161 research outputs found

    Thinking about Inclusion: Designing a Digital App Catalog for People with Motor Disability

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    Some apps serve as assistive technologies or digital therapeutic tools that can be used by rehabilitation professionals in the motor disability context, bringing benefits to therapists and people with disabilities. However, websites or catalogs do not provide reliable information, easy search, and intuitive access to these apps, causing access information difficulties. Therefore, this work proposes to develop a digital catalog of software focused on motor disability. This work performed a systematic search of websites and catalogs related to motor disability, a systematic search of the apps that the digital catalog would show, and a quality evaluation of selected apps using the Mobile Application Rating Scale tool. The digital catalog was developed with the information obtained in the previous phases combining the Prototyping and User Experience criteria, then assessed by final users, software testers, and a web accessibility evaluation tool. The catalog obtained a satisfactory quality score based on the end-users’ and therapists’ satisfaction when finding technological resources to use in their professional and health-care activities. This research aims to contribute to those interested in developing software for people with disabilities and encouraging them to create and design their implementations based on this study.This work was supported by the EduTech project (609785-EPP-1-2019-1-ES-EPPKA2-CBHEJP) co-funded by the Erasmus+ Programme of the European Union

    Home used, patient self-managed, brain-computer interface for the management of central neuropathic pain post spinal cord injury: usability study

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    Background: Central Neuropathic Pain (CNP) is a frequent chronic condition in people with spinal cord injury (SCI). Previously, we showed that using laboratory brain-computer interface (BCI) technology for neurofeedback (NFB) training, it was possible to reduce CNP in people with SCI. In this study, we show results of patient self-managed treatment in their homes with a BCI-NFB using a consumer EEG device. Methods Users: People with chronic SCI (17 M, 3 F, 50.6 ± 14.1 years old), and CNP ≥4 on a Visual Numerical Scale. Location: Laboratory training (up to 4 sessions) followed by home self-managed NFB. User Activity: Upregulating the EEG alpha band power by 10% above a threshold and at the same time downregulating the theta and upper beta (20-30 Hz) band power by 10% at electrode location C4. Technology: A consumer grade multichannel EEG headset (Epoch, Emotiv, USA), a tablet computer and custom made NFB software. Evaluation: EEG analysis, before and after NFB assessment, interviews and questionnaires. Results Effectiveness: Out of 20 initially assessed participants, 15 took part in the study. Participants used the system for 6.9 ± 5.5 (median 4) weeks. Twelve participants regulated their brainwaves in a frequency specific manner and were most successful upregulating the alpha band power. However they typically upregulated power around their individual alpha peak (7.6 ± 0.8 Hz) that was lower than in people without CNP. The reduction in pain experienced was statistically significant in 12 and clinically significant (greater than 30%) in 8 participants. Efficiency: The donning was between 5 and 15 min, and approximately 10–20% of EEG data recorded in the home environment was noise. Participants were mildly stressed when self-administering NFB at home (2.4 on a scale 1–10). User satisfaction: Nine participants who completed the final assessment reported a high level of satisfaction (QUESQ, 4.5 ± 0.8), naming effectiveness, ease of use and comfort as main priorities. The main factors influencing frequency of NFB training were: health related issues, free time and pain intensity. Conclusion: Portable NFB is a feasible solution for home-based self-managed treatment of CNP. Compared to pharmacological treatments, NFB has less side effects and provides users with active control over pain. Trial registration: GN15NE124, Registered 9th June 2016

    Effective Learning Support in Higher Education: My Living Theory of student-centred learning support in National College of Ireland.

