22,935 research outputs found

    Considerations in Designing Human-Computer Interfaces for Elderly People

    Get PDF
    As computing devices continue to become more heavily integrated into our lives, proper design of human-computer interfaces becomes a more important topic of discussion. Efficient and useful human-computer interfaces need to take into account the abilities of the humans who will be using such interfaces, and adapt to difficulties that different users may face – such as the difficulties that elderly users must deal with. Interfaces that allow for user-specific customization, while taking into account the multiple difficulties that older users might face, can assist the elderly in properly using these newer computing devices, and in doing so possibly achieving a better quality of life through the advanced technological support that these devices offer. In this paper, we explore common problems the elderly face when using computing devices and solutions developed for these problems. Difficulties ultimately fall into several categories: cognition, auditory, haptic, visual, and motor-based troubles. We also present an idea for a new adaptive operating system with advanced customizations that would simplify computing for older users

    Natural User Interface for Education in Virtual Environments

    Get PDF
    Education and self-improvement are key features of human behavior. However, learning in the physical world is not always desirable or achievable. That is how simulators came to be. There are domains where purely virtual simulators can be created in contrast to physical ones. In this research we present a novel environment for learning, using a natural user interface. We, humans, are not designed to operate and manipulate objects via keyboard, mouse or a controller. The natural way of interaction and communication is achieved through our actuators (hands and feet) and our sensors (hearing, vision, touch, smell and taste). That is the reason why it makes more sense to use sensors that can track our skeletal movements, are able to estimate our pose, and interpret our gestures. After acquiring and processing the desired – natural input, a system can analyze and translate those gestures into movement signals

    How a Diverse Research Ecosystem Has Generated New Rehabilitation Technologies: Review of NIDILRR’s Rehabilitation Engineering Research Centers

    Get PDF
    Over 50 million United States citizens (1 in 6 people in the US) have a developmental, acquired, or degenerative disability. The average US citizen can expect to live 20% of his or her life with a disability. Rehabilitation technologies play a major role in improving the quality of life for people with a disability, yet widespread and highly challenging needs remain. Within the US, a major effort aimed at the creation and evaluation of rehabilitation technology has been the Rehabilitation Engineering Research Centers (RERCs) sponsored by the National Institute on Disability, Independent Living, and Rehabilitation Research. As envisioned at their conception by a panel of the National Academy of Science in 1970, these centers were intended to take a “total approach to rehabilitation”, combining medicine, engineering, and related science, to improve the quality of life of individuals with a disability. Here, we review the scope, achievements, and ongoing projects of an unbiased sample of 19 currently active or recently terminated RERCs. Specifically, for each center, we briefly explain the needs it targets, summarize key historical advances, identify emerging innovations, and consider future directions. Our assessment from this review is that the RERC program indeed involves a multidisciplinary approach, with 36 professional fields involved, although 70% of research and development staff are in engineering fields, 23% in clinical fields, and only 7% in basic science fields; significantly, 11% of the professional staff have a disability related to their research. We observe that the RERC program has substantially diversified the scope of its work since the 1970’s, addressing more types of disabilities using more technologies, and, in particular, often now focusing on information technologies. RERC work also now often views users as integrated into an interdependent society through technologies that both people with and without disabilities co-use (such as the internet, wireless communication, and architecture). In addition, RERC research has evolved to view users as able at improving outcomes through learning, exercise, and plasticity (rather than being static), which can be optimally timed. We provide examples of rehabilitation technology innovation produced by the RERCs that illustrate this increasingly diversifying scope and evolving perspective. We conclude by discussing growth opportunities and possible future directions of the RERC program

    An Open-Source Spanish Video Game as a Case Study for the Development of an Interface for Users with Visual Impairment

    Get PDF
    With the growth of information provided through computer systems, it is fundamental and legally necessary, that everyone have equal access to the information in order to live fairly. For the last few years there have been a positive trend in the software industry to include people with disabilities as their target users. As a consequence of this, access for visually impaired users to software is improving. This brings new challenges from the Human Computer Interaction viewpoint. This paper describes the design, development and evaluation of an open source video game for visually impaired users in Spanish. This game was conceived as a case study for the Human Computer Interaction theory applied to those with visual problems

    Exploring individual user differences in the 2D/3D interaction with medical image data

    Get PDF
    User-centered design is often performed without regard to individual user differences. In this paper, we report results of an empirical study aimed to evaluate whether computer experience and demographic user characteristics would have an effect on the way people interact with the visualized medical data in a 3D virtual environment using 2D and 3D input devices. We analyzed the interaction through performance data, questionnaires and observations. The results suggest that differences in gender, age and game experience have an effect on people’s behavior and task performance, as well as on subjective\ud user preferences

    An Open-Source Spanish Video Game as a Case Study for the Development of an Interface for Users with Visual Impairment

    Get PDF
    With the growth of information provided through computer systems, it is fundamental and legally necessary, that everyone have equal access to the information in order to live fairly. For the last few years there have been a positive trend in the software industry to include people with disabilities as their target users. As a consequence of this, access for visually impaired users to software is improving. This brings new challenges from the Human Computer Interaction viewpoint. This paper describes the design, development and evaluation of an open source video game for visually impaired users in Spanish. This game was conceived as a case study for the Human Computer Interaction theory applied to those with visual problems.XV Workshop de Computación Gráfica, Imágenes y Visualización (WCGIV).Red de Universidades con Carreras en Informática (RedUNCI

    An Open-Source Spanish Video Game as a Case Study for the Development of an Interface for Users with Visual Impairment

    Get PDF
    With the growth of information provided through computer systems, it is fundamental and legally necessary, that everyone have equal access to the information in order to live fairly. For the last few years there have been a positive trend in the software industry to include people with disabilities as their target users. As a consequence of this, access for visually impaired users to software is improving. This brings new challenges from the Human Computer Interaction viewpoint. This paper describes the design, development and evaluation of an open source video game for visually impaired users in Spanish. This game was conceived as a case study for the Human Computer Interaction theory applied to those with visual problems.XV Workshop de Computación Gráfica, Imágenes y Visualización (WCGIV).Red de Universidades con Carreras en Informática (RedUNCI

    Future bathroom: A study of user-centred design principles affecting usability, safety and satisfaction in bathrooms for people living with disabilities

    Get PDF
    Research and development work relating to assistive technology 2010-11 (Department of Health) Presented to Parliament pursuant to Section 22 of the Chronically Sick and Disabled Persons Act 197

    Tangible user interfaces : past, present and future directions

    Get PDF
    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
    corecore