PORTFOLIO. DANHONG ZHU
01
02
03
04
BreaThink A Breath-Visualisation Installation
Echo Mater An Echolocation Assisted Training Device
That’s My Girl! A Serious Game for ASD Adolescent Females
EzyPark Automatic Parking System Design
INTRODUCTION
BreaThink
A Breath-Visualisation Installation
Based on research conducted over the years, breathwork therapy have shown to promote both psychological and physical benefits.This interactive installation integrated art therapy and gesture recognition into breathwork to enhance users' ability to resonate with their own breathing.The target users encompass a wide range, from professional practitioners of breath meditation to amateur enthusiasts of breathwork therapy, with no age restrictions.
Breathwork Therapy
Breathwork(slow breathing/breath-control/conscious breathing)enhances mental, physical, and spiritual well-being through deliberate breathing pattern adjustments, promoting relaxation and increased energy.
Mechanisms of Action
The core belief in breathwork is that deliberate alterations in breathing can directly influence the autonomic nervous system,respiratory system,cardiovascular,cardiopulmonary. Activate the parasympathetic nervous system (PNS) associated with the rest-and-digest, calm response. Deactivate the sympathetic nervous system (SNS) responsible for the fight-orflight reaction. Minimise work done by the heart.
personal project
DATE 2023 Sep-Nov
Increase efficiency of gas exchange in the lungs.
Enhance diaphragmatic excursion. Enhance ventilatory efficiency and arterial oxygenation.
Art Therapy
Art therapy, as a non-pharmacological medical complementary that uses art media as its primary mode of communication, has been used as one of medical interventions with good clinical effects on mental disorders.
The underlying concepts are that in expressive arts therapies, people gain new perspectives on their emotions and thoughts, and that artistic expression is good for mental health. We become more self-aware. Our main goal is self expression.
Increase HRV and blood pressure fluctuation.
We get better at coping in the future.
Improve blood oxygen and lower blood pressure.
We become more psychologically resilient.
Increased neural connectivity in the area of the brain that deals with introspection,memory,and self-monitoring We have increased positive perspectives. Our brain are very dynamic when engaged in producing art.
Application Areas enhance mood and reduce physiological arousa asthm respiratory and circulatory disease PTSD
breathwork therapy
stress management Depression Disorders and Anxiety Alzheimer’s Disease Cognitive Impairment, and Dementia Autism spectrum disorder
Schizophreni strengthen emotional expression strengthen self-esteem, self-awarenes sequela of cerebral palsy (CP)
art therapy
The application areas of breathwork therapy and art therapy have many aspects overlaped which makes the integration of these two therapies possible.
History
Pranayama first introduced to the West
--1800s pranayam
Alternate Nostril Breathin abdominal breathin forceful breathin vocalised (chanting) breathing
1950s
Breath control for the purpose of restoring or enhancing health has been practiced in Eastern cultures for thousands of years.
The Buteyko method It was originally developed by physiologist Konstantin Buteyko in Russia, then part of the Soviet Union.
Experiments
1
Reflections for improvement
2
In 2001, at the University of Pavia, Italy, the experiment asked 20+ test subjects to pray two prayers using slow breathing of 6s exhalation and inhalation: the Buddhist True Word and the Latin Chant of the Virgin Mary. Results showed fostering overall bodily harmony, with the heart, circulatory, and nervous systems operating efficiently. Returning to normal breathing led to a gradual loss of harmony.
A
Buteyko began treating patients with respiratory and circulatory diseases using breathing retraining
participant in an experiment
NY professors Patricia Gilbarger and Richard Brown use resonant breathing to treat anxiety and depression. Starting with 3s inhalation and exhalation, gradually increase to 5.5 breaths/min for 5-10 mins daily. This method aided 9/11 survivors with lung issues, reducing coughing and chest pains within two months through daily slow breathing. It's efficient, adaptable, private.
Mindful art therapy--draw your breath
ntroduction to the experiment
I
This experiment had two phases.
01 we went about our daily routine with our nasal passages closed. We ate, exercised, slept, and did everything as normal except for simply breathing through our mouths.
02 we still ate, exercised, and slept as normal as in the first phase, but our breathing passages were switched to our noses, and we had to practice a series of breathing techniques every day.
Breathing in Tai Chi
In martial arts: exhale when gathering, inhale when releasing energy For form: exhale when opening, inhale when closing For body: exhale when descending, inhale when ascending For forward: exhale when advancing, inhale when retreating.