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    This thesis is the product of my living theory of effective learning support practices in National College of Ireland. As a journey of improvement, it describes how I came to be a learning support tutor and attempted to put in place educational practices and resources that were equally accessible, fair and supportive to all students. This process of improvement is described using a self-study action research approach, which I used to reflect on my teaching practices. Using mixed methodology I combined my own self-reflection with the views of students, which together allowed me to identify areas where I needed to improve upon. Having then identified that I was living in a state of contradiction, I applied elements of universal design theory, inclusive teaching practices and concepts of equality, to create three principles of student-centred learning support. Incorporating these principles into my living educational theory, I later attempted to improve my pedagogy, my resources and accessibility for all students in National College of Ireland. As a means to accomplish these goals I studied teaching and learning theories, developed a learning support manual based on national and international best practices and created a virtual learning support service. The effectiveness of these activities were evaluated using self-reflection, surveys, interviews, peer review at conferences, as well as the quantitative analysis of student results. Through the use of these mixed methods, I make the claim that my efforts to improve my service were both qualitatively accepted by both students and my peers as well as quantitatively effective in helping to increase student performance. In adopting paradigm relativism and mixed methodologies, this work seeks to develop a hybrid approach to practitioner research by incorporating elements of both traditional action research and self-focussed approaches. As an insight into how student centrism can be improved upon in Higher Education, my research may have significance for other learning support tutors, directors of learning and teaching and faculty who wish to increase their own student-centred activities

    Applying GIS Concept In Creating Info Kiosk: Medical Centre

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    This project dissertation report was entitled Applying GIS Concept in Creating Info Kiosk: Medical Centre, The system should be implemented as a server side client method. It consists of graphical representation of informative and knowledge about medical centerallocated aroundMalaccathat coveredalmost major area around the state. The system concludes some of the basic point or base station for mobile interaction among wireless connection throughout three different coverage areas. They're also some useful query for finding the best route and few other queries in term of medical information and allocation of places regard to map that was illustrated. This system will help people to make their life become easier in doing their routine job. The system helps people by using devices to guide them to find the way to the location or destination that they want to go. It will be control by the central system that remotely to the mapdatabase server and required the combination of various kind of technology like the integrated wireless LAN system, geographical information system (GIS), and satellite positioning technology. The system will respond to instructions verbally so that the people can be easily finding his/her way to the hospital. It keeps track of the user location while giving directions to a destination and may even warn the user against veering off a sidewalk or stepping into a road

    The VIVID model : accessible IT e-learning environments for the vision impaired

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    Sighted learners and vision impaired learners experience different problems when accessing e-learning environments. Web designers use complex visual images and interactive features which learners with vision impairment are unable to access. Learners with vision impairment must rely on assistive technologies to acquire the information they are seeking. Vision impaired learners must have conversion facilities to translate the contents of these displays into readable and accessible formats.This research identifies problems faced by learners with vision impairment and demonstrates how e-learning environments must be modified to ensure success. The most significant problems are the lack of accessibility to teaching materials and an inability to participate in the learning experience to the same extent as sighted learners. Learning materials designed for sighted learners are often unsuited to those with vision impairment. Frequently, text provided is too small and unable to be altered; colour graphics are of little value unless accompanied by text or audio description and interactive Web sites present numerous challenges in navigation. Most courses are designed for sighted learners and learners with vision impairment struggle to maintain the required timeframe because of difficulties in reading texts and documents, completing assignments and sourcing reference materials due to their inaccessible formats and presentation.These problems result in lower academic achievement for vision impaired learners, which in turn lead to a lack of choices in employment opportunities. Learning environments for people with vision impairment need specific consideration in design and implementation. This ensures that the learning materials meet their needs and allow maximum accessibility so that the learners can achieve the same outcomes as their sighted peers.There is a small number of existing models to assist the design of e-learning sites for people with a disability. Kelley’s holistic model (2005) and Seale’s contextualised model (2006) are designed for people with disabilities in general and not specifically for those with vision impairment. Lazar’s Web accessibility integration model (2004) does not take into account the importance of social elements. Prougestaporn’s WAVIP model, (2010) whilst it has generic guidelines, the model is limited in its scope.Venable’s Design Science Research method was chosen to investigate the specific problems faced by vision impaired learners enrolled in IT e-learning courses. The characteristics of approximately one hundred adult vision impaired learners were investigated using two case study environments. The data were collected by observation and semi-structured interviews. Additionally, data were collected from these same learners to identify their specific needs in a Web-based learning situation. Accessibility needs were also identified and analysed. These activities involved the Problem Diagnosis stage in the Design Science Research model. Accessibility guidelines and legal and statutory requirements from several sources were also investigated. The components needed to deliver an effective, fully accessible IT curriculum in two Web-based e-learning environments for the vision impaired was then identified.Information was compiled from studying two learning environments for the vision impaired. Data instruments used in this phase were observations and semi-structured interviews with vision impaired learners and teachers. These activities involved the Problem Diagnosis and Theory Building stages of the Venable model. The relationships between the characteristics and needs of the learner, and the components of the learning environment for an Information and Communications and Technology (ICT) curriculum were analysed and then synthesised to build a conceptual model of an effective Web-based e-learning environment for the vision impaired.A new theoretical model, the Vision Impaired using Virtual IT Discovery (VIVID) was then developed. This holistic framework takes into account the specific needs of vision impaired learners. It also includes a social element which vision impaired learners identified as being extremely important to the success of their learning. This activity involved both the Technology Design/Invention state and the Theory Building stage in the Venable model.An evaluation was carried out by a focus group of eight experts in the field of accessible and e-learning course design and the model was then modified to incorporate their suggestions.The resulting model is a high level, comprehensive conceptual model that can be applied in differing pedagogical environments relating to IT education for adult learners with vision disabilities. It provides a framework to guide education managers, instructional designers and developers who are creating accessible IT e-learning environments for the vision impaired.Whilst this model relates only to the IT area, further research could extend its use to other curriculum areas and to those learners with multiple disabilities

