Zachary Rubin’s research while affiliated with University of California, Santa Cruz and other places

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Publications (7)


Figure 2: Speech Adventure cabin scene where player must help Sam the Slug get dressed before going outside
Figure 3: Speech with Sam rocket mini-game where rockets are set off by saying the appropriate target
Figure 4: SpokeIt card coloring mini-game
Figure 5. Top: Character demonstrating /V/ sound, 2 nd from Top: Character demonstrating /L/ Sound, Bottom: Characters showing sad and disgusted expressions
SpokeIt: building a mobile speech therapy experience
  • Conference Paper
  • Full-text available

September 2018

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1,430 Reads

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33 Citations

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Zachary Rubin

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[...]

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Sri Kurniawan

SpokeIt is a mobile serious game for health designed to support speech articulation therapy. Here, we present SpokeIt as well as 2 preceding speech therapy prototypes we built, all of which use a novel offline critical speech recognition system capable of providing feedback in real-time. We detail key design motivations behind each of them and report on their potential to help adults with speech impairment co-occurring with developmental disabilities. We conducted a qualitative within-subject comparative study on 5 adults within this target group, who played all 3 prototypes. This study yielded refined functional requirements based on user feedback, relevant reward systems to implement based on user interest, and insights on the preferred hybrid game structure, which can be useful to others designing mobile games for speech articulation therapy for a similar target group.

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Figure 1: wgrates uses a dog avatar to engage spectators on his Twitch stream.
Figure 2: Gameplay stream with the addition of 'All the Feels' and a close-up of each element of the tool. Data from Affdex is marked with the blue arrow and the Empatica data is marked with the red.
All the feels: designing a tool that reveals streamers' biometrics to spectators

August 2017

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1,856 Reads

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42 Citations

In this paper, we present All the Feels, a tool that provides an overlay of biometric and webcam-derived data onto the interface of the popular video game streaming service, Twitch. This overlay provides visualization of heart rate, skin conductance, and facial emotion recognition. It is intended to enhance the spectator experience and improve streamer-spectator connection. We present results of a preliminary study investigating spectator reactions to the introduction of this tool, via a live test with a streamer. Analysis of the stream combined with survey responses from 17 spectators indicates enhanced enjoyment of the stream, and suggests that spectators may feel more connected to the streamer. This work opens up opportunities to improve stream quality and spectator engagement through the introduction of an interface that includes biometric signals.


Figure 1: An image that shows a baby with cleft lip. Image CC-BY Center for Disease Control and Prevention
Figure 3: Blue game character
Figure 6: Sample output of PCG while it continues learning how to create background art
Designing Towards Maximum Motivation and Engagement in an Interactive Speech Therapy Game

June 2017

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652 Reads

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11 Citations

Children with speech impairments often find speech curriculums tedious, limiting how often children are motivated to practice. A speech therapy game has the potential to make practice fun, may help facilitate increased time and quality of at-home speech therapy, and lead to improved speech. We explore using conversational real-time speech recognition, game methodologies theorized to improve immersion and flow, and user centered approaches to design an immersive interactive speech therapy solution. Our preliminary user evaluation showed that compared to traditional methods, children were more motivated to practice speech using our system.


Figure 2. Spectator reactions to streaming overlay without the addition of emotional data. Spectator is in the upper left and stream is in the lower right.
Figure 3. Spectator reaction to stream with emotional data. Spectator is in the upper left and stream is on the lower right.
Figure 4. Spectator perspective of the stream via Twitch.
All the Feels: Introducing Biometric Data to Online Gameplay Streams

October 2016

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358 Reads

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15 Citations

All the Feels is a tool developed to incorporate biometric data into online gameplay streams. The tool displays heart rate and GSR (galvanic skin response) information to stream spectators, taken from the player in real-time, through the use of a commercially available wearable device. The tool also provides emotion labeling information input from existing auto-detection software that uses the player's webcam. In this paper, we motivate and discuss the initial prototype of the tool, and present results of a preliminary study with stream watchers and streamers to assess the potential of this novel addition to streaming gameplay.


Developing a Novel Speech Intervention iPad Game for Children With Cleft Palate: A Pilot Study

April 2015

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92 Reads

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5 Citations

JAMA Facial Plastic Surgery

This study describes development of an iPad-based speech therapy game to improve speech accuracy in children with cleft lip and palate. Children with cleft palate (CP) require multidisciplinary care, including palatoplasty and speech therapy (ST). There is currently an unmet need for ST for children with CP in resource-poor and rural areas owing to financial burden and shortages of transportation and health care professionals.¹ Poor speech in these children, compounded by the aesthetic stigmata of cleft lip and/or palate, can have social and economic consequences in adulthood.