esult
R
its popularity rose
1960 s
1990s
Symptom snoring
nders Olsen
A
Buteyko has made its way across several continents
Types of breathwork exercise
There are various types of methods,videos,classes you can find online to regulate your breathing. Box, or Square, Breathing 4-7-8 Breathin Three-Part Breat Bellows Breath
Stockholm, Sweden
NOWADAYS
RESERCH
Phase1
49 Breath Therapist
Phase2
a successful breathwork
snored half the night never happened
pause for breath 53
CO2 level in exhaled breath
times a night 5%
never happened
cholesterol
126
mmHg
heart rate
oxygen saturation
around
75beats/min
Consistently
at 97 %
around
raised up to 25% 119 mmHg
dropped by 5 % 65beats/min in 1min
Based on the reviewed studie, “autonomically optimised respiration” would appear to be in the band of 6–10 breaths per min, with an increased tidal volume that is achieved by diaphragmatic activation. breathing through your nose (to inhale oxygen efficiently diaphragmatically (expanding the belly to reach deep lung areas during inhalation rhythmically (not too deep nor too shallow with open posture (optimizing ear-to-shoulder space or converging shoulder blades)
Breathing with conductor’s gestures Singers favor abdominal breathing with gesture B, while pros link gesture A to costal breathing.Notably, singers interpret these two preparatory gestures differently, even though they are considered equivalent and should trigger inhalation.
gesture+breath
estures are very effective in influencing and guiding people's breathing behaviour since can be seen as a movement of our bodies.”The ego uses its experience of breathing as a bridge to move safely in and out of the body.” G
IDEATION
DESIGN INSIGHT breathwork therapy+art therapy Visualise the breathing process and reinforce its visual guidance. breathwork+gesture Enhance the perception of autonomous attunement. breathwork+digital visual art Reduce the cost of art therapy and the stress involved in creating art.
the position of breathing ball
a circle of one breath
Mind Map situated in the palm of one's hand
at the mid-point of two palms
inhale process
the breathing ball will change its size and shape by following upward or downward tendency of gesture the breathing ball will change its coordinate by following user’s hand position
using gestures of hand-up and hand-down to guide user’s breathing process
what’s on screen
Sketches interaction while breathing with others
1
2
3
exhale process
ccoommbibinneethese these two twosscche hemmes es
one breathing ball for per person that represents one’s breathing statement in real time
Particles representing air in space
using vision sensors like kinect or leap motion to recognize gestures,then map the statement to corresponding visual feedback
DEVELOPMENT
TESTING
Structure
Tool
Hand movements to guide breathing rhythm
Hand tracking&Software processing
Screen feedback affecting breathing behaviour
Processing Development Progress 1 Defining visual art sketches in Processing through coding noisecircle
circle motion effect
Interactive visual effects
Development Environment:
PDE Hardware Sensor:
LeapMotion Programming Language:
JAVA
In the initial state,the breathing bubble is changing its shape randomly under the control of the noise function, being surrounded by floating moving slowly particles
2 Using LeapMotion API to get hand data from hardware sensors
As the hand rises, the breathing bubble draws in the surrounding particles and grows larger. As the hand drops, it releases particles and becomes smaller.
particle system
particle motion effect
3 Programming based on gesture interaction effects
By monitoring the hand position in real time through the leapmotion, the breathing bubble will change its position by following the hand up and down, left and right movements.
FINAL OUTCOME
FEEDBACK The teacher provided some feedback on the technique improvement. Meanwhile the rest of the group provided information on how they felt when working with the slow breathing pattern, which had a positive effect on breathing adjustments.
I projected the visual art onto a multimedia projector and invited one hardware teacher and some students to experience this breath-visualisation installation.Then I received some feedback from them.
The experience divided into two parts.
Technology
“ “
There is a delay in the projected image compared to the computer image.
” ”
The shape of the main body is not varied enough, and perhaps the noise function needs to be adjusted.
Feeling
are not told that they need to work with the 01 Initialy,Users breathing method and just use it freely.
“ “
the user was asked to feel the breath in relation to the 02 Secondly, gesture and the picture, to experience the rhythm of it.
When I realised that my gestures were guiding my breathing, I unconsciously slowed my breathing to the rhythm of the screen.
”
After knowing to add slow breathing, I can relax myself through this device.
Future Development
”
multi-user mode I d like to add an interactive effect of multiple breathing bubbles moving at the same time in the future, in order to achieve people communicating with others through breathing.
’
improvement in visual art
1
There is still a lot of room for improvement in visual art, such as more conducive to decompression and more vivid kinetic effects; smaller delays.
2
INTRODUCTION It shows that approximately 2.85 billion people live with some forms of vision impairment
2,850,000,000 39,000,000
globally of which 39 million are totally blind.
Echo Master
VISION IMPAIRMENT totally blind
The statistics from the World Health
An Echolocation Assisted Training Device
Organisation WHO) (
Vision impairment poses an enormous global financial burdenon those affected, their
Through research, it has been found that echo location significantly enhances the subjective
Assistive
Device for Blind People
B W
hite
(Since
(S
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S
B k
ince 96 )
raille
loc
1
5
4
3
diagnoses, and treatment, with the annual global cost of productivity estimated to be
mart (
an
World War Ⅱ)
caregivers, and society, particularly with regard to medical expenses from hospitalization,
initiative and mobility of visually impaired individuals in their daily outdoor activities.It has
S
Assistive technologies can assist visually impaired people with obstacle detection, visualization, navigation, and recognition in a real-world scenario.Depending on the device, the user could perceive either sound or vibration, or both of these sensations.
