ABSTRACT
Voice disorders occur when voice quality, pitch, and volume differ or are inadequate for an individual's age, gender, cultural background, or geographic location. These are due to inherent internal and/or external factors, such as vocal cord damage, brain damage, muscle weakness, or vocal cord paralysis that often damage the vocal folds. Commonly the age range of the patients is 4-6 years old. To overcome these problems, speech therapy is needed, which consists of a set of exercises aiming to stimulate the child's language. A personalized treatment for each patient should be defined in accordance with the patient's specific problems. Since speech exercises, even if they usually are proposed as games, are often boring for the children and their caregivers, this research proposed the system Pronuntia, which supports all the actors involved in the speech therapy. The automatic acquisition and correction of the speech exercises through the system allows real-time feedback to patients and therapists. Moreover, some AI techniques have been implemented to help therapists in tuning the automatic recognition level of the patient's speech according to the disease severity. A user test involving 5 speech therapists and 5 caregivers has been carried out to evaluate the usability of the system.
- Butcher, P., Elias, A., Raven, R., Yeatman, J. and Littlejohns, D. 1987. Psychogenic voice disorder unresponsive to speech therapy: Psychological characteristics and cognitive-behaviour therapy British Journal of Disorders of Communication 22, 1 (1987/01/01 1987), 81-92. DOI: https//doi.org/10.3109/13682828709088690Google Scholar
- Bernthal, J. E., Bankson, N. W. and Flipsen, J. P. 2016. Articulation and phonological disorders: Speech sound disorders in children. Pearson, Boston, MA.Google Scholar
- Furlong, L., Morris, M., Serry, T. and Erickson, S. 2018. Mobile apps for treatment of speech disorders in children: An evidence-based analysis of quality and efficacy PLOS ONE 13, 8 (2018), e0201513. DOI: https//doi.org/10.1371/journal.pone.0201513Google Scholar
- Jesus Luis, M. T., Martinez, J., Santos, J., Hall, A. and Joffe, V. 2019. Comparing Traditional and Tablet-Based Intervention for Children With Speech Sound Disorders: A Randomized Controlled Trial Journal of Speech, Language, and Hearing Research 62, 11 (2019/11/22 2019), 4045-4061. DOI: https//doi.org/10.1044/2019_JSLHR-S-18-0301Google Scholar
- Pentiuc, S., Tobolcea, I., Schipor, O., Danubianu, M. and Schipor, D. 2010. Translation of the Speech Therapy Programs in the Logomon Assisted Therapy System Advances in Electrical and Computer Engineering 10 (2010), 48-52Google Scholar
- Lopes, M., Magalhães, J. and Cavaco, S. 2016. A voice-controlled serious game for the sustained vowel exercise. In Proceedings of the Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, 2016, Osaka, Japan, Association for Computing Machinery, Article 32. https//doi.org/10.1145/3001773.3001807Google ScholarDigital Library
- Nasiri, N., Shirmohammadi, S. and Rashed, A. 2017. A serious game for children with speech disorders and hearing problems. 2017.Google Scholar
- Rossano, V., Roselli, T. and Calvano, G. 2018. A Serious Game to Promote Environmental Attitude. Springer, Cham. DOI: https//doi.org/10.1007/978-3-319-59451-4_5Google Scholar
- Cassano, F., Piccinno, A., Roselli, T. and Rossano, V. 2019. Gamification and Learning Analytics to Improve Engagement in University Courses. Springer International Publishing. 2019.Google Scholar
- Ardito, C., Buono, P., Costabile, M. F., Lanzilotti, R. and Pederson, T. 2007. Re-experiencing History in Archaeological Parks by Playing a Mobile Augmented Reality Game. Springer Berlin Heidelberg. 2007.Google Scholar
- Marengo, A., Pagano, A. and Ladisa, L. 2016. Game-Based learning in mobile technology. EUROSIS. 2016.Google Scholar
- Paterno, F. and Wulf, V. 2017. New Perspectives in End-User Development. Springer International Publishing. 2017.Google Scholar
