Abstract
Dyslexia is a specific learning difficulty that affects an individual's ability to process, store, and retrieve information. This learning disorder consequently affects the educational development of children with Dyslexia. Early screening for people with Dyslexia is essential to assist them in the critical stages of learning. This work thus fundamentally contributes toward designing and implementing screening tools for Dyslexia. It is specifically directed at Arabic-speaking children under 5 years of age who are being screened for Dyslexia. The goal is a virtual reality game that implements one or more screening activities engagingly and, at the same time, can indicate the level of the child's interaction in the activity. Our proposed project aims to create a screening for dyslexic preschoolers by creating a Virtual Reality game that is simple and exciting. A set of questions will be presented to the user. In this VR game, we use Natural Language Processing (NLP) to understand, analyze, manipulate, and interpret human languages. Clinicians can use our product, but it is recognized that parents and educators help in the early detection of Dyslexia. In conclusion, the proposed project aims to provide an objective tool for the screening process. Using VR, gamification, and NLP technology, LexiaQuest is designed to be an immersive experience that is fun, engaging, and empowering without the possible stigma of clinical or hospital settings.
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Acknowledgement
We sincerely thank Dr. Mariam Ahmad Elsayed, MD, MSc, PhD, for providing the necessary medical guidance in the early design stage of our Virtual Reality game project. Her thorough feedback helped in improving the game interface taking into consideration the design principles that match the Dyslexic measures to help reduce the distraction level for young preschoolers who suffer from the developmental disorder for early detection purposes. This work has been done under CoE’s game innovation lab and ORI and dimensions’ game innovation center’s support at Alfaisal university in collaboration with the CoCreate program for user research, winning Ithra's award in 2021. For that, we extend our thanks to the game center for granting us access to tools and resources and for helping our research to grow and we thank all other involved entities for the magnificent support. The authors acknowledge the support of Dr. Mohamed A. Bahloul and Dr. Areej Al-Wabil in reviewing the draft of this manuscript and the contribution of speech pathologist, Rogaiyah M. Hamidaddin, in the co-design process for user research in the LexiaQuest project.
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ElSayed, H., Aldegaither, S., AlArifi, N., Monawar, A., Hamidalddin, A. (2023). LexiaQuest: Exploring the Feasibility of a NLP-Based Screening Tool for Dyslexia Using Virtual Reality. In: Coman, A., Vasilache, S. (eds) Social Computing and Social Media. HCII 2023. Lecture Notes in Computer Science, vol 14026. Springer, Cham. https://doi.org/10.1007/978-3-031-35927-9_15
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