(
C e
6
an
Present
)
US$ 411 billion.
the potential to greatly develop the auditory senses of visually impaired individuals.The
411,000,000,000
design of this device aims to assist in active echo location training for the blind, while also
reducing costs related to facilities, professional personnel, and tools, thus improving the convenience of training.
er
(Since
Navigation of Blind People personal project
F
)
7
1
g
H
oopl
e
)
(Since 1990
World War Ⅰ)
H
e
uman Assistanc
(Since the dawn of mankind)
Being blind does not mean losing the independence of getting to and from places whenever we wanted. They can travel independently daily with personalized means.
DATE 2023 Sep-Nov
ice Do
ered can
5
2 S v
w e
Present- uture
olar po
one of the biggest challenges to independence for people who are visually impaired is
Assistive technology focuses on external aids rather than developing the potential of the visually impaired person's own senses other than vision, and lacks a certain degree of proactivity.
associated with safe and efficient navigation.
ll
There are different other cha enges which are usual in navigation.
A Blind
Navigation Case Daniel Kish, President of World Access for the Blind, who lost his eyes before 13 months v vocal click-based echolocation, known as "flash sonar." He hails the palate click as ideal for echolocation, generating a unique frequency in a short burst, allowing experts to discern object contours over a range from feet to yards. K ish, blind yet adept at echolocation, engages in activities like mountain biking and tactile-free object identification. due to eye cancer, de eloped
pit in front of the path
hanging obstacles
traffic junctions
stairs
what is echolocation?
wet floor indoors
signposts on the pavement
How it works for blind persons?
greased or slippery outdoor paths
Bineeth Kuriakose, Raju Shrestha & Frode Eika Sandnes (2022) Tools and Technologies for Blind and Visually Impaired Navigation Support: A Review, IETE Technical Review, 39:1, 3-18, DOI: 10.1080/02564602.2020.1819893
2.Maisha Mashiata, Tasmia Ali, Prangon Das, Zinat Tasneem, Md. Faisal Rahman Badal, Subrata Kumar Sarker, Md. Mehedi Hasan, Sarafat Hussain Abhi, Md. Robiul Islam, Md. Firoj Ali, Md. Hafiz Ahamed, Md. Manirul Islam, Sajal Kumar Das,
: A review on current status and future prospects,Biosensors and Bioelectronics: X,Volume 12, 2022, 100265, ISSN 2590-1370, https://doi.org/10.1016/j.biosx.2022.100265.
Towards assisting visually impaired individuals
INTERVIEW
RESEARCH
Basic information about the interviewee
Animal Echolocation
Human Echolocation
Bats and dolphins are well known for their ability to use
Human echolocation is the ability of humans to detect objects and their characteristics through sound
echolocation. They emit bursts of sounds and listen to the
waves reflected off these objects. It is similar to the echolocation used by some animals like bats and
Benefits:
got fever that led to hydrocephalus and subsequent optic nerve injury during childhoo
a learnable skill that can be
echoes that bounce back to perceive their environment.
dolphins to navigate and locate prey.
not totally blind, with a little bit vision and light-sensitive
acquired by human,about
female blind masseu
20-30% of the blind learn
For example, bats use echolocation when they're hunting. You can call it a "feeding buzz," and it works like this: When a bat detects an insect it wants to eat, it produces a rapid
1
Soun
echolocation at some point in
d Emission
series of calls to pin-point the exact location of its prey, the
The illustration shows a mouth-
swoops in, and GULP! - dinner.
click waveform which larger
their lives Three months after training, blind participants reported also reporting enhanced well-
sound.It shows that the sound
amplitude
(FM chirp)
being and independence in
more intense in front of the
daily life
echolocator than at the side or
What's bother you most in daily travel
not strongly limited by age or
back,resembling the distribution broadband:
What is the daily mode of travel?
“
Usually don't use a cane, and for me guide dogs are hard to own. Usually if say someone can see a little they will take another.
“
the level of vision
of a flashlight beam.
timing of rehabilitative
1 ms
interventions for children and click
young people with vision loss.
Are your senses
[1] https://www.webmd.com/eye-health/how-blind-
sharper than the
people-can-use-echolocation
[2]https://doi.org/10.36866/pn.126.20
bat
echolocation
2
Soun
”
“Yes, for example, cars bursting through when crossing a zebra crossing.” “The most troublesome things in life are the things that come out of nowhere, and the trouble of stepping out of the air acci entall . There are potholes and heights, and if you step out of the way, sometimes you can dream of that kind of shadow, and you feel insecure. When I first came out of the society, I was afraid to walk on the stairs but frozen there”
d
y
“Like we do things we just have to check things over and over again more than normal, it's more detailed, but it's slow.”
may have applications for the
Hz
20-105 k
”
Like when we take the metro,the highspeed rail or the train, there will be staff to take, he has to register, I feel that this society is warm.
improved mobility, with 83%
waves indicate more intense transmitted sound
Q&A
average person's?
