Proceedings of the 10th EAI International Conference on Pervasive Computing Technologies for Healthcare 2016
DOI: 10.4108/eai.16-5-2016.2263338
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Dytective: Diagnosing Risk of Dyslexia with a Game

Abstract: More than 10% of the population has dyslexia, and most are diagnosed only after they fail in school. This work seeks to change this through scalable early detection via machine learning models that predict reading and writing difficulties by watching how people interact with a linguistic web-based game: Dytective. The design of Dytective is based on (i) the empirical linguistic analysis of the errors that people with dyslexia make, (ii) principles of language acquisition, and (iii) specific linguistic skills r… Show more

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Cited by 40 publications
(29 citation statements)
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“…Therefore, we designed our game with content that is known to be difficult to differentiate for children with dyslexia to measure the errors and the duration. Nevertheless, from previous literature we knew that children with dyslexia do not make more mistakes in games than the control group [28]. We can confirm that misses did not reveal significant differences for German or Spanish either.…”
Section: Discussionsupporting
confidence: 71%
See 3 more Smart Citations
“…Therefore, we designed our game with content that is known to be difficult to differentiate for children with dyslexia to measure the errors and the duration. Nevertheless, from previous literature we knew that children with dyslexia do not make more mistakes in games than the control group [28]. We can confirm that misses did not reveal significant differences for German or Spanish either.…”
Section: Discussionsupporting
confidence: 71%
“…We decided to use a laptop or desktop computer for two reasons: (1) From prior game evaluation [6,28] we know that readers are able to interact with the device and (2) these devices are still more available than tablets [13].…”
Section: Methodsmentioning
confidence: 99%
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“…Luz Rello et al [4] performs the early detection of dyslexia using machine learning approaches which observers the interactivity of people with a web based linguistic game known as dytective. They trained the model with 100 participants and produces 83% accuracy in prediction of dyslexia.…”
Section: Related Workmentioning
confidence: 99%