- Costabile, M. F., Fogli, D., Lanzilotti, R., Mussio, P. and Piccinno, A. 2006. Supporting Work Practice Through End-User Development Environments Journal of Organizational and End User Computing 18, 4 (2006), 43-65. DOI: https//doi.org/10.4018/joeuc.2006100103Google Scholar
- Costabile, M. F., Fogli, D., Marcante, A., Mussio, P., Parasiliti Provenza, L. and Piccinno, A. 2008. Designing Customized and Tailorable Visual Interactive Systems International Journal of Software Engineering and Knowledge Engineering 18, 3 (2008), 305-325. DOI: https//doi.org/10.1142/S0218194008003702Google Scholar
- Carmien, S., Dawe, M., Fischer, G., Gorman, A., Kintsch, A. and Sullivan Jr., J. F. 2005. Socio-technical environments supporting people with cognitive disabilities using public transportation ACM T Comput-Hum Int 12, 2 (2005), 233-262. DOI: https//doi.org/10.1145/1067860.1067865Google ScholarDigital Library
- Fischer, G., Piccinno, A. and Ye, Y. 2008. The Ecology of Participants in Co-evolving Socio-technical Environments. Springer. 2008.Google Scholar
- Fogli, D. and Piccinno, A. 2013. Co-evolution of End-User Developers and Systems in Multi-tiered Proxy Design Problems. Springer, Berlin Heidelberg. 2013.Google Scholar
- Yujian, L. and Bo, L. 2007. A Normalized Levenshtein Distance Metric IEEE Transactions on Pattern Analysis and Machine Intelligence 29, 6 (2007), 1091-1095. DOI: https//doi.org/10.1109/TPAMI.2007.1078Google ScholarDigital Library
- Hart, S. G. 2006. Nasa-Task Load Index (NASA-TLX); 20 Years Later Proceedings of the Human Factors and Ergonomics Society Annual Meeting 50, 9 (2006/10/01 2006), 904-908. DOI: https//doi.org/10.1177/154193120605000909Google Scholar
- Ardito, C., Desolda, G., Lanzilotti, R., Malizia, A. and Matera, M. 2020. Analysing trade-offs in frameworks for the design of smart environments Behaviour & Information Technology 39, 1 (2020/01/02 2020), 47-71. DOI: https//doi.org/10.1080/0144929X.2019.1634760Google Scholar
- Ardito, C., Buono, P., Desolda, G. and Matera, M. 2018. From smart objects to smart experiences: An end-user development approach INT J HUM-COMPUT ST 114 (2018/06/01/ 2018), 51-68. DOI: https://doi.org/10.1016/j.ijhcs.2017.12.002Google Scholar
- Benzi, F., Cabitza, F., Fogli, D., Lanzilotti, R. and Piccinno, A. 2015. Gamification Techniques for Rule Management in Ambient Intelligence. Springer International Publishing. 2015.Google Scholar
- Ardito, C., Desolda, G., Lanzilotti, R., Malizia, A., Matera, M., Buono, P. and Piccinno, A. 2020. User-defined semantics for the design of IoT systems enabling smart interactive experiences Pers Ubiquit Comput (2020/06/12 2020). DOI: https//doi.org/10.1007/s00779-020-01457-5Google ScholarDigital Library
Recommendations
Computer-based speech training for children
A computer-based speech training system has been developed for children. The system is able to perform diagnostics and training in Malay language at both syllable and word level. The system allows children with difficulty in articulating plosive sounds ...
Motivating Individuals with Spastic Cerebral Palsy to Speak Using Mobile Speech Recognition
ASSETS '16: Proceedings of the 18th International ACM SIGACCESS Conference on Computers and AccessibilityIndividuals with cerebral palsy (CP) struggle with conditions such as dysarthria, dysphagia, and dyspraxia as they speak. While speech therapy is successful in practice, outside practice requires increased commitment and effort from caregivers. ...
Speech adventure: using speech recognition for cleft speech therapy
PETRA '13: Proceedings of the 6th International Conference on PErvasive Technologies Related to Assistive EnvironmentsChildren with cleft palate or lip learn to speak in a way that compensates for the cleft. Their speech becomes unintelligible even after surgery to correct the cleft. Most children undergo speech therapy for many years after the surgery. The boring ...
Comments