“Hearing, is what they call echo, when there is no obstacle in front of you will be very smooth. But mainly afraid of sudden, smooth will be better.” (Did a little experiment in the middle,put my hands around her and it did point out where the hands were.) “My sense of touch is also stronger. For example, I can feel the difference between my usual dishes and touching household items.”
d Reflection
Sound waves then bounce off
objects in the environment and return an echo which is different due to varying materials and
3
amplitude
echo
Perception
Areas highlighted in warm colours show an increase in brain activity when the “Visual”
time
Brain area
person listened to echolocation sounds. The expert showed a relative increase in the primary “visual” cortex.
distances.
rely on human
be afraid of
usually have
than on assistive
unexpected
stronger sense of
devices
situations
listening
IDEATION
DESIGN PROCESS
Analysis
System Map
pain points It is more difficult for visually impaired people to cope with unexpected situations such as speeding vehicles even with the use of current assistive devices such as walking sticks.
Tongue click
actile Input Device
irtual sound maze
on screen visual feedback
Recording and feedback of results
imulate life scenes more realistically and set difficulty levels.
recording results
with braille confirmation
↑↓-select ←-return →-enter
review mode
handheld
keypad
arrow
menu
mode select
←→-pan left-right ↑↓-forward/backward
Obstacle size judgement
training mode
alate Click
P
training mode
User’s click sound is a positive signal for the device.
FUNCTIONAL PROTOTYPE Unit Experiment
To construct a sound spatial experience, such as a virtual sound maze, for the visually impaired, a plan is underway to implement a directional sound emitter. principle
correct rate response time comparison with previous 3D radar chart Obstacle orientation judgement
Ambient Sound S
task tips accuracy feedback feedback of review mode
basic composition
imulate various terrain conditions for different training modes. V
for blind audio feedback
Emit echoes directionally
wearable
device
S
T
cycle unit
feedback
Calculate the required echo
Concept Touch facilitates the operation of the visually impaired.
User receive and react
Receive sound signals
design aim A kit to assist visually impaired people in echolocation training for unexpected situations. kit features orientation discriminatio distance recognitio design requirements reaction speed trainin interference settin Rapid respond trainin tactile inpu Active echolocatio audio and visual output Interactive interface for blind
Sketches
Face the right way
(confirmation) Compare multi-object
(confirmation)
basic training Obstacle distance judgement
Move to required distance
(↑↓)
Static maze
Find the exit
(↑↓←→)
synthesis training
Dynamic dodgeball
Dodge required number of balls
(↑↓←→)
Development
According to the schematic diagram, I conducted the circuit connection and soldering. Using a 12V external power supply, I utilized the L298N driver module to drive and provide a 5V logic power supply. In the end, successful verification on the oscilloscope confirmed the waveform adjustment to 40kHz, and the speaker achieved directional sound waves, with sound audible only from the front and not from other directions.
schematic With a 5V regulator for the logic parts.
1 The circuit construction and soldering process.
2 The validation and testing process.
It's fed into an amplifier to drive the speaker array.
The higher the frequency,the more focused the beam is. live audio playback and exported the audio, the results indicate that, except for directly in front, the volume at 3 Recorded other angles is nearly approaching 0dB. The audio comes in here with a simple high-pass filter to get rid of DC offset. It's powerd by a 12V power supply for the speaker. The big issue if we need to utilise this principle in sound is that the frenquencies needed to get sound focused are actually in the ultra sound range.But we can encode audible sounds by modulating them with an ultrasound carrier wave which is same as how FM radio works.
Modulating a 40kHz square wave by a standard 555 timer.
Now that the core directional sound emitting device has been successfully developed, the next step is to integrate it into a product.
RENDERING
WEARABLE PROTOTYPE
Primary
Multi-view
development
wearable device
Ring-shaped player Used to play echoes from objects at different directions,
distances, and materials, simulating realistic echo effects.
Head-worn While fixing the device on the user's head, it integrates modules
assistive screen
such as the catapult receiver and sound signal processing.
Terminal Used for receiving sound signals,
processing them, and calculating and confirming corresponding echoes for users.
Details
handheld keypad
USAGE
1
Cindy is a visually impaired individual Echolocation training was her weekly routine.
5
FEEDBACK
Due to a lack of channels to connect with visually impaired individuals, I invited some sighted individuals to try out the prototype of this device by closing their eyes. I received some feedback from them.
They generally felt that by listening to the clicks they emitted and the echoes they received, they could perceive differences in direction and variations in distance and size. However, they noted significant discrepancies compared to real-life echoes, with more distortions, possibly due to frequency modulation.
Simultaneously, for sighted individuals, the novelty of recognizing direction by listening to echoes was quite intriguing. This is because they actively emit sounds, unlike the typical scenario in daily life where they passively rely on sound cues for orientation.
2
Cindy found her training kit.
During the training,Cindy did the click and listened the echo the device reflected carefully.According to the echo,she moved herself by the keypad so that she can get out of the virtual sound maze set up by the system.
3
6
Cindy put the device on her head and started it.
After the training,the device reported her performance for this session.
4
7
She chose the static maze mode to increase difficulty by keypad.
Due to echolocation training, Cindy can recognize obstacles more quickly and effectively when she is out.
Future Improvement
“
However, perhaps due to the high frequency of the echo, it sounds a bit uncomfortable.
“
I click, then listen very carefully, and notice the echo coming from the left, as if there's something on my left. I subconsciously my head.
