recent years, devices have been invented that offer new techniques for interaction between humans and game consoles. Nowadays, the user can interact through movement, voice command control, virtual reality, mobile devices, etc... However, there are still some hardware limitations for children and especially people who need special education.In recent years, RFID technology is booming and being used to digitalize spaces and objects easily, so we are getting closer to the new paradigm predicted by Weiser, ubiquitous computing.Exploiting the advantages offered by this technology, this chapter proposes a new form of interaction based on objects that integrate RFID technology.

In this way, anyone can interact with the software( in this case with the games )in an intui‐ tive way.

cles/2012/03/13/pilot-program-incorporates-video-games-into-classroom-learn‐

Interacting with Objects in Games Through RFID Technology

http://dx.doi.org/10.5772/53448

339

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