3,740 research outputs found

    Scalable Methods to Collect and Visualize Sidewalk Accessibility Data for People with Mobility Impairments

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    Poorly maintained sidewalks pose considerable accessibility challenges for people with mobility impairments. Despite comprehensive civil rights legislation of Americans with Disabilities Act, many city streets and sidewalks in the U.S. remain inaccessible. The problem is not just that sidewalk accessibility fundamentally affects where and how people travel in cities, but also that there are few, if any, mechanisms to determine accessible areas of a city a priori. To address this problem, my Ph.D. dissertation introduces and evaluates new scalable methods for collecting data about street-level accessibility using a combination of crowdsourcing, automated methods, and Google Street View (GSV). My dissertation has four research threads. First, we conduct a formative interview study to establish a better understanding of how people with mobility impairments currently assess accessibility in the built environment and the role of emerging location-based technologies therein. The study uncovers the existing methods for assessing accessibility of physical environment and identify useful features of future assistive technologies. Second, we develop and evaluate scalable crowdsourced accessibility data collection methods. We show that paid crowd workers recruited from an online labor marketplace can find and label accessibility attributes in GSV with accuracy of 81%. This accuracy improves to 93% with quality control mechanisms such as majority vote. Third, we design a system that combines crowdsourcing and automated methods to increase data collection efficiency. Our work shows that by combining crowdsourcing and automated methods, we can increase data collection efficiency by 13% without sacrificing accuracy. Fourth, we develop and deploy a web tool that lets volunteers to help us collect the street-level accessibility data from Washington, D.C. As of writing this dissertation, we have collected the accessibility data from 20% of the streets in D.C. We conduct a preliminary evaluation on how the said web tool is used. Finally, we implement proof-of-concept accessibility-aware applications with accessibility data collected with the help of volunteers. My dissertation contributes to the accessibility, computer science, and HCI communities by: (i) extending the knowledge of how people with mobility impairments interact with technology to navigate in cities; (ii) introducing the first work that demonstrates that GSV is a viable source for learning about the accessibility of the physical world; (iii) introducing the first method that combines crowdsourcing and automated methods to remotely collect accessibility information; (iv) deploying interactive web tools that allow volunteers to help populate the largest dataset about street-level accessibility of the world; and (v) demonstrating accessibility-aware applications that empower people with mobility impairments