” ”
It’s be supposed to improve the quality of the echo, making it closer to real-life scenarios.
It would be ideal to obtain feedback from visually impaired individuals, as it would be more beneficial for the development of this device.
INTRODUCTION Background
Autism is a developmental disorder marked by mental function deficits like social interaction, communication issues, narrow interests, and repetitive behavior. It also involves the ability to hyper-focus on details. The dilemma being suffered by ASD females often-cited male-to-female autism ratio of 4:
Reasons
ender Bias in ASD Diagnosis: Gender disparities in ASD criteria, and stereotypes linked to male prevalence ASC Gender Differences: en - e ternali ing issues (ADHD, behavior), Women - internali ing issues (an iety, depression), posing diagnostic challenges Camouflaging in Women: Women with ASD more likely to spontaneously camouflage, challenging parental detection. Conditions and Risks Associated with ASD Female Camouflaging: Can fool parents but not peers, especially same-age women (SAW) vulnerable to childhood isolation and bullying due to differences Communication Challenges: Difficulty with neurotypicals, reading body language, and grasping others' words. Camouflage and lack of ASD diagnosis, especially in women, lead to deception, bad relationships, and vulnerability to abuse hausting Pretense: A ta ing task for most ASD individuals, endured since childhood. hey seek understanding, tolerance, and care from neurotypicals Late Diagnosis Impact: Delayed diagnosis in women with ASD leads to internali ed issues, co-occurring disorders, and a feedback loop e acerbating depression and an iety. G
M
1
cCrossin s (2 22) mathematical pro ections, which take into consideration diagnostic bias, suggest the true male-to-female ratio is :4 ’
M
0
j
3
80
%
Ex
autistic girls remaining undiagnosed by the age of . 18
Developmental Trajectories of ASD Females Toddlerhood (2–5 Years)
Infancy (0–24 Months) Females with
autism e hibit superior language skills but e perience more prominent motor delays than males with autism. x
A Serious Game for ASD Adolescent Females
Currently, one in four diagnosed males is diagnosed with Asperger's or autism in females.However,Intervention treatments focused on helping adolescent females with ASD adapt to the physical and social changes that come with growing up are still somewhat lacking. his pro ect produced a serious game that teaches about hair care and menstrual care to address the developmental needs of ASD females. T
x
j
SC: Females with autism reach early language milestones (first words and phrases) earlier than diagnosed males RRBs: females with autism e hibit more gender-typical play interests (e.g.dolls, animals) and engage in different parent-reported behaviors (e.g. less 'non-functional' play, more collecting), possibly leading to undiagnosed of their RRBs at this age.
x
z
z
x
T
z
x
x
Childhood and Adolescence (6–17 Years)
x
x
Adulthood (18 + Years)
SC:Women with autism often have difficulty with steady obs and are more likely than men to choose not to work. hey also tend to live with their children instead of their families, which suggests differences in adult social e periences and relationships between males and females with autism RRBs: he behaviours diminish with age.
SC: Autistic females play similarly to RRBs:Females with ASD non-autistic peers - closer pro imity, have different interests more talking, vivid gestures, and face than males. hey often engagement, revealing a female prefer social topics, like camouflage effect people and animals, while Co-occurring Conditions: In some focus on collecting adolescence, autistic females share 'random' items. Some girls typical female trends - higher risks of with ASD are really into an iety, depression, sleep problems, music or numbers, eating disorders, and suicide compared according to their parents. to males.
j
x
T
T
x
x
T
DA :2 2 ay-Aug
personal pro ect TE
0
3 M j
*SC=Social Communication RRBs=restricted interests/repetitive behaviors
cFayden, T.C., Putnam, O., Grzadzinski, R. et al. Sex Differences in the Developmental Trajectories of Autism Spectrum Disorder. Curr Dev Disord Rep 10, 80–91 (2023). https://doi.org/10.1007/s40474-023-00270-y
oung H, Oreve MJ, Speranza M. Clinical characteristics and problems diagnosing autism spectrum disorder in girls. Arch Pediatr. 2018 Aug;25(6):399-403. doi: 10.1016/j.arcped.2018.06.008. Epub 2018 Aug 22. PMID: 30143373.
[1]M [2]Y
disorder, a treatment program should begin immediately. Evidence over the last 15 years indicates that intensive early intervention for at least 2 years during the preschool years results in improved outcomes in most young children with autism. This is because the brain is most able to change when young.
Characteristics of Intervention on ASD
Change in severity by nonverbal I and treatment history Q
imitation
.
.5
0
T
T
0
.4
0
Percent Change in Severity
Comprehensive Course
o reatment Any reatment N
0
communication
.
0 30
.2
0
activity
0
.
