183 research outputs found

    Instructional eLearning technologies for the vision impaired

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    The principal sensory modality employed in learning is vision, and that not only increases the difficulty for vision impaired students from accessing existing educational media but also the new and mostly visiocentric learning materials being offered through on-line delivery mechanisms. Using as a reference Certified Cisco Network Associate (CCNA) and IT Essentials courses, a study has been made of tools that can access such on-line systems and transcribe the materials into a form suitable for vision impaired learning. Modalities employed included haptic, tactile, audio and descriptive text. How such a multi-modal approach can achieve equivalent success for the vision impaired is demonstrated. However, the study also shows the limits of the current understanding of human perception, especially with respect to comprehending two and three dimensional objects and spaces when there is no recourse to vision

    Experiences of Middle School Students With Visual Impairments Accessing Technologies In Inclusive Classrooms

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    As the educational environment is moving more towards a technology-rich system, students with visual impairments (VI) educated in general education classrooms must be guaranteed equitable access to content curricula. The purpose of this study was to understand the experiences of middle school students with VI when accessing and using technologies in general education classrooms. In this multiple case study, three middle school students with VI were observed in general education settings for two school days. In addition to the students, general education teachers and teachers of students with VI (TVI) also participated in the study to understand how best they support access to technologies for students with VI in their classrooms. The theoretical framework that guided this study was Piaget’s cognitive development theory, and the learning model was Universal Design for Learning. Data were collected through multiple instruments: observations, interviews, and educational documents. Students, their general education teachers, and TVIs were interviewed about their experiences with the use of technologies in classrooms. After data collection, the analysis was completed using within-case and cross-case analysis. The within-case analysis revealed the experiences of using technologies in general education classrooms for each student in the form of a narrative story. Each student’s story included the components: (a) how did they see their world?, (b) how did they experience their school day?, and (c) how did their ideal world compare to their real world? The cross-case analysis was conducted by comparing participants’ experiences with technologies in general education classrooms. Four broad themes emerged from the cross-case analysis: (a) technology is imperative in general education classrooms; (b) frustrations with accessibility issues in general education classrooms; (c) for general education teachers, it has been a learning curve; and (d) for TVIs, the buck stops with them when it comes to access technology. Within the above four broad themes, some emerged findings were intriguing. General education teachers were open to training on technologies that are more engaging for students, as opposed to technologies that were universally accessible. Inaccessible technologies used in classrooms were not only the ones adopted by the school or district, but they included programs that were created and shared by other teachers through learning communities. While the students, general education teachers, and TVIs in this study understood the legal mandates of IDEA and an IEP, they did not know any other accessibility laws related to technologies that Kindergarten-Grade 12 schools should abide by. Conceptually, some sub-themes found in this study were: (a) the majority of educators were differentiating the curricula to meet the needs of students through constant adaptation as opposed to using tools that account for learner variability at the outset, and (b) student choice and advocacy played a big role in the experiences of students with VI in general education classrooms. Based on the findings, implications for practice and future research directions are discussed in this study

    The dawn of the human-machine era: a forecast of new and emerging language technologies

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    New language technologies are coming, thanks to the huge and competing private investment fuelling rapid progress; we can either understand and foresee their effects, or be taken by surprise and spend our time trying to catch up. This report scketches out some transformative new technologies that are likely to fundamentally change our use of language. Some of these may feel unrealistically futuristic or far-fetched, but a central purpose of this report - and the wider LITHME network - is to illustrate that these are mostly just the logical development and maturation of technologies currently in prototype. But will everyone benefit from all these shiny new gadgets? Throughout this report we emphasise a range of groups who will be disadvantaged and issues of inequality. Important issues of security and privacy will accompany new language technologies. A further caution is to re-emphasise the current limitations of AI. Looking ahead, we see many intriguing opportunities and new capabilities, but a range of other uncertainties and inequalities. New devices will enable new ways to talk, to translate, to remember, and to learn. But advances in technology will reproduce existing inequalities among those who cannot afford these devices, among the world's smaller languages, and especially for sign language. Debates over privacy and security will flare and crackle with every new immersive gadget. We will move together into this curious new world with a mix of excitement and apprehension - reacting, debating, sharing and disagreeing as we always do. Plug in, as the human-machine era dawn

