742 research outputs found

    Accessibility and Activity-Centered Design for ICT Users: ACCESIBILITIC Ontology

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    Information and communication technologies (ICTs) are involved in daily human activities. Accessibility guarantees that individuals with different abilities can interact with ICTs. User pro le models are an explicit representation of the characteristics of an individual and are used to reason about what users need. They are implemented through ontologies. After identifying common and different aspects among important ontologies in the domain of accessibility and e-inclusion, we designed and implemented the ACCESIBILITIC ontology applying the NeOn methodology, speci cally by reusing and reengineering these ontologies. The strengths of our model include the user's ability to develop a high variety of activities despite his/her disabilities, support for inference processes, and providing answers to several competency questions. ACCESIBILITIC allows the representation of suitable technical support based on the user's capabilities when interacting with ICTs. To this end, we use an activity-centered design (ACD), which allows us to identify daily activities and to match these activities with a suitable technology to perform them.This research work is funded by the Spanish Ministry of Economy and Competitiveness - Agencia Estatal de Investigación - with European Regional Development Funds (AEI/FEDER, UE) through the project ref. TIN2016-79484-R

    Multimodal Wearable Intelligence for Dementia Care in Healthcare 4.0: A Survey

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    As a new revolution of Ubiquitous Computing and Internet of Things, multimodal wearable intelligence technique is rapidly becoming a new research topic in both academic and industrial fields. Owning to the rapid spread of wearable and mobile devices, this technique is evolving healthcare from traditional hub-based systems to more personalised healthcare systems. This trend is well-aligned with recent Healthcare 4.0 which is a continuous process of transforming the entire healthcare value chain to be preventive, precise, predictive and personalised, with significant benefits to elder care. But empowering the utility of multimodal wearable intelligence technique for elderly care like people with dementia is significantly challenging considering many issues, such as shortage of cost-effective wearable sensors, heterogeneity of wearable devices connected, high demand for interoperability, etc. Focusing on these challenges, this paper gives a systematic review of advanced multimodal wearable intelligence technologies for dementia care in Healthcare 4.0. One framework is proposed for reviewing the current research of wearable intelligence, and key enabling technologies, major applications, and successful case studies in dementia care, and finally points out future research trends and challenges in Healthcare 4.0

    Inclusive Intelligent Learning Management System Framework - Application of Data Science in Inclusive Education

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    Dissertation presented as the partial requirement for obtaining a Master's degree in Data Science and Advanced Analytics, specialization in Data ScienceBeing a disabled student the author faced higher education with a handicap which as experience studying during COVID 19 confinement periods matched the findings in recent research about the importance of digital accessibility through more e-learning intensive academic experiences. Narrative and systematic literature reviews enabled providing context in World Health Organization’s International Classification of Functioning, Disability and Health, legal and standards framework and information technology and communication state-of-the art. Assessing Portuguese higher education institutions’ web sites alerted to the fact that only outlying institutions implemented near perfect, accessibility-wise, websites. Therefore a gap was identified in how accessible the Portuguese higher education websites are, the needs of all students, including those with disabilities, and even the accessibility minimum legal requirements for digital products and the services provided by public or publicly funded organizations. Having identified a problem in society and exploring the scientific base of knowledge for context and state of the art was a first stage in the Design Science Research methodology, to which followed development and validation cycles of an Inclusive Intelligent Learning Management System Framework. The framework blends various Data Science study fields contributions with accessibility guidelines compliant interface design and content upload accessibility compliance assessment. Validation was provided by a focus group whose inputs were considered for the version presented in this dissertation. Not being the purpose of the research to deliver a complete implementation of the framework and lacking consistent data to put all the modules interacting with each other, the most relevant modules were tested with open data as proof of concept. The rigor cycle of DSR started with the inclusion of the previous thesis on Atlântica University Institute Scientific Repository and is to be completed with the publication of this thesis and the already started PhD’s findings in relevant journals and conferences