    A Usability Inspection Method for Model-driven Web Development Processes

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    Las aplicaciones Web son consideradas actualmente un elemento esencial e indispensable en toda actividad empresarial, intercambio de información y motor de redes sociales. La usabilidad, en este tipo de aplicaciones, es reconocida como uno de los factores clave más importantes, puesto que la facilidad o dificultad que los usuarios experimentan con estas aplicaciones determinan en gran medida su éxito o fracaso. Sin embargo, existen varias limitaciones en las propuestas actuales de evaluación de usabilidad Web, tales como: el concepto de usabilidad sólo se soporta parcialmente, las evaluaciones de usabilidad se realizan principalmente cuando la aplicación Web se ha desarrollado, hay una carencia de guías sobre cómo integrar adecuadamente la usabilidad en el desarrollo Web, y también existe una carencia de métodos de evaluación de la usabilidad Web que hayan sido validados empíricamente. Además, la mayoría de los procesos de desarrollo Web no aprovechan los artefactos producidos en las fases de diseño. Estos artefactos software intermedios se utilizan principalmente para guiar a los desarrolladores y para documentar la aplicación Web, pero no para realizar evaluaciones de usabilidad. Dado que la trazabilidad entre estos artefactos y la aplicación Web final no está bien definida, la realización de evaluaciones de usabilidad de estos artefactos resulta difícil. Este problema se mitiga en el desarrollo Web dirigido por modelos (DWDM), donde los artefactos intermedios (modelos) que representan diferentes perspectivas de una aplicación Web, se utilizan en todas las etapas del proceso de desarrollo, y el código fuente final se genera automáticamente a partir estos modelos. Al tener en cuenta la trazabilidad entre estos modelos, la evaluación de estos modelos permite detectar problemas de usabilidad que experimentaran los usuarios finales de la aplicación Web final, y proveer recomendaciones para corregir estos problemas de usabilidad durante fases tempranas del proceso de desarrollo Web. Esta tesis tiene como objetivo, tratando las anteriores limitaciones detectadas, el proponer un método de inspección de usabilidad que se puede integrar en diferentes procesos de desarrollo Web dirigido por modelos. El método se compone de un modelo de usabilidad Web que descompone el concepto de usabilidad en sub-características, atributos y métricas genéricas, y un proceso de evaluación de usabilidad Web (WUEP), que proporciona directrices sobre cómo el modelo de usabilidad se puede utilizar para llevar a cabo evaluaciones específicas. Las métricas genéricas del modelo de usabilidad deben operacionalizarse con el fin de ser aplicables a los artefactos software de diferentes métodos de desarrollo Web y en diferentes niveles de abstracción, lo que permite evaluar la usabilidad en varias etapas del proceso de desarrollo Web, especialmente en las etapas tempranas. Tanto el modelo de usabilidad como el proceso de evaluación están alineados con la última norma ISO/IEC 25000 estándar para la evaluación de la calidad de productos de software (SQuaRE). El método de inspección de usabilidad propuesto (WUEP) se ha instanciado en dos procesos de desarrollo Web dirigido por modelos diferentes (OO-H y WebML) a fin de demostrar la factibilidad de nuestra propuesta. Además, WUEP fue validado empíricamente mediante la realización de una familia de experimentos en OO-H y un experimento controlado en WebML. El objetivo de nuestros estudios empíricos fue evaluar la efectividad, la eficiencia, facilidad de uso percibida y la satisfacción percibida de los participantes; cuando utilizaron WUEP en comparación con un método de inspección industrial ampliamente utilizado: La Evaluación Heurística (HE). El análisis estadístico y meta-análisis de los datos obtenidos por separado de cada experimento indicaron que WUEP es más eficaz y eficiente que HE en la detección de problemas de usabilidad. Los evaluadores también percibieron más satisfacción cuando se aplicaron WUEP, y lesFernández Martínez, A. (2012). A Usability Inspection Method for Model-driven Web Development Processes [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/17845Palanci

    Home-based cognitive training in pediatric patients with acquired brain injury: preliminary results on efficacy of a randomized clinical trial

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    Cognitive rehabilitation may compensate for cognitive deficits of children with acquired brain injury (ABI), capitalizing on the use-dependent plasticity of a developing brain. Remote computerized cognitive training (CCT) may be delivered to patients in ecological settings, ensuring rehabilitation continuity. This work evaluated cognitive and psychological adjustment outcomes of an 8-week multi-domain, home-based CCT (Lumosity Cognitive Training) in a sample of patients with ABI aged 11–16 years. Two groups of patients were engaged in five CCT sessions per week for eight weeks (40 sessions). According to a stepped-wedge research design, one group (Training-first Group) started the CCT immediately, whereas the other group (Waiting-first Group) started the CCT after a comparable time of waiting list. Changes after the training and after the waiting period were compared in the two groups. Both groups improved in visual-spatial working memory more after the training than after the waiting-list period. The Training-first group improved also in arithmetic calculation speed. Findings indicate that a multi-domain CCT can produce benefits in visual-spatial working memory, probably because, in accordance with previous research, computer games heavily tax visuo-spatial abilities. This suggests that the prolonged stimulation of the same cognitive ability may generate the greatest benefits in children with ABI

    Efficacy of an internet-based psychological intervention for problem gambling and gambling disorder: Study protocol for a randomized controlled trial