0 00
-
<70
70 89
N
-
90 110
onverbal I score
>110
Q
Gamification
Refers to the use of game elements in a non-game conte t. In the case of autism interventions, a software (etc.) may not be considered a game as a whole, but integrates e.g. levels 2 (typical game elements) in therapeutic e ercises with the aim of increasing en oyment and motivation x
[1
x
3]
·Sensitivity ·Sensitivitytotodevelopmental developmentalsequences;
sequences;
·supported, evidence-based instructional ·supported, evidence-based instructional strategies strategies(eg, (eg,ABA);
ABA);
·behavioral strategies ·behavioral strategiestotoreduce reducedisruptive disruptive behavior;
behavior;
·parental ·parentalinvolvement;
involvement;
·gradual transition ·gradual transitiontotoaamore morenatural naturalenvironment;
environment;
·Well-trained staff;
·Well-trained staff;
·Supervision ·Supervisionand andreview reviewmechanism;
mechanism;
·Intensive treatment activities ·Intensive treatment activities(25 (25hours/week hours/weekfor for atatleast 2 years);
least 2 years);
·Best ·Beststarted startedatat22toto44years yearsold. old.
adaptation
Examples of Intervention Program
.
0 10
j
game
language
Play Therapy & Serious Game
Cognitive Behavioral Therapy(CBT) Applied Behavioral Analysis(ABA)
EXAMPLE the “A-B-Cs” –Antecedent, Behavior, Consequence CBT focuses on the connection between thoughts, Antecedent: The teacher says “It’s time to clean up your toys” at day's end feelings, and behaviors.
Behavior: The student yells “no! Research shows that this therapy helps people with Consequence: The teacher removes the toys and says “Okay, toys are all some types of ASD deal with anxiety. It can also help done.”
some people with autism cope with social situations How could ABA help the student learn a more appropriate behavior in this and better recognize emotions. situation Antecedent: The teacher says “time to clean up” at the end of the day Behavior: The student is reminded to ask, “Can I have 5 more minutes? Consequence: The teacher says, “Of course you can have 5 more minutes!”
Play therapy helps children with autism to engage in play activities of their interest, express themselves in comfortable ways, and change their self-expression from unwanted behavior to more non-injurious expressive behavior. There are different forms of play therapy,such as Clown therapy、Integrated play groups、Art-play therapy、Tele-play therapy,in which serious game is what this project focus to.
Stages of play therapy Stage
Pre-therapy family and child interview and assessment 0:
;
→
Once a child has been diagnosed with an autism spectrum
Improvement
LITERATURE REVIEW
Stage 1 The first part in blue is the :
exploratory or Initiation stage, followed by testing for protection part in pink (
4
3
);
0
pressing needs Consolidating the goals 2 and achievements
1
Ex
Building the trust
Stage 2 Resistance phase, negative :
reaction, or aggressive stage
Stage 3 The growing or work phase :
ime line
Withdrawal of support
T
Stage 4 The termination phase.
;
:
;
The technological basis of serious games and the way they work: Visualisation:
Improving motional Recognitio Role modellin Scene creation E
Limitations: Game variety: Challenges in designing games for autism kids with SPD to enhance imagination and teach first aid with little research on RRBs
Virtual proxy:
Emerging technology: nhanced causal understandin Improve resilience and social skill ouch interaction technolog Incarnation technolog Collaborative Virtual nvironment Wearable technology and motion capture technology E
T
E
Intervention Effectiveness: Gameplay: Challenges in applying learned social ost studies prioriti e therapeutic skills in daily life. Often, pre- and ob ectives, overlooking game post-treatment assessments focus accessibility and en oyment. on specific skills addressed. M
z
j
j
GAME THEORY
There five core principles of serious game design which have
CONCEPT
been successfully employed in health and education domains.
This includes primary end-goals (game completion) and short
goals for challenges and progress tracking. Medium-term goals may involve story-driven objectives or earning enough points to complete a level. Feedback and Rewards Shape Learning Serious games, unlike entertainment games, prioritize feedback on long-term goals and boost intrinsic motivation for learning by updating players on their progress toward primary and incremental learning goals.
Increasing Levels of Difficulty and Individuation Serious games should strike a balance, not being too difficult to frustrate players or too easy to hinder skill development. Personalizing game-based training may include individualized starting points and gradually increasing difficulty as new skills are mastered.
Provision of Choice
hair care(6-12)
Setting the background of the storyline in daily life scenes can reduce the strangeness of ASD females and help them directly
Integrated narratives boost enjoyment, immersion, and motivation for goal learning. Stories help individuals engage with content in meaningful ways.
task list
GAME NAME
//life scene
Storylines Enhance Motivation and Contextualize Learning
Goals Direct Learning Around Targeted Skills
GAME FLOW game selection menu appears
apply the skills and knowledge learned in serious games to real life.
user selects theme & tasks
game starts
//flow
the use of immediate and appropriate feedback in a gamebased learning experience, can lead to the state of total immersion and engagement, defined as flow.This is crucial in designing SG for individuals with ASD to reduce boredom and distraction. Achieving flow involves using audio-visual feedback and rewards.
//audio-visual feedback
Considering the sensitivity of children with ASD, the feedback needs to avoid being too stimulating and violent. Reduce negative
task appears user provides an answer yes
correct answer?
positive feedback
no correction feedback
feedback and increase positive feedback.
no
last task? yes
//tutor
Set up a tutor character who will accompany the player throughout the game. This increases the ASD girls' sense of security and companionship, so that they can devote more energy to their
game ends
studies and less to distractions of adaptation.
back
Providing choices is crucial for fostering intrinsic motivation
and enjoyment in serious games, enabling learners to retain autonomy and control over their learning experience.
