Abstract: Traditional face-to-face social interactions can be challenging for individuals with autism, leading some to perceive and categorize these individuals as less social than their peers. For example, autism can be accompanied by difficulty making eye contact, interpreting some nonverbal cues, and performing coherent verbal utterances. While these challenges can be interpreted as an inability or lack of desire for social interactions, researchers have begun to explore how to expand the definition of sociality for those with autism. My research explores how technology can support alternative means of sociality, particularly for children with autism engaged in social play. In this advancement talk, I will present two research studies: SensoryPaint and Autcraft. SensoryPaint is a multimodal sensory environment built to enable whole-body interaction with the Kinect. Evaluation of SensoryPaint was conducted in two stages: a lab-based study and a deployment study. Results from this study show how these systems can promote socialization. My second research project explores Autcraft, a Minecraft community for children with autism and their allies. I will present results from on-going ethnographic work exploring the community’s Minecraft server and other community affiliated social media. Results from this study highlight ways in which community members use technology to create a safe environment for children with autism to explore alternative forms of social expression. Findings suggest an expansion of how sociality has traditionally been conceptualized for individuals with autism and how technology plays a key role in facilitating this new sociality.
A handful of experiences and people helped to transform me from a lost undergraduate who was thinking of dropping out, to a successful, ambitious graduate student. I struggled for many years as an underrepresented student, both as a woman and as a student with a disability, to complete my undergraduate degree and find my niche in the world. Now, not only do I want to make a career of researching assistive technology, I also want to be a mentor for those who follow me, just as I had mentors to guide my way.
As the only woman in my undergraduate computing classes, I faced adversity and isolation. I sought support and attended the Grace Hopper Celebration of Women in Computing Conference (GHC). Upon learning that I was one of many women facing isolation in their computing courses, I founded an ACM-W Chapter for women in computing at Washington State University Vancouver (WSUV). I felt the need to create greater participation of college women in computing, a support network for them, and a way to mentor freshmen and high school girls. As the chair of the chapter for the first year, I planned a campus-wide event to encourage women to pursue computing careers and spoke at a panel discussion. The event hosted 40 women from campus and the local community and received very positive feedback. The women from the community college who had not considered pursuing a four-year degree until they heard our panel inspired me. I have continued to mentor one young woman who is now pursuing her undergraduate degree in computer science and intends to continue on to graduate school.
On my graduate school campus, University of California Irvine (UCI), I am involved in a similar group: Women in Information and Computer Sciences (WICS). I volunteered with WICS in summer 2013 to mentor middle and high school girls interested in computing. In fall 2013, I also helped start a graduate chapter of this group. As a graduate student representative for UCI, I attended GHC 2014 as a student volunteer. My connections with these groups led me to other opportunities, such as conducting research and presenting at two academic conferences, as well as mentoring underrepresented undergraduates.
Through my experiences with the women in computing groups, I have realized how important mentorship is for those in the early stages of their careers. Through teaching and mentoring, I have been able to ignite my passion for helping others through research with students and also pass along valuable skills that they will use in their future studies. During my first year as a graduate student, I led a diverse team of undergraduates, all of whom are underrepresented minorities, in the development of a whole-body interface application on the Microsoft Kinect for children with autism. I encouraged my team to work together to solve problems and learn how to collaborate effectively. I also coached them in giving a presentation to the lab about their work. Continuing this project, I have expanded the scope of the software, and have begun working with a professor from the Dance Department to create new avenues of therapy for children with autism. One of the undergraduates I mentored has since graduated with a B.S. in Informatics and is now applying to graduate school.
In an effort to serve my local community, I volunteer as an instructor for technology use workshops for young adults with autism who are transitioning into the workplace from high school. In a more formal setting, I have also had the opportunity to be a teaching assistant for undergraduate level courses. As part of my responsibilities, I have worked with students one-on-one, as well as leading discussion sections of more than 40 students. In addition to regular discussion lectures, I also gave a guest lecture to the entire class of 250 students. Knowing the importance of mentorship for undergraduates, these varied teaching experiences increase my desire to seek a position that allows me to continue mentorship my PhD.