    Ontology-based personalisation of e-learning resources for disabled students

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    Students with disabilities are often expected to use e-learning systems to access learning materials but most systems do not provide appropriate adaptation or personalisation to meet their needs.The difficulties related to inadaptability of current learning environments can now be resolved using semantic web technologies such as web ontologies which have been successfully used to drive e-learning personalisation. Nevertheless, e-learning personalisation for students with disabilities has mainly targeted those with single disabilities such as dyslexia or visual impairment, often neglecting those with multiple disabilities due to the difficulty of designing for a combination of disabilities.This thesis argues that it is possible to personalise learning materials for learners with disabilities, including those with multiple disabilities. This is achieved by developing a model that allows the learning environment to present the student with learning materials in suitable formats while considering their disability and learning needs through an ontology-driven and disability-aware personalised e-learning system model (ONTODAPS). A disability ontology known as the Abilities and Disabilities Ontology for Online LEarning and Services (ADOOLES) is developed and used to drive this model. To test the above hypothesis, some case studies are employed to show how the model functions for various individuals with and without disabilities and then the implemented visual interface is experimentally evaluated by eighteen students with disabilities and heuristically by ten lecturers. The results are collected and statistically analysed.The results obtained confirm the above hypothesis and suggest that ONTODAPS can be effectively employed to personalise learning and to manage learning resources. The student participants found that ONTODAPS could aid their learning experience and all agreed that they would like to use this functionality in an existing learning environment. The results also suggest that ONTODAPS provides a platform where students with disabilities can have equivalent learning experience with their peers without disabilities. For the results to be generalised, this study could be extended through further experiments with more diverse groups of students with disabilities and across multiple educational institutions

    An expectation-based editing interface for OpenStreetMap

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    Building an open-source world map was one of the main reasons OpenStreetMap (OSM) was founded. Over 1.3 million contributors participate in editing the the world map collaboratively. Unfortunately, there is no support or any assistive technology solutions that helps blind and visually impaired users to blend into the OSM community. The aim of this thesis is to provide them with an assistive OSM editing application with an adaptive user interface that matches their needs. A mobile application for OSM editing was developed with an assistive recommendation system that helps predicting changes users might need to commit. The thesis describes in details the application design, decisions made, workflow and modularity

    Survey on virtual coaching for older adults

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    Virtual coaching has emerged as a promising solution to extend independent living for older adults. A virtual coach system is an always-attentive personalized system that continuously monitors user's activity and surroundings and delivers interventions - that is, intentional messages - in the appropriate moment. This article presents a survey of different approaches in virtual coaching for older adults, from the less technically supported tools to the latest developments and future avenues for research. It focuses on the technical aspects, especially on software architectures, user interaction and coaching personalization. Nevertheless, some aspects from the fields of personality/social psychology are also presented in the context of coaching strategies. Coaching is considered holistically, including matters such as physical and cognitive training, nutrition, social interaction and mood.The author(s) disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No. 769830

    Progress in information technology and tourism management: 20 years on and 10 years after the Internet—The state of eTourism research

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    This paper reviews the published articles on eTourism in the past 20 years. Using a wide variety of sources, mainly in the tourism literature, this paper comprehensively reviews and analyzes prior studies in the context of Internet applications to Tourism. The paper also projects future developments in eTourism and demonstrates critical changes that will influence the tourism industry structure. A major contribution of this paper is its overview of the research and development efforts that have been endeavoured in the field, and the challenges that tourism researchers are, and will be, facing

    How Voice Can Change Customer Satisfaction: A Comparative Analysis between E-Commerce and Voice Commerce

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    Voice commerce is a newly evolving e-commerce channel where consumers communicate with dedicated systems on smart speakers or other devices using their voice, in order to find products. This paper comparatively investigates factors for customers’ satisfaction in voice commerce and ecommerce. Being the first study to scientifically analyze customer satisfaction factors in voice commerce and compare them with e-commerce, we conducted a survey with 178 consumers and used structural equation modeling for statistical hypotheses testing. The results show, that consumers have higher expectations in convenience for voice commerce than they have for ecommerce. Transaction process efficiency significantly influences satisfaction in voice commerce, but not in e-commerce. This research provides implications for future research on voice commerce strategy and system design
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