21,000 research outputs found

    Can 3D gamified simulations be valid vocational training tools for persons with intellectual disability? A pilot based on a real-life situation

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    Objective: To investigate if 3D gamified simulations can be valid vocational training tools for persons with intellectual disability. Methods: A 3D gamified simulation composed by a set of training tasks for cleaning in hostelry was developed in collaboration with professionals of a real hostel and pedagogues of a special needs school. The learning objectives focus on the acquisition of vocabulary skills, work procedures, social abilities and risk prevention. Several accessibility features were developed to make the tasks easy to do from a technological point-of-view. A pilot experiment was conducted to test the pedagogical efficacy of this tool on intellectually disabled workers and students. Results: User scores in the gamified simulation follow a curve of increasing progression. When confronted with reality, they recognized the scenario and tried to reproduce what they had learned in the simulation. Finally, they were interested in the tool, they showed a strong feeling of immersion and engagement, and they reported having fun. Conclusions: On the basis of this experiment we believe that 3D gamified simulations can be efficient tools to train social and professional skills of persons with intellectual disabilities contributing thus to foster their social inclusion through work.Postprint (author's final draft

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

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    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

    Rethinking Disability in the Private Sector: Report from the Panel on Labour Market Opportunities for Persons with Disabilities

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    In July 2012, the Government of Canada appointed a panel to consult with private sector employers, as well as other organizations and individuals, on the labour market participation of people with disabilities. The panel members were asked to identify successes and best practices in the employment of people with disabilities, as well as the barriers faced by employers, and to report on their findings. In-person and telephone consultations were conducted with almost 70 employers, and feedback was received from approximately 130 online submissions. Responses came from organizations of all sizes across the country and in a broad range of industry sectors. Findings were shared anonymously with a number of national non-profit organizations and business associations to determine if they resonated with other stakeholders. While the consultations were the main focus of the panel’s efforts, research was also conducted into the business case associated with hiring people with disabilities in Canada and other jurisdictions. This report is directed at Canadian private sector employers, and offers the following findings: Many companies are doing great things, but more education and training are needed (see “Employers speak”). While most of the companies we heard from showed a genuine desire to hire people with disabilities, education and training are required to overcome barriers, dispel myths and put theory into practice. As the examples of forward-thinking Canadian companies and their best practices testify, there is significant experience available on which to build. Hiring people with disabilities is good for business. (see “Understanding the business case”). We heard this from senior and experienced business leaders who recognize the value of an inclusive work environment. Although mainly intuitive, their beliefs are supported by the performance of corporate diversity leaders on the capital markets, as well as data on employee retention and productivity. It is noteworthy that in 57 percent of cases, no workplace accommodation is required for people with disabilities. In the 37 percent of cases reporting a one-time cost to accommodate an employee with a disability, the average amount spent is $500. The keys to success are leadership and effective community partnerships (see “Making it work for you”). To increase employment among people with disabilities and access the related benefits, tone from the top and the actions of leaders are imperative. Also critical is identifying community partners who fully understand the business’s talent needs and are committed to customer service. To help organizations begin the process of engaging and employing talented people with disabilities, this section also includes a list of initiatives called “Getting started.

    A Universalist strategy for the design of Assistive Technology

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    Assistive Technologies are specialized products aiming to partly compensate for the loss of autonomy experienced by disabled people. Because they address special needs in a highly-segmented market, they are often considered as niche products. To improve their design and make them tend to Universality, we propose the EMFASIS framework (Extended Modularity, Functional Accessibility, and Social Integration Strategy). We ïŹrst elaborate on how this strategy conciliates niche and Universalist views, which may appear conïŹ‚icting at ïŹrst sight. We then present three examples illustrating its application for designing Assistive Technologies: the design of an overbed table, an upper-limb powered orthose and a powered wheelchair. We conclude on the expected outcomes of our strategy for the social integration and participation of disabled people

    Initial Evaluation of Accessibility and Design Awareness with 3-D Immersive Environments

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    This paper describes an effort to build and evaluate the effectiveness of an immersive 3-D visualization system to help increase the awareness that students have when designing software that has a high level of accessibility for the differently abled. The demonstration utilizes an immersive virtual reality (VR) environment in which we simulated two types of colorblindness in a generally familiar environment. We report on the initial trial of this tool and the results of student surveys designed to assess impact on student perception and understanding and demonstrate that the use of virtual environments can give students greater empathy for individuals with visual impairments

    University surroundings andinfrastructures that are accessible and inclusive for all: listening to students with disabilities

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    The main topic of this article is architectural barriers and infrastructures as identified by university students with disabilities. The data presented is part of a much wider research project, sponsored by Spain’s Ministry of Economy and Competition. A biographical-narrative methodology was used for this study. The results presented have been classified based on one of five barrier types: urban (barriers that are outside the actual university campus), transport (public transportation and personal vehicles), building (obstacles inside university buildings), environmental (those elements within the classroom, including furniture, excessive noise or inadequate temperatures) and communication (these are divided into signposting and barriers when accessing information). Lastly, a variety of questions are considered in the conclusions which indicate that universities still need a certain degree of adaptation and readjustment to really be accessible and inclusive, in keeping with the principles of universal desig

    Implementing an Android Tool for Visually Impaired Students of E-Learning

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    This article aims to describe the process of learning and development of an educational tool designed for mobile devices (smartphones) with Android technology. In summary, the application was developed based on the virtual learning environment Moodle and aims to develop a learning environment that supports the visually impaired students of e-learning, allowing them to ask questions, discuss and share ideas through forums and use chat rooms in real time. The fundamental purpose of this application is to cooperate with scientific knowledge in the sense that this is a representation of technological advance on the accessibility tools in distance education mode and provide comfort, flexibility and accessibility for the visually impaired students, realizing that education should always be inclusive
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