**4.2. StiCap**

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 school, at work, and in social settings.

sounds or by using graphics. The goal is to adapt to any user, regardless of any disability

Interacting with Objects in Games Through RFID Technology

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**•** Flexibility in the number of users. This is a multi-player game. This allows users to share and exchange experiences with other users. The situation of each user may be complex

**•** Flexibility in terms of space. Players can be situated anywhere in the room, the only re‐

**•** Very cheap to develop. Mobile devices will incorporate RFID technology in the short term and passive RFID tags are very inexpensive. In our case, only one mobile device is re‐

**•** Expandable. It offers the possibility to extend the games. The topic can be changed easily.

**•** Interaction with the system is simple and intuitive. Common items are familiar and can be easily assimilated by users, making it more predictable to use. They do not need prior

**•** The cognitive stimulation of the system can enhance mental abilities such as perception, attention, reasoning, abstraction, memory, language, orientation processes, while optimiz‐ ing their performance. These games can be used as therapy for the cognitive deficit.

Thanks to this technology, the implementation of new interfaces can be developed for any mobile device, allowing system usability and user-friendly interaction, thus improving user

One possible limitation are that it requires connectivity to another network interconnection. The server needs to contain all the data from RFID tags, so in very complex systems we can

Educational games are currently making a very positive impact and are extremely success‐

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.

The only requirement is that the RFID must be integrated in the object selected.

and variable and for this reason, the game can also be used by one player.

quirement is that the mobile device is connected to the server.

or limitation he/she may have.

quired, which is why it is low cost.

knowledge of the system or device.

find a lot of data, which might be difficult to manage.

ful among society, especially among children.

satisfaction.

**6. Conclusions**

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 supervision by professionals, parents, and teachers.

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 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]
