20,203 research outputs found

    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

    Heuristic usability evaluation on games: a modular approach

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    Heuristic evaluation is the preferred method to assess usability in games when experts conduct this evaluation. Many heuristics guidelines have been proposed attending to specificities of games but they only focus on specific subsets of games or platforms. In fact, to date the most used guideline to evaluate games usability is still Nielsen’s proposal, which is focused on generic software. As a result, most evaluations do not cover important aspects in games such as mobility, multiplayer interactions, enjoyability and playability, etc. To promote the usage of new heuristics adapted to different game and platform aspects we propose a modular approach based on the classification of existing game heuristics using metadata and a tool, MUSE (Meta-heUristics uSability Evaluation tool) for games, which allows a rebuild of heuristic guidelines based on metadata selection in order to obtain a customized list for every real evaluation case. The usage of these new rebuilt heuristic guidelines allows an explicit attendance to a wide range of usability aspects in games and a better detection of usability issues. We preliminarily evaluate MUSE with an analysis of two different games, using both the Nielsen’s heuristics and the customized heuristic lists generated by our tool.Unión Europea PI055-15/E0

    A Heuristic Method for Evaluating Accessibility in Web-Based Serious Games for Users with Low Vision

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    Nowadays, serious games have become a beneficial resource in the learning process; they are part of our culture and promote social inclusion. Designing accessible serious games is a complete challenge, even more for non-experts. Most existing serious games do not meet accessibility standards because of a lack of methods that include standards and help create more accessible serious games. For this reason, our research presents a heuristic method with three modifications to Giorgio Brajnik’s barrier walkthrough method and based on the Web Content Accessibility Guidelines 2.1 (WCAG 2.1). We defined 28 barriers for the users with low vision and the related impact and persistence variables by defining severity ranges to evaluate accessibility. This method allows measuring the accessibility of web-based serious games; the method proposed in this article can be a good help for non-experts. As a case study, this heuristic method was applied to 40 web-based serious games. The evaluators concluded that serious games should apply WCAG 2.1 to achieve an adequate and inclusive accessibility level. However, this study has limitations; the heuristic method depends on the evaluators’ experience. This work can contribute to studies related to accessibility heuristics in serious games; it can also help construct a software tool that applies WCAG 2.1 and helps experts and non-experts evaluate accessibility in serious games.This research was funded by Universidad de Las Américas-Ecuador, as part of an internal research project FGE.PAV.19.11

    A Systematic Review of Usability and Accessibility in Tele-Rehabilitation Systems

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    The appropriate development of tele-rehabilitation platforms requires the involvement and iterative assessments of potential users and experts in usability. Usability consists of measuring the degree to which an interactive system can be used by specified final users to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use. Usability studies need to be complemented by an accessibility assessment. Accessibility indicates how easy it is for a person to access any content, regardless of their physical, educational, social, psychological, or cultural conditions. This chapter intends to conduct a systematic review of the literature on usability and accessibility in tele-rehabilitation platforms carried out through the PRISMA method. To do so, we searched in ACM, IEEE Xplore, Google Scholar, and Scopus databases for the most relevant papers of the last decade. The main result of the usability shows that the user experience predominates over the heuristic studies, and the usability questionnaire most used in user experience is the SUS. The main result of the accessibility reveals that the topic is only marginally studied. In addition, it is observed that Web applications do not apply the physical and cognitive accessibility standards defined by the WCAG 2.1

    Effectiveness of teacher training on the use of universal design learning strategies with special education students in middle school

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    In inclusive classrooms, the framework of Universal Design for Learning (UDL) presents a viable schema to inform instructional materials, lesson design, and teaching practices to meet the needs of diverse groups of learners. UDL principles and guidelines emphasize using multiple means of representation, action, and engagement to employ different learning networks and address the multitude of learners in the classroom, with the hopeful outcome of benefiting all students. Current literature has yielded inconclusive results about the concrete effects of the UDL framework, including an ongoing challenge in defining UDL practice in the classroom. This quantitative study explored UDL practices in an inclusive California middle school as reported by teachers in a survey, and investigated how UDL training effects the use of UDL strategies and technology in the classroom. It found significant correlations between UDL training and the use of UDL strategies in the classroom overall as well as total number of UDL strategies used. Further correlations were found between social-emotional learning in the classroom and use of UDL strategies as well as links between UDL training, UDL use, and the use of teaching tools that target visual modalities

    Middle Level Education Aims for Equity and Inclusion, but Do Our School Websites Meet ADA Compliance?