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    Gambling Disorder is a prevalent non-substance use disorder, which contrasts with the low number of people requesting treatment. Information and Communication Technologies (ICT) could help to enhance the dissemi- nation of evidence-based treatments and considerably reduce the costs. The current study seeks to assess the efficacy of an online psychological intervention for people suffering from gambling problems in Spain. The proposed study will be a two-arm, parallel-group, randomized controlled trial. A total of 134 participants (problem and pathological gamblers) will be randomly allocated to a waiting list control group (N = 67) or an intervention group (N = 67). The intervention program includes 8 modules, and it is based on motivational interviewing, cognitive-behavioral therapy (CBT), and extensions and innovations of CBT. It includes several complementary tools that are present throughout the entire intervention. Therapeutic support will be provided once a week through a phone call with a maximum length of 10 min. The primary outcome measure will be gambling severity and gambling-related cognitions, and secondary outcome measures will be readiness to change, and gambling self-efficacy. Other variables that will be considered are depression and anxiety symptoms, positive and negative affect, difficulties in emotion regulation strategies, impulsivity, and quality of life. In- dividuals will be assessed at baseline, post-treatment, and 3-, 6-, and 12-month follow-ups. During the treatment, participants will also respond to a daily Ecological Momentary Intervention (EMI) in order to evaluate urges to gamble, self-efficacy to cope with gambling urges, gambling urge frequency, and whether gambling behaviour occurs. The EMI includes immediate automatic feedback depending on the participant's responses. Treatment acceptance and satisfaction will also be assessed. The data will be analysed both per protocol and by Intention-to- treat. As far as we know, this is the first randomized controlled trial of an online psychological intervention for gambling disorder in Spain. It will expand our knowledge about treatments delivered via the Internet and contribute to improving treatment dissemination, reaching people suffering from this problem who otherwise would not receive help. Trial registration: Clinicaltrials.gov as NCT04074681. Registered 22 July 2019

    Efficacy of an internet-based psychological intervention for problem gambling and gambling disorder: Study protocol for a randomized controlled trial

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    Gambling Disorder is a prevalent non-substance use disorder, which contrasts with the low number of people requesting treatment. Information and Communication Technologies (ICT) could help to enhance the dissemination of evidence-based treatments and considerably reduce the costs. The current study seeks to assess the efficacy of an online psychological intervention for people suffering from gambling problems in Spain. The proposed study will be a two-arm, parallel-group, randomized controlled trial. A total of 134 participants (problem and pathological gamblers) will be randomly allocated to a waiting list control group (N = 67) or an intervention group (N = 67). The intervention program includes 8 modules, and it is based on motivational interviewing, cognitive-behavioral therapy (CBT), and extensions and innovations of CBT. It includes several complementary tools that are present throughout the entire intervention. Therapeutic support will be provided once a week through a phone call with a maximum length of 10 min. The primary outcome measure will be gambling severity and gambling-related cognitions, and secondary outcome measures will be readiness to change, and gambling self-efficacy. Other variables that will be considered are depression and anxiety symptoms, positive and negative affect, difficulties in emotion regulation strategies, impulsivity, and quality of life. Individuals will be assessed at baseline, post-treatment, and 3-, 6-, and 12-month follow-ups. During the treatment, participants will also respond to a daily Ecological Momentary Intervention (EMI) in order to evaluate urges to gamble, self-efficacy to cope with gambling urges, gambling urge frequency, and whether gambling behaviour occurs. The EMI includes immediate automatic feedback depending on the participant''s responses. Treatment acceptance and satisfaction will also be assessed. The data will be analysed both per protocol and by Intention-to treat. As far as we know, this is the first randomized controlled trial of an online psychological intervention for gambling disorder in Spain. It will expand our knowledge about treatments delivered via the Internet and contribute to improving treatment dissemination, reaching people suffering from this problem who otherwise would not receive help

    Identifying Medication Management Smartphone App Features Suitable for Young Adults With Developmental Disabilities: Delphi Consensus Study

