interactive play
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Author(s):  
Kuntala Boruah ◽  
Manash Kapil Pathak

Child care is one of the most responsible and rewarding jobs of all, but due to several other obligations of parents it is becoming increasingly stressful to ensure their wellbeing and safety throughout the day. Recently adoption of IoT in different folds of child care has been welcomed with open arms. Some of the most addressed areas of applications in child care involve monitoring infants, tracking a school going child, tracking nutrition intake, constant supervision of their health, providing an interactive play mate to the child in the form of toys equipped with Internet of Toys (IoToys) technology etc. Despite all the glorious advantages, there is a tremendous risk factor involved as children are the most vulnerable section of society. In this paper a systematic literature review is conducted and an attempt is made to critically analyse the dual effect of IoT in complementing the traditional process of child care. However IoT healthcare applications for children have not been explored in this paper as a substantial amount of survey literature already exists. The contribution of this paper is to provide an overall insight to the potential researchers about the issues that needed immediate attention and also intended to benefit the decision making of IoT consumers.


Heliyon ◽  
2021 ◽  
Vol 7 (4) ◽  
pp. e06844
Author(s):  
Ken Watanabe ◽  
Naoki Saijo ◽  
Sorato Minami ◽  
Makio Kashino

Author(s):  
Ekaterina V. Usenkova ◽  
◽  
Alina S. Yakovleva ◽  

The relevance of the chosen topic is due to the fact that currently writing disorders are one of the most common speech pathologies in children, especially in children with mental retardation. The leading activity in primary school age in children with mental retardation is play, so interactive play can become a leading method in the prevention of dysgraphy. Prevention of dysgraphy is an important link for determining the content of speech therapy work to prepare children of this category to learn to read and write.


Author(s):  
Karen M. Cook

This paper explores medieval tropes in the video games in the Harry Potter franchise. As the games engage the player in extensive exploration, sound objects signaling the medieval are triggered by interactive play: footsteps echoing in cavernous stone hallways, the opening and shutting of heavy wooden doors, the turning of thick parchment pages, the sounds of potions bubbling or fires in gaping fireplaces, the rush of wind while flying on a broomstick. These act as immediately immersive elements, situating the player more firmly within the already medieval context created by the visual scenery, the musical soundtrack, and the plot itself.


2020 ◽  
Vol 13 (2) ◽  
pp. e232981
Author(s):  
Sharline Suhumaran ◽  
Sita Padmini Yeleswarapu ◽  
Lourdes Mary Daniel ◽  
Chui Mae Wong

The case of a 6-year-old boy with congenital blindness and features suggestive of autism spectrum disorder (ASD) is reported. He presented to a developmental paediatrician with global developmental delay, worsening self-injurious behaviours and difficulties in social interaction, transitions and interactive play. He demonstrated poor response to his name, rigidity, repetitive behaviours and had a sensory profile suggestive of ASD. This paper discusses the challenges in diagnosing and managing ASD in visually impaired children.


2019 ◽  
pp. 378-386
Author(s):  
Nataliia HURALENKO

The article deals with the issue of the technique of the communicative action in an adversary trial, where the communicative action is represented within the interactive play recognized by both parties, in which abuse is unacceptable. At any stage of the controversy and the conflict regarding statements and arguments of a court language game, participants verify their statements and arguments with material and symbolic means capable of assisting them, while at the same time attempting to deny their opponents, breaking the links between their opposing statements and their own means. The basis of adversary proceedings is the system of language conventions between participants of language communication, and judicial knowledge is transformed into «narrative» one. Analyzing the «agonistic» adversary nature of the judicial procedure, the author notes that the latter, like the game, is built on an artificial basis, according to specially created rules, and conceals a real social conflict by conditional legal «quasi-conflict». On the other hand, it is proved that the nature of the adversary trial is dual; it is characterized not only by the element of play, but also by a less powerful utilitarian component. The adversary nature of justice does not turn a judge into a passive witness of a debate between parties of a court trial, does not relieve him of his responsibility to comply with the matter of fact, to choose an adequate rule and to make a fair decision. Otherwise, justice is invariably transformed into a «dead play ritual»; abuse of the play itself — a solid imitation, a theater, an ideological liturgy, or vice versa, deliberate creating of barriers to transfer of the conflict to the territory of law. Taking into account the philosophical and legal conception of the judicial procedure as a civilized form and a specific type of legal communication of the participants of the trial, the author emphasizes that excessive language game between the participants of the trial is dangerous, since it deprives the justice of the permanent and the sacred — to establish the truth in the trial. In addition, it is paid attention to the fact that a full-fledged play can expand in a free area limited by a symbolic framework, where rules, not surrogates, operate and they are recognized and enforced by both parties.


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