88,905 research outputs found

    A Gait Rehabilitation pilot study using tactile cueing following Hemiparetic Stroke

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    Recovery of walking function is a major goal of post-stroke rehabilitation. Audio metronomic cueing has been shown to improve gait, but can be impractical and inconvenient to use in a community setting, for example outdoors where awareness of traffic is needed, as well as being unsuitable in environments with high background noise, or for those with a hearing impairment. Silent lightweight portable tactile cueing, if similarly successful, has the potential to take the benefits out of the lab and into everyday life. The Haptic Bracelets, designed and built at the Open University originally for musical purposes, are self- contained lightweight wireless devices containing a computer, Wi-Fi chip, accelerometers and low-latency vibrotactiles with a wide dynamic range. In this paper we outline gait rehabilitation problems and existing solutions, and present an early pilot in which the Haptic Bracelets were applied to post-stroke gait rehabilitation

    Toward a model of computational attention based on expressive behavior: applications to cultural heritage scenarios

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    Our project goals consisted in the development of attention-based analysis of human expressive behavior and the implementation of real-time algorithm in EyesWeb XMI in order to improve naturalness of human-computer interaction and context-based monitoring of human behavior. To this aim, perceptual-model that mimic human attentional processes was developed for expressivity analysis and modeled by entropy. Museum scenarios were selected as an ecological test-bed to elaborate three experiments that focus on visitor profiling and visitors flow regulation

    “MacGyver-Meets-Dr. Ruth”: Science Journalism and the Material Positioning of Dr. Carla Pugh

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    This article examines the rhetorical consequences of foregrounding female scientists\u27 materials through an analysis of seven news articles on Dr. Carla Pugh, a surgeon who designs medical patient simulators. Journalists foreground Pugh\u27s materials by positioning her as both “MacGyver,” creatively assembling simulators from everyday objects, and “Dr. Ruth,” willingly discussing intimate parts. These positions avoid focusing on Pugh\u27s personal life or body but still ultimately gender her and her work. The MacGyver position associates Pugh with gendered activities, objects, and spaces while undermining her affiliation with the technical aspects of design. Meanwhile, the Dr. Ruth position implies Pugh\u27s knowledge comes from inherent bodily expertise, making certain scientific fields appear more natural for women

    “No powers, man!”: A student perspective on designing university smart building interactions

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    Smart buildings offer an opportunity for better performance and enhanced experience by contextualising services and interactions to the needs and practices of occupants. Yet, this vision is limited by established approaches to building management, delivered top-down through professional facilities management teams, opening up an interaction-gap between occupants and the spaces they inhabit. To address the challenge of how smart buildings might be more inclusively managed, we present the results of a qualitative study with student occupants of a smart building, with design workshops including building walks and speculative futuring. We develop new understandings of how student occupants conceptualise and evaluate spaces as they experience them, and of how building management practices might evolve with new sociotechnical systems that better leverage occupant agency. Our findings point to important directions for HCI research in this nascent area, including the need for HBI (Human-Building Interaction) design to challenge entrenched roles in building management

    Physical problem solving: Joint planning with symbolic, geometric, and dynamic constraints

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    In this paper, we present a new task that investigates how people interact with and make judgments about towers of blocks. In Experiment~1, participants in the lab solved a series of problems in which they had to re-configure three blocks from an initial to a final configuration. We recorded whether they used one hand or two hands to do so. In Experiment~2, we asked participants online to judge whether they think the person in the lab used one or two hands. The results revealed a close correspondence between participants' actions in the lab, and the mental simulations of participants online. To explain participants' actions and mental simulations, we develop a model that plans over a symbolic representation of the situation, executes the plan using a geometric solver, and checks the plan's feasibility by taking into account the physical constraints of the scene. Our model explains participants' actions and judgments to a high degree of quantitative accuracy

    Guidelines Towards Better Participation of Older Adults in Software Development Processes using a new SPIRAL Method and Participatory Approach

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    This paper presents a new method of engaging older participants in the process of application and IT solutions development for older adults for emerging IT and tech startups. A new method called SPIRAL (Support for Participant Involvement in Rapid and Agile software development Labs) is proposed which adds both sustainability and flexibility to the development process with older adults. This method is based on the participatory approach and user empowerment of older adults with the aid of a bootstrapped Living Lab concept and it goes beyond well established user-centered and empathic design. SPIRAL provides strategies for direct involvement of older participants in the software development processes from the very early stage to support the agile approach with rapid prototyping, in particular in new and emerging startup environments with limited capabilities, including time, team and resources
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