Identifying the sensory modalities that can effectively supplement the primary sensory modality when this is compromised in visually impaired and dyslexic.
Developing an integration hardware and software platform, supporting multiple different input and output devices, and scalable to different learning environments (e.g. school and home), integrating the above-mentioned libraries and supporting design and development of serious games.
Developing three serious games, exploiting both the envisaged platform and libraries, and applying the art-inspired multisensory embodied and enactive pedagogical framework developed in the project. The first serious game concerns learning arithmetic through music, the second one addresses learning geometry through drawing, and the third one is a proof-of-concept of shared and social learning, for groups including typically developed and impaired children.
Developing tools for early diagnosis of dyslexia, grounding on recent evidence that problems in rhythm perception can be an indicator for dyslexia.