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Implications of 3-D Printing for Teaching Geoscience Concepts to Students with Visual Impairments

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    This article presents the results of a study on the use of 3-D printed models in a science classroom for students with visual impairments and examines whether the use of these models impacts student conceptual understanding and misconceptions related to geosciences concepts, specifically plate tectonics. Data were collected one week prior to instruction, one week after instruction and throughout the 3-week instructional period. Results showed that students with visual impairments held many of the same misconceptions about plate tectonics as students who are typically sighted. All students in this study had fewer misconceptions after the instructional period than they held before instruction began; however, both the 3D group and the TG group continued to hold approximately equal numbers of misconceptions. The adaptations and hands-on experiences in this 3-week curriculum proved effective for students with visual impairments; helping them understand the unifying theory of plate tectonics. Some unique misconceptions held by the students with visual impairments in this research study include plates floating on the ocean, earthquakes moving with the plates, and volcanoes working together with the plates to cause earthquakes. There was a difference between students who had low vision and those with light perception only. The study helps to shed light on the use of 3-D printed models in the science classroom and their effectiveness at helping students with visual impairments learn important geoscience concepts

    Δοκιμασία και Παρουσίαση Δωρεάν Εφαρμογών για Άτομα με Απώλεια Όρασης σε λειτουργικό Android

