6 research outputs found

    A Haptic System for Depicting Mathematical Graphics for Students with Visual Impairments

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    When teaching students with visual impairments educators generally rely on tactile tools to depict visual mathematical topics. Tactile media, such as embossed paper and simple manipulable materials, are typically used to convey graphical information. Although these tools are easy to use and relatively inexpensive, they are solely tactile and are not modifiable. Dynamic and interactive technologies such as pin matrices and haptic pens are also commercially available, but tend to be more expensive and less intuitive. This study aims to bridge the gap between easy-to-use tactile tools and dynamic, interactive technologies in order to facilitate the haptic learning of mathematical concepts. We developed an haptic assistive device using a Tanvas electrostatic touchscreen that provides the user with multimodal (haptic, auditory, and visual) output. Three methodological steps comprise this research: 1) a systematic literature review of the state of the art in the design and testing of tactile and haptic assistive devices, 2) a user-centered system design, and 3) testing of the system’s effectiveness via a usability study. The electrostatic touchscreen exhibits promise as an assistive device for displaying visual mathematical elements via the haptic modality

    GIVE-ME: Gamification In Virtual Environments for Multimodal Evaluation - A Framework

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    In the last few decades, a variety of assistive technologies (AT) have been developed to improve the quality of life of visually impaired people. These include providing an independent means of travel and thus better access to education and places of work. There is, however, no metric for comparing and benchmarking these technologies, especially multimodal systems. In this dissertation, we propose GIVE-ME: Gamification In Virtual Environments for Multimodal Evaluation, a framework which allows for developers and consumers to assess their technologies in a functional and objective manner. This framework is based on three foundations: multimodality, gamification, and virtual reality. It facilitates fuller and more controlled data collection, rapid prototyping and testing of multimodal ATs, benchmarking heterogeneous ATs, and conversion of these evaluation tools into simulation or training tools. Our contributions include: (1) a unified evaluation framework: via developing an evaluative approach for multimodal visual ATs; (2) a sustainable evaluation: by employing virtual environments and gamification techniques to create engaging games for users, while collecting experimental data for analysis; (3) a novel psychophysics evaluation: enabling researchers to conduct psychophysics evaluation despite the experiment being a navigational task; and (4) a novel collaborative environment: enabling developers to rapid prototype and test their ATs with users in an early stakeholder involvement that fosters communication between developers and users. This dissertation first provides a background in assistive technologies and motivation for the framework. This is followed by detailed description of the GIVE-ME Framework, with particular attention to its user interfaces, foundations, and components. Then four applications are presented that describe how the framework is applied. Results and discussions are also presented for each application. Finally, both conclusions and a few directions for future work are presented in the last chapter

    Model konsep reka bentuk antaramuka koswer berbantu mahasiswa Tunakerna

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    The era of global education today is in need of educational media, especially those involving people with disabilities, as an effective media can have an impact on the quality of education for this group. However, in previous studies revealed that the medium of learning for this group is very limited and more focused on conventional learning because the lack of learning technology support has made it difficult for the learning process. The main purpose of this study is to propose a conceptual design model of assistive courseware interface for hearing impaired undergraduates.The development of student learning that has a hearing problem known as „tunakerna‟ according to the Fourth Edition Kamus Dewan Bahasa dan Pustaka (2008). The theoretical framework of scientific research design was chosen as the methodology used in this study. Expert validation approach has been implemented on Conceptual Design Model of Assistive Courseware Interface for Hearing Impaired Undergraduates (KOSMAT) model is designed with seven reserve components of a generic component structure, multimedia design elements, multiple intelligences for visual, interpersonal and intrapersonal, a model of instructional design, learning theory, object-oriented learning styles, and development process. Prototype courseware was developed by applying the applicability of KOSMAT model that aims to test the usability of the target users among hearing impaired undergraduates. The study found that usability testing showed a satisfactory performance for the three dimensions of ease of use, ease of learn and content. KOSMAT model is the improved results of the expert validation through consultation with experts. Hence, it should serve as a guideline or a reference to develop a learning courseware to hearing impaired undergraduates especially in special education
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