Results from Using Automatic Speech Recognition in Cleft Speech Therapy with Children

July 2014

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30 Reads

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7 Citations

Lecture Notes in Computer Science

Most children with cleft are required to undertake speech therapy after undergoing surgery to repair their craniofacial defect. However, the untrained ear of a parent can lead to incorrect practice resulting in the development of compensatory structures. Even worse, the boring nature of the cleft speech therapy often causes children to abandon home exercises and therapy altogether. We have developed a simple recognition system capable of detecting impairments on the phoneme level with high accuracy. We embed this into a game environment and provide it to a cleft palate specialist team for pilot testing with children 2 to 5 years of age being evaluated for speech therapy. The system consistently detected cleft speech in high-pressure consonants in 3 out of our 5 sentences. Doctors agreed that this would improve the quality of therapy outside of the office. Children enjoyed the game overall, but grew bored due to the delays of phrase-based speech recognition.


What video games have to teach us about childbirth and childbirth support

May 2012

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5,566 Reads

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4 Citations

Design patterns are meant to provide a rubric of problem-solving strategies for common design problems in software engineering. This paper presents the patterns that 34 commercial video games have come to use in representing the birth of a child, and asks, "Where do babies come from?", "What are babies for?", and "How do you support a virtual mother (in labor)?" to gauge how deeply the design patterns have entrenched themselves in modern video games. We found few commonalities between the 34 games; indeed, we found that design patterns as solutions to open problems do not seem to exist for childbirth scenes in games. However, patterns of depicting birth, the mother, and the child, do exist. We suggest that these patterns are a crutch -- causing more harm than good for the players of the games by the inaccurate and incomplete scenes surrounding birth.

Citations (7)


... For instance, Desolda et al. developed a web application that enables SLPs to assign speech therapy exercises remotely to children with SSD, benefiting both children and their caregivers [9]. Additionally, various technologies such as tablet-based therapy tool [10][11][12][13][14][15], computer-based prosody teaching system [16], robotic assistants [17,18], and augmented reality system [19] have been proposed and integrated into the field. Many of these tools leverage Automatic Speech Recognition (ASR), an advanced AIpowered technology that transforms spoken language into written text, among other AI techniques. ...

Reference:

Towards Human-Centered AI in Speech Therapy: Perspectives from a Low-Resource Setting
SpokeIt: building a mobile speech therapy experience

... Wearable sensors have recently provided researchers with the opportunities to achieve embodied interactions in human-computer interaction, and to be able to track and monitor physiological and biological data such as heart rate, respiratory rate, blood pressure, oxygen saturation, and muscle activity (Patel et al., 2012). Bioadaptive features of wearables have been used for controlling games (Byrne et al., 2016;Robinson et al., 2017), and have also been suggested to be used for integration to daily activities or to the physical gaming environment . The challenge which is created by the effort of controlling bodily reactions such as heartrate or body temperature may also lead to further socially embodied playful experiences by shifting the attention between the body, the game, the environment, and other players (Dagan et al., 2019a). ...

All the feels: designing a tool that reveals streamers' biometrics to spectators

... According to Duval and colleagues [11], children's interest in speech therapy games is a critical component influencing the effectiveness of rehabilitation therapies. The concept of motivation, as prompted by Selçuk [20], refers to an individual's inclination to respond to a specific action. ...

Designing Towards Maximum Motivation and Engagement in an Interactive Speech Therapy Game

... Only a few games designed in speech-language therapy teach the four levels of consonants, syllables, words, and sentences. Some designed games only focus on teaching some consonants and not all of them [26][27][28] , and others cover two to three levels [29][30][31] . Unlike other games, the Ava game designed in this study is not limited to a few consonants, and all Farsi consonants are taught in this tool. ...

Results from Using Automatic Speech Recognition in Cleft Speech Therapy with Children
  • Citing Conference Paper
  • July 2014

Lecture Notes in Computer Science

... The full text of 1 paper [101] was not available on any online database, despite the authors' best efforts to locate it, and was therefore excluded from the corpus. In addition, two papers ( [12] and [108]) were excluded on the basis that more comprehensive papers describing identical prototypes were already included for review ( [52] and [109], respectively). Finally, 72 papers were included. ...

All the Feels: Introducing Biometric Data to Online Gameplay Streams

... Lastly, there is an emerging role for technology in interdisciplinary, international cleft discussion forums and education. Examples of speech applications tailored to caring for CLP patients are yet another example [66]. Technology may also democratize education by breaking down language barriers across SSA. ...

Developing a Novel Speech Intervention iPad Game for Children With Cleft Palate: A Pilot Study
  • Citing Article
  • April 2015

JAMA Facial Plastic Surgery

... One of the mechanisms through which games in health work is by enhancing self-efficacy, enabling users to better manage their conditions through virtual simulations and feedback (Hamari et al., 2016). In therapeutic contexts, serious games can provide a controlled and supportive environment where individuals can confront challenges, practice coping strategies, and reflect on their experiences (Holloway et al., 2012;Duval et al., 2018;Elor et al., 2018Elor et al., , 2019Thang, 2018;Conde et al., 2020). For instance, therapeutic games have been developed to address issues ranging from PTSD to anxiety, and they function by employing principles from cognitive-behavioral therapy, narrative therapy, and exposure therapy (Fleming et al., 2017). ...

What video games have to teach us about childbirth and childbirth support