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    An often-overlooked component of a middle school website is the necessity for that website to be accessible to those with disabilities, while following the guidelines of the Americans with Disabilities Act (ADA) and Section 508 of the Workforce Rehabilitation Act. In support of the belief that support the belief that inclusive education and respect for diversity should be integrated throughout the school, this study investigated the accessibility of middle school websites in Indiana, Kentucky, and Ohio by selecting a random sample of 150 schools and analyzing their homepages using WAVE (Web Accessibility Versatile Evaluator), which reports accessibility violations by annotating a copy of the page that was evaluated and presenting embedded icons and indicators to disclose breaches with ADA. Out of 150 districts, 54% had errors that need immediate attention and all 150 schools had alerts of likely violations that ranged from alt-text omissions and empty or confusing links to issues with color contrast and keyboard-only navigation. The article proceeds to give practical suggestions for eliminating many of the errors, even for those shareholders with less than sophisticated technological expertise

    Improving the Academic Success of Technical College Students with Disabilities: A Multisite Descriptive Case Study

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    Students with disabilities in higher education have lower retention and graduation rates than students without disabilities. While postsecondary administrators are attempting to meet the needs of students by implementing necessary reforms, barriers remain like issues with disclosure, transition planning, and faculty knowledge. This present qualitative descriptive case study sought to explore the instructional practices that were implemented by technical college educators to accommodate students with learning challenges, including students with disabilities, utilizing the Universal Design for Learning framework to determine which current technical college faculty instructional accommodations practices intersect with or diverge from Universal Design for Learning principles. The participants were a purposeful sample of 12 full-time technical college faculty members from six technical colleges in a southern state with at least five years of teaching experience at the postsecondary level and had worked with at least one student with a disability. Data were collected in three phases through the Universal Design for Learning Checklist, Semi-structured Interviews, and Document Analysis of course syllabi. Frequency counts and thematic analysis were utilized to analyze the data. This qualitative research has implications for identifying consistent and best instructional practices that positively impact the academic achievement of college students with disabilities. The findings indicated that technical college faculty have been implementing Universal Design for Learning instructional strategies, both intentionally and unknowingly, in an attempt to provide equitable access to all students regardless of ability and that technical college students can benefit from the implementation of Universal Design for Learning principles into college courses. The findings also implied that professional development training can become a vital aspect of instructors\u27 improvement programs to enlighten them about strategies that are available to improve their work with students with disabilities

    Evrensel tasarım ilkeleri ve IMS standartları kapsamında canvas LMS'in değerlendirilmesi

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    Universal Design for Learning (UDL) is an educational framework that aims to make learning accessible to all individuals, regardless of their abilities or disabilities. This framework is based on the principle that by designing educational materials and environments with a wide range of learners in mind, more inclusive and effective learning experiences could be created. One key aspect of UDL is the use of technology, particularly e-learning, to create flexible and adaptable learning materials and environments. With e-learning, students can access course materials and participate in online activities and discussions at their own pace and in a way that works best for them. This can include using text-to-speech tools, video captions, and other assistive technologies to make course content more accessible to students with disabilities. UDL also emphasizes the importance of providing multiple ways for students to access and engage with course content, including through different media (such as text, images, video, and audio), as well as multiple methods of expression (such as writing, speaking, drawing, or presenting). This allows students to choose the learning approaches that work best for them and helps to ensure that all students have an equal opportunity to learn and succeed. This paper presents an evaluation of Canvas learning management system taking into account the UDL principles, and IMS Global Standards for e-learning tool implementation.Öğrenme için Evrensel Tasarım İlkeleri (ETİ, en: UDL), yetenekleri veya engelleri ne olursa olsun öğrenmeyi tüm bireyler için erişilebilir kılmayı amaçlayan bir eğitim çerçevesidir. Bu çerçeve, eğitim materyalleri ve ortamlarının geniş bir öğrenci yelpazesi düşünülerek tasarlanarak daha kapsayıcı ve etkili öğrenme deneyimlerinin yaratılabileceği ilkesine dayanmaktadır. ETİ'nin önemli bir yönü, esnek ve uyarlanabilir öğrenme materyalleri ve ortamları yaratmak için teknolojinin, özellikle e-öğrenmenin kullanılmasıdır. E-öğrenme ile öğrenciler ders materyallerine erişebilir ve çevrimiçi etkinliklere ve tartışmalara kendi hızlarında ve kendileri için en uygun şekilde katılabilir. Bu, ders içeriğini engelli öğrenciler için daha erişilebilir hale getirmek için metin okuma araçlarının, video altyazılarının ve diğeryardımcı teknolojilerin kullanılmasını içerebilir. ETİ aynı zamanda öğrencilere farklı ortamlar (metin, resim, video ve ses gibi) ve birden çok ifade yöntemi (yazma, konuşma, çizim veya sunum) tasarlanmasında da rehberlik etmektedir. Bu, öğrencilerin kendileri için en uygun öğrenme yaklaşımlarını seçmelerine olanak tanır ve tüm öğrencilerin öğrenmek ve başarılı olmak için eşit fırsatlara sahip olmasını sağlamaya yardımcı olur. Bu makalede, ETİ ilkelerini ve e-öğrenme aracı uygulaması için IMS Küresel Standartlarını dikkate alarak Canvas öğrenme yönetim sisteminin bir değerlendirmesi sunulmaktadır