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    Η παρούσα εργασία είχε σκοπό να συλλέξει, να δοκιμάσει, να φιλτράρει, να κατηγοριοποιήσει και να εκθέσει πληροφορίες για λογισμικές εφαρμογές στον τομέα της υποστηρικτικής τεχνολογίας για άτομα με αναπηρία. Συγκεκριμένα, επίκεντρο της εργασίας ήταν η ανάπτυξη δωρεάν εφαρμογών για κινητές συσκευές και tablets, που έχουν εγκατεστημένο λειτουργικό android και μπορούν να χρησιμοποιηθούν τόσο από άτομα με απώλεια όρασης όσο και από χρήστες που έχουν στο περιβάλλον τους άτομα με απώλεια όρασης. Οι πληροφορίες που συλλέχθηκαν από τα αποτελέσματα της εργασίας τοποθετήθηκαν στην ιστοθέση mΑΘΗΝΑ (http://access.uoa.gr/mATHENA/ ) στην Ελληνική και Αγγλική γλώσσα και διατίθενται δωρεάν στους χρήστες σαν αποθετήριο στο όποιο μπορεί να ανατρέξει ο χρήστης και να ενημερωθεί για τις εφαρμογές αυτές αλλά και για πληροφορίες όπως κριτικές, αξιοπιστία, συμβατότητα, ρυθμίσεις εγκατάστασης, κατασκευαστές, λειτουργικότητα και έκδοση λειτουργικού. Οι εφαρμογές πoυ εξετάσθηκαν ήταν συνολικά 171, ενώ τελικά απορρίφθηκαν 68 και επιλέχθηκαν και ανέβηκαν στο mATHENA 103. Οι κύριοι άξονες στους οποίους κινείται η διπλωματική εργασία είναι τέσσερις: α) Παθήσεις όρασης: ορισμός, κατηγοριοποίηση, χαρακτηριστικά, αιτίες, β) Λογισμικό Android: βασικές έννοιες, χαρακτηριστικά, εξελικτική πορεία, γ) Ιστοσελίδα mΑΘΗΝΑ: ορισμός, επεξήγηση πεδίων, περιήγηση, σκοπός και δ) Εφαρμογές Android για χρήστες με απώλεια όρασης: κατηγορίες και τρόπος εξαγωγής αυτών, μεθοδολογία επιλογής και απόρριψης εφαρμογών, παρουσίαση και ανάλυση εφαρμογών σε Ελληνικά και ΑγγλικάThe purpose of this work was to collect, test, filter, categorize and publish information about assistive technology software applications for persons with disabilities. In particular, the focus of this work was on the analysis of free applications for mobile devices and tablets with Android operating system and can be used by both blind and those with low vision. The information gathered from the results of the survey was placed on the mΑΘΗΝΑ website (http://access.uoa.gr/mATHENA/ ) in the Greek and English language and is available to users free of charge as a reository where the user can browse and be informed about these applications as well as get relative information, such as reviews, reliability, compatibility, installation settings, manufacturers, functionality and operating version. 171 applications were investigated, while 68 were finally rejected and 103 selected and uploaded to mATHENA. The main axes in which the diploma thesis is conducted are four: a) Visual impairment: definition, categorization, characteristics, causes, b) Android operating system: definition and building blocks, characteristics, progress, c) mATHENA website: definition, fields explanation, site navigation, purpose and d) Android Apps for Visually Impaired Users: methods of classifying, methodology for approvement and rejection of selected apps, application analysis and presentation in Greek and English language

    Έλεγχος, Δοκιμασία και Παρουσίαση Δωρεάν Εφαρμογών για άτομα με απώλεια Όρασης σε iOS συσκευές