GAME DEVELOPMENT AI Application
Using AI software to generate background images to enrich the game interface
site by https://skybox.blockadelabs.com/
Low-Fidelity Wireframe prompt
Home
beautiful scenery of blue sky and white clouds in a pink vibe
Menu a cute little girl's bedroom
Main
Body
a cute wathet toilet with a dressing table
back/reapeat
part1 My hair Using a social story to teach user the reasons of “why I have to take care of my hair everyday” and the benefits in social life and physical health of having a well hair care. part2 How to take care of my hair Including 6 steps(each step has its details tasks):
(a)Shampooing
(b)Conditioning (optional)
(c)Detangling
(d)Drying
(e)Styling
(f)Regular Trims
repeat
period hygiene skills (12-17)
part1 My period Using a social story to teach user the reasons of “why I have a period when I grow up” and the necessities of taking good care of period. part2 How to take care of my period Including 11 steps:
(a) grasp “dirty” pad
(b) remove “dirty pad”
(c) fold in half and wrap “dirty pad”
(d) place pad in trash receptacle
(e) pick up clean pad
(f) take pad out of package
(g) grasp strip on back of pad
(h) remove strip
(i ) place clean pad on underpants
(j) pull up underpants
(k) wash hands.
FEATURES
The settings interface can be customised to set the user name, background volume, voice volume and language to suit the individual needs of autism girls.
SETTING PAGE MENU HOME PAGE A simple and kid-friendly main interface of the serious game, so that the target user(ASD adolescent females) can easily "start the game", "settings" and other operations.
Divided into two themes to suit the age of the user——My Hair,My Period.
Every theme is decomposed into several small tasks desperately including three main parts:Teaching of small tasks that have been broken down; teaching of the whole process;additional teaching such as social stories and daily management.
TASK PAGE Specific task teaching interfaces, that have other types in addition to display pages. The main distribution is the answer section, todolist, background music switch key. There is sound and screen feedback during the gameplay.
EzyPark
Automatic Parking System Design
To address the increasing number of private cars in China and the growing demand for parking spaces, along with the severe shortage of parking spaces, the design of this Intelligent Parking System aims to enhance the interactive interface and system management. It is intended to help people easily and safely navigate the entire parking process, from finding a parking space to retrieving their vehicle. Recognizing the widespread adoption of autonomous driving technology as a future trend, the system incorporates automatic parking, significantly reducing the difficulty and time involved in parking.
personal project
DATE 2023 Nov-Dec
INTRODUCTION
RESERCH
The Dilemma in China
Background
For cities with a planned population exceeding 500,000 people, the total supply of parking spaces should be controlled between 1.1 to 1.3 times the number of motor vehicles in possession.
A parking lot refers to a facility designated for parking vehicles. The primary purpose of a parking lot is to provide a space for parking vehicles and collect parking fees.
However, the current ratio of motor vehicle ownership to
In the past in China, parking in parking lots required manual payment, and in some shopping malls, one even had to go to the service center for payment. Sometimes, there was a need to queue for exit, resulting in high time costs. Now, with the investment in technology, these issues have been greatly improved. However, there are still some pain points.
: P
Current situation
The demand for urban parking spaces is directly correlated with the number of motor vehicles. According to data from the Ministry of Public Security, as of the end of September 2023, the total number of motor vehicles in the country reached 430 million, including 330 million automobiles and 18.21 million new energy vehicles. There are 520 million motor vehicle drivers, including 480 million automobile drivers.
China's car ownership (100 million units) 3.02
3 2.6
3.3
2.81
2.4
2.5 1.95
2 1.5 1
0.5
3.19
0.5
0.57
0.65
0.76
0.91
1.06
1.2
1.4
1.54
parking spaces in Chinese cities is much smaller than the ratio.
2.17
1.75
:
1:1.1
1:0.8
supposed ratio
normal Chinese cities
2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023
1:0.5
medium-sized cities
W What hatccaauuses sesChina China's's severe shortage severe shortageofofcar car parking space supply parking space supply??
Some reasons
Outdated Urban Planning
and Construction
Land Constraints
Uneven Parking Space Distribution
Poor Parking Space Management
Existing Solution Case
Vertical Circulating Stereo Parking Garage in SHENZHEN
Mobile Appointment Garage Identification
Pulling into a parking space Confirmation of Completion Real-time Monitoring Mobile phone bill payment
0
:
Scan QR code & Pick-up
BENEFITS
Significantly increase space utilisation Can accommodate more vehicles Save the time of searching for a parking space Surveillance and security systems to secure the parking area
LIMITATIONS
High construction and maintenance costs Restriction on vehicle type Restriction on vehicle size User experience during vehicle access Higher energy consumption
RESEARCH
Parking behavior task analysis a parking space 1 Find Users need to find available parking spaces, which may involve searching
Driver's Top Concerns View of car park 62%
Car park availability
46%
Walking distance to final destination
After arriving at the parking lot, users need to exit their vehicles. The parking system scans the license plate and sends a parking confirmation notification to the user. The user confirms the parking via a terminal or mobile phone, allowing the vehicle to be released and avoiding conflicts.
for a suitable location within a car park or on a city street.