    Investigando Natural User Interfaces (NUIs) : tecnologias e interação em contexto de acessibilidade

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    Orientador: Maria Cecília Calani BaranauskasTese (doutorado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Natural User Interfaces (NUIs) representam um novo paradigma de interação, com a promessa de ser mais intuitivo e fácil de usar do que seu antecessor, que utiliza mouse e teclado. Em um contexto no qual as tecnologias estão cada vez mais invisíveis e pervasivas, não só a quantidade mas também a diversidade de pessoas que participam deste contexto é crescente. Nesse caso, é preciso estudar como esse novo paradigma de interação de fato consegue ser acessível a todas as pessoas que podem utilizá-lo no dia-a-dia. Ademais, é preciso também caracterizar o paradigma em si, para entender o que o torna, de fato, natural. Portanto, nesta tese apresentamos o caminho que percorremos em busca dessas duas respostas: como caracterizar NUIs, no atual contexto tecnológico, e como tornar NUIs acessíveis para todos. Para tanto, primeiro apresentamos uma revisão sistemática de literatura com o estado da arte. Depois, mostramos um conjunto de heurísticas para o design e a avaliação de NUIs, que foram aplicadas em estudos de caso práticos. Em seguida, estruturamos as ideias desta pesquisa dentro dos artefatos da Semiótica Organizacional, e obtivemos esclarecimentos sobre como fazer o design de NUIs com Acessibilidade, seja por meio de Design Universal, seja para propor Tecnologias Assistivas. Depois, apresentamos três estudos de caso com sistemas NUI cujo design foi feito por nós. A partir desses estudos de caso, expandimos nosso referencial teórico e conseguimos, por fim, encontrar três elementos que resumem a nossa caracterização de NUI: diferenças, affordances e enaçãoAbstract: Natural User Interfaces (NUIs) represent a new interaction paradigm, with the promise of being more intuitive and easy to use than its predecessor, that utilizes mouse and keyboard. In a context where technology is becoming each time more invisible and pervasive, not only the amount but also the diversity of people who participate in this context is increasing. In this case, it must be studied how this new interaction paradigm can, in fact, be accessible to all the people who may use it on their daily routine. Furthermore, it is also necessary to characterize the paradigm itself, to understand what makes it, in fact, natural. Therefore, in this thesis we present the path we took in search of these two answers: how to characterize NUIs in the current technological context, and how to make NUIs accessible to all. To do so, first we present a systematic literature review with the state of the art. Then, we show a set of heuristics for the design and evaluation of NUIs, which were applied in practical study cases. Afterwards, we structure the ideas of this research into the Organizational Semiotics artifacts, and we obtain insights into how to design NUIs with Accessibility, be it through Universal Design, be it to propose Assistive Technologies. Then, we present three case studies with NUI systems which we designed. From these case studies, we expanded our theoretical references were able to, finally, find three elements that sum up our characterization of NUI: differences, affordances and enactionDoutoradoCiência da ComputaçãoDoutora em Ciência da Computação160911/2015-0CAPESCNP

    Citizen science in information systems research: Evidence from a systematic literature review

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    Citizen science refers to partnerships between scientists and the public in scientific research. Citizen science is considered as an emerging approach for conducting research in the field of information systems (IS). However, there is a fragmented understanding of citizen science in the IS community. As a result, we conducted a systematic literature review on citizen science in IS field aiming at understanding what and how IS scholars view and conduct their research related to citizen science. We searched papers from the database of the basket of eight senior journals, 47 SIG recommended journals by the Association for Information Systems, and the proceedings of five major conferences in IS including ICIS, ECIS, HICSS, PACIS, and AMCIS. Our findings provide the current status of citizen science research in IS field, such as how scholars view about citizen science, how to set up a citizen science project, or how citizen science is adopted in IS community. This research also contributes to the field by laying out suggestions for the future research of citizen science
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