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    Με την είσοδο των Smartphones και Tablets στην αγορά εμφανίστηκαν νέες ευκαιρίες στον τομέα της υποστηρικτικής τεχνολογίας (AT) για τα άτομα με αναπηρία. Η υποστήριξη των αναγκών των ατόμων με αναπηρία και η κάλυψή τους μέσω των λογισμικών εφαρμογών αποτελεί την βάση της συγκεκριμένης έρευνας. Αρχικά ασχοληθήκαμε με την ανανέωση των πληροφοριών των προγραμμάτων ανοιχτού κώδικα που βρίσκονται στην ιστοθέση Αθηνά (http://access.uoa.gr/ATHENA/gre/pages/home). Προγράμματα που διατίθενται δωρεάν στους χρήστες και καλύπτουν ανάγκες των ατόμων με αναπηρία. Η ανανέωση κρίθηκε αναγκαία, αρχικά λόγω της εξέλιξης στο κομμάτι των λογισμικών σταθερών υπολογιστών, άρα και της συμβατότητας των προγραμμάτων αυτών με τα νέα περιβάλλοντα φιλοξενίας τους. Εν συνεχεία εξαιτίας της ανανέωσης των τεχνικών χαρακτηριστικών των εφαρμογών. Κομμάτι της παραπάνω ιστοθέσης αποτελεί το αποθετήριο εφαρμογών για κινητές συσκευές m-Αθηνά. Η ανάπτυξη εφαρμογών κινητών συσκευών που εξυπηρετούν τα ΑμεΑ έφερε νέα δεδομένα στην χρήση smartphones και tablets από την συγκεκριμένη ομάδα. Σε αυτό το σημείο έρχεται να βοηθήσει το δεύτερο κομμάτι της έρευνας μας. Συγκεκριμένα αναζητήσαμε, δοκιμάσαμε, επιλέξαμε, αξιολογήσαμε και απορρίψαμε εφαρμογές γραμμένες για iOS συσκευές που εξυπηρετούν άτομα με απώλεια όρασης. Στην συνέχεια τις συγκεντρώσαμε, τις κατηγοριοποιήσαμε ανάλογα με τις ανάγκες που εξυπηρετούν και τις παρουσιάσαμε στην ελληνική και αγγλική γλώσσα. Η παρουσίαση των συγκεκριμένων εφαρμογών έχει να κάνει τόσο με τα τεχνικά χαρακτηριστικά τα οποία παρουσιάζουν, όσο και με τον σκοπό και την ανάγκη των χρηστών την οποία καλύπτουν. Η διαδικασία της αναζήτησης για εφαρμογές κινητών που πληρούν τις συγκεκριμένες ανάγκες των χρηστών δεν είναι ένα εύκολο έργο από τους τελικούς χρήστες αλλά και για τους επαγγελματίες στον τομέα της αποκατάστασης για άτομα με αναπηρία. Ακόμη και όταν βρίσκουν τελικά αυτό που ψάχνουν, υπάρχει μια σειρά από ζητήματα που προκύπτουν σε σχέση με την αξιοπιστία, σταθερότητα, συμβατότητα και λειτουργικότητα των εφαρμογών υποστηρικτικής τεχνολογίας. Η αναζήτηση έγινε με συγκεκριμένες λέξεις κλειδιά που όρισε μια ομάδα ειδικών της υποστηρικτής τεχνολογίας. Η τελική δοκιμή έγινε με της τελευταίας τεχνολογίας iOS συσκευές (iPhone, iPad). Πιο συγκεκρ ιμένα μελετήσαμε πάνω από 300 δωρεάν εφαρμογές από τις οποίες μόνο οι 92 ικανοποιούσαν τα κριτήρια τα οποία θέσαμε κατά την επιλογή τους. Σκοπός μας να δώσουμε στην ομάδα των ανθρώπων οι οποίοι το χρειάζονται έναν ολοκληρωμένο και ενημερωμένο κατάλογο σύμφωνα με τις εξελίξεις της τεχνολογίας και της αγοράς, δωρεάν εφαρμογών σε iOS περιβάλλον, οι οποίες θα συμβάλλουν στο να κάνουν πιο εύκολη την καθημερινότητα τουςThe entry of smartphones and tablets in the market emerged new opportunities in the domain of Assistive Technology (AT) for persons with disabilities. The support needs of people with disabilities and their coverage through the software applications are the basis of this study. Firstly we made the renewal of the fields of information of open source programs located in website (http://access.uoa.gr/ATHENA/gre/pages/home). These programs are available to users and related with the solution of the problems that people with special needs have. The renewal was necessary, firstly because of the evolution in the track of desktop computer software, secondly because of the renewal of the technical characteristics of applications. Piece of the above website is the repository of mobile applications m-Athena. The application development of mobile devices serving the disabled brought new data on the use of smartphones and tablets. At this point the second part of our investigation is very important. Specifically we searched, tasted, selected, evaluated and rejected applications written for iOS devices that serve people who are visually impaired. Then the collected applications, categorized according to the needs they serve and presented in Greek and English language. The presentation of these applications has to deal with their technical characteristics and the needs of visually impaired people. The search process for mobile AT applications that fulfill specific user needs is not an easy task by the end-users, their facilitators as well as the professionals in the area of rehabilitation for the disabled. Even, when they finally find what they are looking for; a number of questions are raised relative to the reliability, stability, compatibility and functionality of the AT applications. Τhe web-search based on specific keywords that a AT experts team appointed. In final test we use the latest iOS devices (iPhone, iPad). Specifically we studied over 300 free apps of which only 92 meet the criteria we set. We aim to give a complete and updated list of the latest free apps on iOS, these applications will help to make easier the daily life of visually impaired people
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