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    Background: Smartphone apps can be a tool to facilitate independent medication management among persons with developmental disabilities. At present, multiple medication management apps exist in the market, but only 1 has been specifically designed for persons with developmental disabilities. Before initiating further app development targeting this population, input from stakeholders including persons with developmental disabilities, caregivers, and professionals regarding the most preferred features should be obtained. Objective: The aim of this study was to identify medication management app features that are suitable to promote independence in the medication management process by young adults with developmental disabilities using a Delphi consensus method. Methods: A compilation of medication management app features was performed by searching the iTunes App Store, United States, in February 2016, using the following terms: adherence, medication, medication management, medication list, and medication reminder. After identifying features within the retrieved apps, a final list of 42 features grouped into 4 modules (medication list, medication reminder, medication administration record, and additional features) was included in a questionnaire for expert consensus rating. A total of 52 experts in developmental disabilities, including persons with developmental disabilities, caregivers, and professionals, were invited to participate in a 3-round Delphi technique. The purpose was to obtain consensus on features that are preferred and suitable to promote independence in the medication management process among persons with developmental disabilities. Consensus for the first, second, and third rounds was defined as ≥90%, ≥80%, and ≥75% agreement, respectively. Results: A total of 75 responses were received over the 3 Delphi rounds—30 in the first round, 24 in the second round, and 21 in the third round. At the end of the third round, cumulative consensus was achieved for 60% (12/20) items in the medication list module, 100% (3/3) in the medication reminder module, 67% (2/3) in the medication administration record module, and 63% (10/16) in the additional features module. In addition to the medication list, medication reminder, and medication administration record features, experts selected the following top 3 most important additional features: automatic refills through pharmacies; ability to share medication information from the app with providers; and ability to share medication information from the app with family, friends, and caregivers. The top 3 least important features included a link to an official drug information source, privacy settings and password protection, and prescription refill reminders. Conclusions: Although several mobile apps for medication management exist, few are specifically designed to support persons with developmental disabilities in the complex medication management process. Of the 42 different features assessed, 64% (27/42) achieved consensus for inclusion in a future medication management app. This study provides information on the features of a medication management app that are most important to persons with developmental disabilities, caregivers, and professionals

    Application of Smartphone Technology in the Management and Treatment of Mental Illnesses

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    Abstract: Background: Mental illness continues to be a significant Public Health problem and the innovative use of technology to improve the treatment of mental illnesses holds great public health relevance. Over the past decade telecommunications technology has been used to increase access to and improve the quality of mental health care. There is current evidence that the use of landline and cellular telephones, computer-assisted therapy, and videoconferencing can be effective in improving treatment outcomes. Smartphones, as the newest development in communications technology, offer a new opportunity to improve mental health care through their versatile nature to perform a variety of functions. Methods: A critical literature review was performed to examine the potential of smartphones to increase access to mental health care, reduce barriers to care, and improve patient treatment outcomes. The review was performed by searching several electronic databases using a combination of keywords related to smartphones and mental health interventions using mobile devices. Literature concerning the use of cell phones, handheld computers, and smartphones to improve access to mental health care and improve treatment outcomes was identified.Results: The majority of studies identified were feasibility and pilot studies on patients with a variety of diagnosed mental illnesses using cell phones and PDAs. Authors report that most study participants, with some exceptions, were capable of using a mobile device and found them acceptable to use. Few studies extensively measured treatment outcomes and instead reported preliminary results and presented case illustrations. Studies which used smartphones successfully used them collect data on patients and deliver multimedia interventions. Discussion: The current literature offers encouraging evidence for the use of smartphones to improve mental health care but also reflects the lack of research conducted using smartphones. Studies which examine care provider use of smartphones to improve care is encouraging but has limited generalizability to mental health care. The feasibility of patient use of smartphones is also encouraging, but questions remain about feasibility in some sub-populations, particularly schizophrenia patients. Pilot testing of mobile devices and applications can greatly increase the feasibility of using smartphones in mental health care. Patients who are unfamiliar with smartphones will likely need initial training and support in their use. Conclusion: The literature identified several ways in which smartphones can increase access to care, reduce barriers, and improve treatment outcomes. Study results were encouraging but scientifically weak. Future studies are needed replicating results of studies using cell phones and PDAs on smartphones. Larger and higher quality studies are needed to examine the feasibility, efficacy, and cost-effectiveness of smartphones to deliver multiple component interventions that improve access to mental health care and improve treatment outcomes