    Bigging up the railway : Experiencing the past to understand the present

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    Treball desenvolupat en el marc del programa "European Project Semester".This report is the methodology of how this EPS group of students came together to create an app for the railway museum of Catalonia. We have been asked to do this to allow their visitors to have a better experience of the museum. The app will not only serve as a comprehensive resource for visitors, but it will also offer practical functionalities. By incorporating these features, we aim to make the museum more accessible and engaging, improving the overall visitor experience. Extensive research has been conducted on existing apps and interactive games to inform the app's layout and interactive elements. In summary, the Railway Museum Project focused on developing a user-friendly app that enhances the Vilanova Railway Station's visitor experience. By providing comprehensive information, interactive features, and practical functionalities, we aimed to make the museum more accessible and engaging for a wider audience and believe this report shows that.Incomin

    Increasing Interaction With Engines

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    The National Railway Museum (NRM) in York, U.K. is applying for funds in order to renovate the Great Hall. As part of the renovation, the NRM wants to increase visitor interaction with these exhibits. This project designed an engine experience for families and school children, accessible by the physically disabled. Using the methods of Active Prolonged Engagement and Life Enhancing Experience, the team designed, developed, and tested two prototype exhibits which were interactive, educational, and in accordance with the Disabled and Disabilities act. The prototype and the findings were used by the museum design team to help design new exhibits for their renovation

    Perceptual fail: Female power, mobile technologies and images of self

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    Like a biological species, images of self have descended and modified throughout their journey down the ages, interweaving and recharging their viability with the necessary interjections from culture, tools and technology. Part of this journey has seen images of self also become an intrinsic function within the narratives about female power; consider Helen of Troy “a face that launched a thousand ships” (Marlowe, 1604) or Kim Kardashian (KUWTK) who heralded in the mass mediated ‘selfie’ as a social practice. The interweaving process itself sees the image oscillate between naturalized ‘icon’ and idealized ‘symbol’ of what the person looked like and/or aspired to become. These public images can confirm or constitute beauty ideals as well as influence (via imitation) behaviour and mannerisms, and as such the viewers belief in the veracity of the representative image also becomes intrinsically political manipulating the associated narratives and fostering prejudice (Dobson 2015, Korsmeyer 2004, Pollock 2003). The selfie is arguably ‘a sui generis,’ whilst it is a mediated photographic image of self, it contains its own codes of communication and decorum that fostered the formation of numerous new digital communities and influenced new media aesthetics . For example the selfie is both of nature (it is still a time based piece of documentation) and known to be perceptually untrue (filtered, modified and full of artifice). The paper will seek to demonstrate how selfie culture is infused both by considerable levels of perceptual failings that are now central to contemporary celebrity culture and its’ notion of glamour which in turn is intrinsically linked (but not solely defined) by the province of feminine desire for reinvention, transformation or “self-sexualisation” (Hall, West and McIntyre, 2012). The subject, like the Kardashians or selfies, is divisive. In conclusion this paper will explore the paradox of the perceptual failings at play within selfie culture more broadly, like ‘Reality TV’ selfies are infamously fake yet seem to provide Debord’s (1967) illusory cultural opiate whilst fulfilling a cultural longing. Questions then emerge when considering the narrative impact of these trends on engendered power structures and the traditional status of illusion and narrative fiction

    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

    Software Usability

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    This volume delivers a collection of high-quality contributions to help broaden developers’ and non-developers’ minds alike when it comes to considering software usability. It presents novel research and experiences and disseminates new ideas accessible to people who might not be software makers but who are undoubtedly software users

    Proceedings of the 5th international conference on disability, virtual reality and associated technologies (ICDVRAT 2004)

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    The proceedings of the conferenc

    Playful haptic environment for engaging visually impaired learners with geometric shapes

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    This thesis asserts that modern developments in technology have not been used as extensively as they could to aid blind people in their learning objectives. The same could also be said of many aspects of other areas of their lives. In particular in many countries blind students are discouraged from learning mathematics because of the intrinsically visual nature of many of the topics and particularly geometry. For many young people mathematics is also not a subject that is easily or willingly tackled. The research presented here has thus sort to answer whether a playful haptic environment could be developed which would be attractive to blind users to learn and interact with geometric concepts. In the study a software tool using a haptic interface was developed with certain playful characteristics. The environment developed sought to give the blind users practice in interacting with three dimensional geometric shapes and the investigation of the size of these shapes and their cross-section. The playful elements were enhanced by adding elements of competition such as scores and time limits which promote competition between the users. The tests have shown that blind users can easily use the system to learn about three dimensional shapes and that practice increases their confidence in recognising shape and size of these objects
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