Skip to main content

N.O.T.E.: Note Over The Edge

Part of the Lecture Notes in Computer Science book series (LNISA,volume 9599)

Abstract

A cochlear implant is an electronic device surgically implanted to improve auditory perception in people suffering of severe hearing loss. While a cochlear implant supports a sufficient spoken communication, it is limited in the reception of more complex sounds. Long training sessions are needed in order to enhance the auditory abilities of the patients and, as a consequence, maintain a high level of interest and concentration during the training tasks is mandatory.

In this paper, we present N.O.T.E. (Note Over The Edge): a video game designed for auditory training of prelingually deaf children with cochlear implant. N.O.T.E. has been designed as an integrated and flexible system, using a game-based approach to present to the children a set of tests with different complexity, and allowing to the therapist a complete monitoring of the progresses of the training.

Keywords

  • Auditory training
  • Cochlear implant
  • Children
  • Video game

This is a preview of subscription content, access via your institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • DOI: 10.1007/978-3-319-40216-1_38
  • Chapter length: 6 pages
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
eBook
USD   79.99
Price excludes VAT (USA)
  • ISBN: 978-3-319-40216-1
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book
USD   99.99
Price excludes VAT (USA)
Fig. 1.
Fig. 2.
Fig. 3.
Fig. 4.

References

  1. World Health Organization: Deafness, hearing loss (2015). http://www.who.int/mediacentre/factsheets/fs300/en/

  2. Cochlear: Degrees of hearing loss (2015). http://www.cochlear.com/wps/wcm/connect/intl/home/understand/hearing-and-hl/what-is-hearing-loss-/degrees-of-hl

  3. NIH Publication No. 11-4798: Cochlear Implants (2015). https://www.nidcd.nih.gov/health/hearing/pages/coch.aspx

  4. Gfeller, K., Witt, S., Adamek, M., Mehr, M.R., Rogers, J., Stordahl, J., Ringgenberg, S.: Effects of training on timbre recognition and appraisal by postlingually deafened cochlear implant recipients. J. Am. Acad. Audiol. 13(3), 132–145 (2002)

    Google Scholar 

  5. Galvin III, J.J., Fu, Q.J., Nogaki, G.: Melodic contour identification by cochlear implant listeners. Ear Hear. 28(3), 302–319 (2007)

    CrossRef  Google Scholar 

  6. Galvin, J.J., Fu, Q.J., Shannon, R.V.: Melodic contour identification and music perception by cochlear implant users. Ann. N. Y. Acad. Sci. 1169(1), 518–533 (2009)

    CrossRef  Google Scholar 

  7. Chen, J.K.C., Chuang, A.Y.C., McMahon, C., Hsieh, J.C., Tung, T.H., Li, L.P.H.: Music training improves pitch perception in prelingually deafened children with cochlear implants. Pediatrics 125(4), e793–e800 (2010)

    CrossRef  Google Scholar 

  8. Petersen, B., Mortensen, M.V., Hansen, M., Vuust, P.: Singing in the key of life: a study on effects of musical ear training after cochlear implantation. Psychomusicol. Music Mind Brain 22(2), 134–151 (2010)

    CrossRef  Google Scholar 

  9. Zhou, Y., Sim, K.C., Tan, P., Wang, Y.: MOGAT: mobile games with auditory training for children with cochlear implants. In: Proceedings of the 20th ACM International Conference on Multimedia, pp. 429–438. ACM (2012)

    Google Scholar 

  10. Koster, R.: Theory of Fun for Game Design, 2nd edn. O’Reilly Media, Sebastopol (2013)

    Google Scholar 

  11. Gaggi, O., Palazzi, C.E., Ciman, M., Galiazzo, G., Franceschini, S., Ruffino, M., Gori, S., Facoetti, A.: Serious games for early identification of developmental dyslexia. ACM Comput. Entertain. (2014, in press)

    Google Scholar 

  12. Maggiorini, D., Ripamonti, L.A.: LTC for seniors: an intelligent gaming solution. Int. J. Digit. Hum. (2014, in press)

    Google Scholar 

  13. Knutas, A., Ikonen, J., Maggiorini, D., Ripamonti, L.A., Porrasi, J.: Creating software engineering student interaction profiles for discovering gamification approaches to improve collaboration. In: Proceedings of 15th International Conference on Computer Systems and Technologies (CompSysTech 2014) (2014)

    Google Scholar 

  14. Paivio, A.: Dual coding theory: retrospect and current status. Can. J. Psychol. 45(3), 255–287 (1991)

    CrossRef  Google Scholar 

  15. Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper and Row, New York (1990)

    Google Scholar 

Download references

Acknowledgements

The authors thank Dr. Antonio Mancuso and Dr. Massimo Grassi for their contribution in the design of N.O.T.E..

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Davide Gadia .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and Permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this paper

Cite this paper

Riccadonna, A., Gadia, D., Maggiorini, D., Ripamonti, L.A. (2016). N.O.T.E.: Note Over The Edge. In: De Gloria, A., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2015. Lecture Notes in Computer Science(), vol 9599. Springer, Cham. https://doi.org/10.1007/978-3-319-40216-1_38

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-40216-1_38

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-40215-4

  • Online ISBN: 978-3-319-40216-1

  • eBook Packages: Computer ScienceComputer Science (R0)