    Bibliotherapy for Depression: Evaluating Cognitive Behavioral Therapy and Acceptance and Commitment Therapy Approaches and Examining the Role of Client Choice

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    An alarming number of college students suffer from depression, which is often accompanied by struggles with anxiety and feeling inadequate compared to others (i.e., stigma). Seeing a counselor in person is challenging for many students due to wait times or feeling embarrassed or shameful. Using self-help books may be a helpful alternative for depressed students, but these books are not often tested in formal studies, and getting students to use self-help books over time is also difficult. Therefore, this study examined whether self-help books accessed online could help students with depression. We tested two books which use different approaches to treating depression: Acceptance and Commitment Therapy (ACT) and traditional cognitive behavioral therapy (CBT). While some students were randomly given one of these two books, we also allowed some students to choose themselves which book they wanted to use, since we believed this may help students feel more invested in the treatment and use the book more consistently over time. We enrolled 142 students in our study, who all read a self-help book over 10 weeks, while completing online surveys that asked about depression, anxiety, and depression-related stigma. We also asked students questions about how they look at their thoughts and feelings, since changes in these perspectives are often related to positive outcomes. Overall, students were satisfied with the book they used, however over half of them dropped out of the study by the 10-week mark. Over the course of the study, rates of depression, anxiety, and depression-related stigma lowered. There were only small differences in outcomes based on which book a student used. However, we found that students who were randomized to a book improved more than students who chose a book, and also read more of their book, which contradicted our predictions. Our results suggest that distributing online self-help books to college students can help them in managing their depression. The finding that allowing students a choice of book did not lead to them using it more, and in fact led to worse outcomes compared to the students who randomly received a book, suggests that simply providing students with a viable self-help book may be more important than incorporating their individual preferences. Given that we struggled to keep students engaged in our study over time, future research should look into other ways of promoting adherence to self-help treatments for depression

    An online belief rule-based group clinical decision support system

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    Around ten percent of patients admitted to National Health Service (NHS) hospitals have experienced a patient safety incident, and an important reason for the high rate of patient safety incidents is medical errors. Research shows that appropriate increase in the use of clinical decision support systems (CDSSs) could help to reduce medical errors and result in substantial improvement in patient safety. However several barriers continue to impede the effective implementation of CDSSs in clinical settings, among which representation of and reasoning about medical knowledge particularly under uncertainty are areas that require refined methodologies and techniques. Particularly, the knowledge base in a CDSS needs to be updated automatically based on accumulated clinical cases to provide evidence-based clinical decision support. In the research, we employed the recently developed belief Rule-base Inference Methodology using the Evidential Reasoning approach (RIMER) for design and development of an online belief rule-based group CDSS prototype. In the system, belief rule base (BRB) was used to model uncertain clinical domain knowledge, the evidential reasoning (ER) approach was employed to build inference engine, a BRB training module was developed for learning the BRB through accumulated clinical cases, and an online discussion forum together with an ER-based group preferences aggregation tool were developed for providing online clinical group decision support.We used a set of simulated patients in cardiac chest pain provided by our research collaborators in Manchester Royal Infirmary to validate the developed online belief rule-based CDSS prototype. The results show that the prototype can provide reliable diagnosis recommendations and the diagnostic performance of the system can be improved significantly after training BRB using accumulated clinical cases.EThOS - Electronic Theses Online ServiceManchester Business SchoolGBUnited Kingdo
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