Apraxia world

Author:

Hair Adam1,Monroe Penelope2,Ahmed Beena3,Ballard Kirrie J.2,Gutierrez-Osuna Ricardo1

Affiliation:

1. Texas A&M University

2. University of Sydney, Sydney, NSW, Australia

3. University of New South Wales, Sydney, NSW, Australia and Texas A&M University at Qatar, Doha, Qatar

Publisher

ACM

Reference49 articles.

1. Beena Ahmed Penelope Monroe Adam Hair Chek Tien Tan Ricardo Gutierrez-Osuna and Kirrie J. Ballard. Speech-driven mobile games for speech therapy. International Journal of Speech-Language Pathology Under review. Beena Ahmed Penelope Monroe Adam Hair Chek Tien Tan Ricardo Gutierrez-Osuna and Kirrie J. Ballard. Speech-driven mobile games for speech therapy. International Journal of Speech-Language Pathology Under review.

2. Andrea Alessandrini Victor Loux Gabriel Ferreira Serra and Cormac Murray. 2016. Designing ReduCat: Audio-Augmented Paper Drawings Tangible Interface in Educational Intervention for High-Functioning Autistic Children. in Proceedings of the The 15th International Conference on Interaction Design and Children Manchester United Kingdom ACM 463--472. 10.1145/2930674.2930675 Andrea Alessandrini Victor Loux Gabriel Ferreira Serra and Cormac Murray. 2016. Designing ReduCat: Audio-Augmented Paper Drawings Tangible Interface in Educational Intervention for High-Functioning Autistic Children. in Proceedings of the The 15th International Conference on Interaction Design and Children Manchester United Kingdom ACM 463--472. 10.1145/2930674.2930675

3. Video games in therapy: a therapist's perspective

4. ASHA Adhoc Commitee on CAS. 2007. Childhood Apraxia of Speech American Speech-Language-Hearing Association. ASHA Adhoc Commitee on CAS. 2007. Childhood Apraxia of Speech American Speech-Language-Hearing Association.

5. Carrie J Cai Robert C Miller and Stephanie Seneff. 2013. Enhancing speech recognition in fast-paced educational games using contextual cues. in SLaTE 54--59. Carrie J Cai Robert C Miller and Stephanie Seneff. 2013. Enhancing speech recognition in fast-paced educational games using contextual cues. in SLaTE 54--59.

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