Social media, including virtual worlds, has the potential to support children with autism in making friendships, learning pro-social behavior, and engaging in collaborative play with their peers. However, currently, little is known about how children with autism interact socially in online spaces. Furthermore, there is much more to learn about how technology can support these collaborative interactions. In this study, I propose investigating how a virtual world can be intentionally run alongside other complementary social media (e.g., website, forum, Facebook, Twitter, and Google+) specifically for children with autism. The contribution of this work is to create design guidelines for creating social media systems (including virtual worlds) to support social interactions of children with autism.
Current Publications:
Kathryn E. Ringland. 2019. “Do you work for Aperture Science?”: Researching and Finding the Gamer Identity in a Minecraft Community for Autistic Children. In FDG 2019. [PDF] [BLOG]
Kathryn E. Ringland. 2019. A Place to Play: The (Dis)Abled Embodied Experience for Autistic Children in Online Spaces. In CHI 2019. [PDF] [BLOG]
Kathryn E. Ringland. 2019. “Autsome”: Fostering an Autistic Identity in an Online Minecraft Community for Youth with Autism. In iConference 2019 Proceedings. [PDF] [BLOG]
Kathryn E. Ringland, LouAnne Boyd, Heather Faucett, Amanda L.L. Cullen, Gillian R. Hayes. Making in Minecraft: A Means of Self-Expression for Youth with Autism. In IDC 2017. [PDF] [BLOG]
Kathryn E. Ringland, Christine T. Wolf, LouAnne E. Boyd, Mark Baldwin, and Gillian R. Hayes. 2016. Would You Be Mine: Appropriating Minecraft as an Assistive Technology for Youth with Autism. In ASSETS 2016. [Acceptance Rate: 25%]. Best Paper. [PDF][BLOG]
Ringland, K. E., Wolf, C. T., Faucett, H., Dombrowski, L., & Hayes, G. R. (2016). “‘Will I always be not social?’: Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism”. In Proceedings of ACM CHI Conference on Human Factors in Computing Systems 2016. [Acceptance Rate: 23.4%]. [PDF][BLOG]
Ringland, K.E., Wolf, C.T., Dombrowski, L., and Hayes, G.R. “Making ‘Safe’: Community-Centered Practices in a Virtual World Dedicated to Children with Autism”. Proceedings of the 2015 ACM International Conference on Computer Supported Collaborative Work, ACM (2015). [Acceptance Rate: 28.3%]. [PDF][BLOG]
Ringland, K.E., Wolf, C.T., Hayes, G.R. (2015, May 15). “The Benefits of Online Play: An Investigation of Virtual Worlds for Children with Autism Spectrum Disorder”. International Meeting for Autism Research Salt Lake City, Utah.
Ringland, K.E., Hayes, G.R. (2014, April 27). “Virtual Worlds: An Alternative Method for Communication for Children with Autism Spectrum Disorder”. Workshop: Supporting Children with Complex Communication Needs. ACM SIGCHI Conference on Human Factors in Computing Systems. Toronto, Canada. [PDF]
Individuals with autism and other neurodevelopmental disorders often experience sensory perception impairments, which can lead to challenges such as sensitivity to loud noises or irritation from specific textures on their skin. Atypical movement, such as rocking, can be exhibited as compensation for this sensory perception impairment.
Currently, therapists use dance therapy to stimulate the various senses in children with autism to help reduce atypical movement and to increase engagement in the activity. DanceCraft is a system developed to further the aims of dance therapy by increasing the children’s body awareness. We will be exploring how the software engenders different interactions styles to help inform the design of future systems focused on using body based movements to support dance therapy.
Individuals with autism and other neurodevelopmental disorders often experience sensory perception impairments, which can lead to challenges such as sensitivity ...
I am happy to announce that our paper, “SensoryPaint: A Multimodal Sensory Intervention for Children with Neurodevelopmental Disorders” has received Best Paper Nomination at Ubicomp 2014. Many thanks to my awesome co-authors as well as others who helped with editing and other feedback. I presented this paper Sept 17, 2014.
Rumors have been flying around the various social media sites this week as lawmakers gear up to vote on SOPA and PIPA. The biggest rumor being that the big internet companies that have sent a letter recommending the acts not be passed are threatening to shut themselves down if lawmakers fail to listen.
