Dyslexia is a developmental disorder that hinders the ability of subjects to read, learn and recognize words. 10-15 % of the general population is affected by dyslexia. This means around 900 million to 1 billion people are affected by this disorder. Most of the children affected by dyslexia are ofte
ELEXIA
Dyslexia is a developmental disorder that hinders the ability of subjects to read, learn and recognize words. 10-15 % of the general population is affected by dyslexia. This means around 900 million to 1 billion people are affected by this disorder. Most of the children affected by dyslexia are often highly intelligent but due to their disabilities they cannot function well in our society. To combat this situation extensive research work has been done. Ranging from field studies to focused research of how dyslexic children interact with environment. Studies have shown that dyslexic children are more prone to interacting with a touch-based interface rather than a paper-based interface. This is the basis for our platform because using technology we can create a behavioral medicine that will help dyslexic children reach their full potential and becoming a viable part of society. We are proposing ELEXIA a mobile based interactive environment that will help dyslexic children enhance their word reading, learning and recognizing abilities. Our mobile platform will work in conjuncture with a teacher that will monitor children’s performance by which we will be able to evaluate child’s performance.
We will Follow Rational Unified process
The phases included in RUP Consist of
Inception Phase: During this phase we will be establishing business cases for the system and we will be defining our project scope. During this phase we will be creating artifacts such as a vision Document, an initial use case model, an initial business case and a business model. After this phase we will be able to gather requirements based on the primary use cases that we have created as part of this phase.
Elaboration phase:
In this phase we will be analyzing our problem domain which is research and development in our case. We will be establishing architectural foundation of our project. We will be determining the scope of our system which is Major functional and nonfunctional requirements. At the end of this phase we will have a use case model which is nearly complete in which we have identified how many actors and use cases are part of our system.
Construction Phase:
During this phase we major components and applications features will be developed and integrated. This phase will include the testing of the product. We will be integrating our product on the platform which in our case is the mobile platform. This outcome of this phase will include a close to final product and a user manual.
Transition phase:
This phase will include rolling out our product to community. Once the product has been handed over to the end user, arising issues and feedback will be recorded which will in turn lead to developing new releases and correcting problems that were logged. This phase will provide positive results to all the stake holders and its outcomes will be Beta testing while training the users and the maintainers.
The Potential benefits of this project will be huge. As our target market consist of around 900 million to 1 billion people. We are developing this project for community service because most of the patients of dyslexia don’t get the proper care they deserve. Most of the techniques to help dyslexic children are paper based while research and studies have found that touch-based interface are more effective for children affected by dyslexia. Dyslexia affects a lot more than learning and reading it can also affect a child socially. Sometimes a child who has word finding difficulty can have trouble with their expressive language. People affected with dyslexia will be able to live their life as other normal people do. They will be able function as a vital part of our society
Based on the Self-determination theory, we will use an interactive serious game-based approach to engage the patients and make this game a fun activity for them. Eventually, it will act as a behavioral medicine for patients. The existing projects work on the different exercises for the subject’s treatment, but we are introducing automation to the extent of generating personalized environments or interfaces according to the past behaviors of the subject. We will use collaborative filtering for this purpose. The past behaviors of the subjects will be monitored through controlled experiments on 5-7 subjects. E.g. Recommendation mechanisms of YouTube and Netflix. We will design five types of exercises by taking into consideration existing pedagogical exercises to support dyslexia. The main focus of our approach is the Human-Computer Interaction. We plan to develop environments and interfaces following already established guidelines and published researches. Safety is a crucial constraint of our system; our approach is to enhance the abilities of the subject not further decline it. For this issue, we are setting our base the established theories, guidelines and rules as we develop our game. We are targeting the reading, speaking, learning and word recognition abilities of the subject.
| Item Name | Type | No. of Units | Per Unit Cost (in Rs) | Total (in Rs) |
|---|---|---|---|---|
| Stationary and Printing | Miscellaneous | 2000 | 5 | 10000 |
| Mobile device | Equipment | 1 | 35000 | 35000 |
| Graphic Card | Equipment | 1 | 35000 | 35000 |
| Total in (Rs) | 80000 |
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