13 research outputs found

    A framework for Adaptive Capability Profiling

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    This thesis documents research providing improvements in the field of accessibility modelling, which will be of particular interest as computing becomes increasingly ubiquitous. It is argued that a new approach is required that takes into account the dynamic relationship between users, their technology (both hardware and software) and any additional Assistive Technologies (ATs) that may be required. In addition, the approach must find a balance between fidelity and transportability. A theoretical framework has been developed that is able to represent both users and technology in symmetrical (hierarchical) recursive profiles, using a vocabulary that moves from device-specific to device-agnostic capabilities. The research has resulted in the development of a single unified solution that is able to functionally assess the accessibility of interactions through the use of pattern matching between graph-based profiles. A self-efficacy study was also conducted, which identified the inability of older people to provide the data necessary to drive a system based on the framework. Subsequently, the ethical considerations surrounding the use of automated data collection agents were discussed and a mechanism for representing contextual information was also included. Finally, real user data was collected and processed using a practically implemented prototype to provide an evaluation of the approach. The thesis represents a contribution through its ability to both: (1) accommodate the collection of data from a wide variety of sources, and (2) support accessibility assessments at varying levels of abstraction in order to identify if/where assistance may be necessary. The resulting approach has contributed to a work-package of the Sus-IT project, under the New Dynamics of Ageing (NDA) programme of research in the UK. It has also been presented to a W3C Research and Development Working Group symposium on User Modelling for Accessibility (UM4A). Finally, dissemination has been taken forward through its inclusion as an invited paper presented during a subsequent parallel session within the 8th International Conference on Universal Access in Human-Computer Interaction

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    Intelligent technologies for the aging brain: opportunities and challenges

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    Intelligent computing is rapidly reshaping healthcare. In light of the global burden of population aging and neurological disorders, dementia and elderly care are among the healthcare sectors that are most likely to benefit from this technological revolution. Trends in artificial intelligence, robotics, ubiquitous computing, neurotechnology and other branches of biomedical engineering are progressively enabling novel opportunities for technology-enhanced care. These Intelligent Assistive Technologies (IATs) open the prospects of supporting older adults with neurocognitive disabilities, maintain their independence, reduce the burden on caregivers and delay the need for long-term care (1, 2). While technology develops fast, yet little knowledge is available to patients and health professionals about the current availability, applicability, and capability of existing IATs. This thesis proposes a state-of-the-art analysis of IATs in dementia and elderly care. Our findings indicate that advances in intelligent technology are resulting in a rapidly expanding number and variety of assistive solutions for older adults and people with neurocognitive disabilities. However, our analysis identifies a number of challenges that negatively affect the optimal deployment and uptake of IATs among target users and care institutions. These include design issues, sub-optimal approaches to product development, translational barriers between lab and clinics, lack of adequate validation and implementation, as well as data security and cyber-risk weaknesses. Additionally, in virtue of their technological novelty, intelligent technologies raise a number of Ethical, Legal and Social Implications (ELSI). Therefore, a significant portion of this thesis is devoted to providing an early ethical Technology Assessment (eTA) of intelligent technology, hence contributing to preparing the terrain for its safe and ethically responsible adoption. This assessment is primarily focused on intelligent technologies at the human-machine interface, as these applications enable an unprecedented exposure of the intimate dimension of individuals to the digital infosphere. Issues of privacy, integrity, equality, and dual-use were addressed at the level of stakeholder analysis, normative ethics and human-rights law. Finally, this thesis is aimed at providing evidence-based recommendations for guiding participatory and responsible development in intelligent technology, and delineating governance strategies that maximize the clinical benefits of IATs for the aging world, while minimizing unintended risks
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