2
Select a parking space
Once an available parking space is found, the user needs to decide whether or not to choose that space, with considerations that may include location, cost, security, etc.
⑥Self-parking Intelligent Car Park The intelligent parking lot is designed in a vertical form to save space and offers various types of parking spaces to meet different needs. For example, mechanical-assisted spaces are provided for regular vehicles, and charging station spaces are designated for electric vehicles. Simultaneously, an internal interconnected network system and monitoring system are established to facilitate the daily management and maintenance of the parking facility.
a parking space 3 EThenter user needs to drive the vehicle safely into the chosen parking space,
37%
Vehicle Security
SYSTEM DESIGN ② Enter the parking lot
which may require precise vehicle control and adjustment.
for car parking 4 PIf ay the car park needs to be paid for, the user will need to pay accordingly. at home
office location
shopping
pick up kids at school
leisure
Search habits for parking information
Willing to pay for services for in-car parking data Willing the access to parking information via apps or in-car navigation systems Desire for dynamic parking information Have used a mobile phone or car navigation to find a parking space
>40 %
Users may use mobile phone apps or other means to record where they parked their car so that it can be easily located later.
① Find a parking space
⑦ Pick up the car and leave
location, start the vehicle, and safely exit the parking space.
77%
82%
95%
Concept
Vehicles will exit their parking spaces in advance based on the reserved time. The vehicle can only leave the parking facility after the user confirms the retrieval through the terminal.
Users can use mobile applications to locate nearby parking lots and available parking spaces, gather detailed parking information, and make advance reservations for parking spots.
Motor vehicle
Service targets: mainly electric self-driving vehicles, transitioning some conventional vehicles Feedback before, during and after the car enters the automatic parking state Feedback to: drivers, front and rear vehicles
Parking Payments Now and Demand of participants have activated parking fast payments
Record the parking position
up the car and leave 6 PAtick the end of the parking time, the user will need to return to the vehicle
65%
40%
5
86%
86%) were positive
Most of them( about this feature
75% Guaranteed availability of car parking spaces 74% Saving time 55% Reliable service Factors driving car owners to use parking reservation services
Parking lot
Functional transition: with or without automatic parkin Vertical circulating spatial distributio Supporting facilities: payment, management, monitorin Types of parking spaces: general, members, charging piles etc.
Users
Mobile terminal: recommended car parks, parking space information, reservation of parking spaces, dynamic information when parking, monitoring of vehicle conditions, car pick-up appointments, paymen Car park terminal: user completes drop-off confirmation; transition - selects parking space, pays, picks up car;
③ Enter a parking space After autonomous vehicles follow the reserved route and park in the designated space, users will receive detailed information such as parking time and route to confirm the safe parking of the vehicle. Regular vehicles are assisted in parking by mechanical devices.
④ Monitor the car park situation ⑤ Pay for car parking Users can check the real-time status of their vehicles in the parking facility through the software to ensure their safety and reduce potential disputes. The management can also use the monitoring system to identify and address malfunctions, ensuring the smooth daily operation of the parking facility.
Users can complete parking fee payments and schedule pick-up times on their smartphones, avoiding peak times and saving time during vehicle retrieval.
EXPERIMENT In order to better understand the relationship between automatic parking and parking lot construction in autonomous
driving, I designed and conducted experiments on the automatic obstacle avoidance and precise positioning technology of a microcontroller-based smart car. The aim is to enhance the technical aspects of the parking system design for the parking lot.
Keys
T
I
Core Board
Microcontroller
Display Digital Tube
keystroke reduction
Buzzer
Setting ositioning Distance P
Two buttons standing for , can reset the value of positioning distance. “+” ”-”
LED Display
During operating
I
no
ultrasonic distance measurement module distance=avg of 3 dist measurements
imer Display
T
Display the operating time on the rightmost 3 digit display.
ADC readout of photosensitive sensor modules
internal timing interrupt is in charge of timing
positioning distance setting module
Before running
-bit digital tubes display
Soft are Design dea w
OUTCOME
DC Motor
Internal Timing Interrupt
Ultrasonic Sensor
iming nterrupt
Main
--8
System Block Diagram Photosensitive Sensor
CODE
-
nter ange
E
<20
yes smart car start shift module;
start timer "distance" reach target range yes stop operation; stop the timer
Upon reaching the positioning distance, cease movement, and initiate a blinking display of the travel time.
Confirm "distance" 3 times in a row
Light
yes
"distance" reach target range no no
. cm
<0 5
?
yes sound & light alarm module activate;
backward
R
no
all modules stop
ositioning
P
--dynamic scanning --audio-visual alarm
move forward
void bstacles
A
DC data processing --positioning distance setting module --A
--motor shift module -- udgement mechanism j
O
Manually change the obstacle distance; the car autonomously moves to ad ust to the positioning distance. j
M control
--PW