So my first question was, what exactly is SOPA? The “Stop Online Piracy Act” is a 78 page bill that attempts to eliminate online piracy. It does this through a variety of ambiguous methods including saying that anyone who posts copyrighted material will be prosecuted and can spend three years in jail. The website, if it fails to take down the offending copyrighted material within five days, will be shut down. So, every time a 16 year old girl sings a cover of her favorite new pop song, she could be thrown in jail and YouTube could be shut down. But it gets better. Any offending off-shore websites can be censored. Much akin to how China and Iran censor their countries’ internet.
The companies supporting the bill are those in the music and video industries. Disney and ESA (who represents game companies including Electronic Arts, Microsoft, Nintendo of America, and more…) are just to name a couple supporters. Basically anyone who is feeling the pain of piracy in the checkbook department.
In response to this bill, several large internet companies have banded together in opposition. Among these companies are: Facebook, Amazon, Google, Twitter, Mozilla, Zynga, and LinkedIn. If on January 24th, the bill is passed, these companies could do the unthinkable and disrupt their own services. I like to think of it as mutually assured destruction. Our country’s economy relies on the internet more than anyone would care to admit. If all the major players decided to fight back, life could get uncomfortable for a lot of people. Or maybe not having Facebook for a day will prove to people they really don’t need it after all. Who knows?
I personally think that this whole SOPA thing is a really bad idea. People should be writing to their congressmen and telling them to get their heads out of the sand! The internet is here to stay and censorship is not the answer! Perhaps it’s time for the video, game, and music companies to come into this century and let THEM change their ways of distribution. The American people are telling these companies how they would like to be able to access their entertainment through their behavior. It’s time to listen and give them what they want instead of inventing new ways to throw them in jail!
Today’s post is going to be short and sweet. I could say it is because it is the weekend before final exams. The university has a random final exam time algorithm that assures no one will have to take two final exams at the exact same time. Well, for this semester, this algorithm has decreed that I will be taking my engineering physics final at 8:00 am Monday morning. But wait! It gets better! I then have to take my multivariate calculus final at 10:30 am Monday morning. Back to back the two worst exams I can imagine I’ll ever have to take. This weekend should be full of cramming for physics and calculus at the same time (while these two classes DO have a lot in common, it turns out the exam material is NOT going to overlap as much as one would hope). I’m aiming to graduate with some sort of “cum laude” attached to my degree, so I’m not taking these classes just to pass. I need to do well in them.
I could also say this post is short because something almost more important than acing those finals has come up. I’m set to have a phone interview with Microsoft for their summer internship Tuesday afternoon. The prospect of interviewing with Microsoft is both exhilarating and terrifying at the same time. I mean, come on, it’s Microsoft. How awesome would working there for a summer be?? I will be asked to code. Over the phone. In real time. I know I will be asked about data structures and algorithms. I was informed that I should also be prepared to answer behavioral questions. All in all, I feel like I should be doing a lot of cramming for that this weekend.
However, all of these things don’t seem nearly as important as the fact that my new HTC Thunderbolt came in the mail Thursday. After waiting impatiently for the battery to charge, I turned it on just after midnight and started setting it up. Having come from Blackberry, there is a huge learning curve. I am learning how to use the touch screen for the first time. The virtual keyboard is not nearly as efficient as my old Blackberry’s physical QWERTY. I still haven’t figured out all the features and I still only have one email set up (who needs school email on their phone, anyway?). I love it all though. I immediately downloaded: Pocket Frogs- had never heard of this one, but it’s like Tamagotchi frogs, oooh so cute!-, Words with Friends- this is mostly so I can continue to lose games to my mom, now from ANYwhere!-, and Angry Birds- being a Blackberry user, this game was never free before so I have to give it a try. Once I spend a little more time with it, I’ll probably have a lot more intelligent things to say, good and bad. As far as smart-phones go, I’m definitely glad I’ve made the switch to Android. Maybe someday I’ll even find time to start programming some apps for it!
Next week, I’ll let you know how the Microsoft interview and finals went, but more importantly, how I’m coming along learning my new phone.