1,171 research outputs found

    Play&Tune: user-feedback in the development of a serious game for optimising hearing aid orientation

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    Many hearing aid (HA) users are dissatisfied with HA performance in social situations. One way to improve HA outcomes is training users to understand how HAs work. Play&Tune was designed to provide this training, and to foster autonomy in hearing rehabilitation. We carried out two prototype evaluations and a pre-release evaluation of Play&Tune with 71 HA users, using an interview or online survey. Users gave detailed feedback on their experiences with the app. Most participants enjoyed learning about HAs and expressed a desire for autonomy over their HA settings. Our case study reinforces the importance of user-feedback during app development

    Playful online learning environments promote student teachers’ renegotiation of their learner role

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    Architecture and Applications of IoT Devices in Socially Relevant Fields

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    Number of IoT enabled devices are being tried and introduced every year and there is a healthy competition among researched and businesses to capitalize the space created by IoT, as these devices have a great market potential. Depending on the type of task involved and sensitive nature of data that the device handles, various IoT architectures, communication protocols and components are chosen and their performance is evaluated. This paper reviews such IoT enabled devices based on their architecture, communication protocols and functions in few key socially relevant fields like health care, farming, firefighting, women/individual safety/call for help/harm alert, home surveillance and mapping as these fields involve majority of the general public. It can be seen, to one's amazement, that already significant number of devices are being reported on these fields and their performance is promising. This paper also outlines the challenges involved in each of these fields that require solutions to make these devices reliableComment: 1

    An overview of machine learning and 5G for people with disabilities

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    Currently, over a billion people, including children (or about 15% of the world’s population), are estimated to be living with disability, and this figure is going to increase to beyond two billion by 2050. People with disabilities generally experience poorer levels of health, fewer achievements in education, fewer economic opportunities, and higher rates of poverty. Artificial intelligence and 5G can make major contributions towards the assistance of people with disabilities, so they can achieve a good quality of life. In this paper, an overview of machine learning and 5G for people with disabilities is provided. For this purpose, the proposed 5G network slicing architecture for disabled people is introduced. Different application scenarios and their main benefits are considered to illustrate the interaction of machine learning and 5G. Critical challenges have been identified and addressed.This work has been supported by the Agencia Estatal de Investigación of Ministerio de Ciencia e Innovación of Spain under project PID2019-108713RB-C51 MCIN/ AEI /10.13039/501100011033.Postprint (published version

    Play&tune: user feedback in the development of a serious game for optimizing hearing aid orientation

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    Many hearing aid (HA) users are dissatisfied with HA performance in social situations. One way to improve HA outcomes is training the users to understand how HAs work. Play&Tune was designed to provide this training and to foster autonomy in hearing rehabilitation. We carried out two prototype evaluations and a prerelease evaluation of Play&Tune with 71 HA users, using an interview or online survey. Users gave detailed feedback on their experiences with the app. Most participants enjoyed learning about HAs and expressed a desire for autonomy over their HA settings. Our case study reinforces the importance of user feedback during app development

    Smart Computing and Sensing Technologies for Animal Welfare: A Systematic Review

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    Animals play a profoundly important and intricate role in our lives today. Dogs have been human companions for thousands of years, but they now work closely with us to assist the disabled, and in combat and search and rescue situations. Farm animals are a critical part of the global food supply chain, and there is increasing consumer interest in organically fed and humanely raised livestock, and how it impacts our health and environmental footprint. Wild animals are threatened with extinction by human induced factors, and shrinking and compromised habitat. This review sets the goal to systematically survey the existing literature in smart computing and sensing technologies for domestic, farm and wild animal welfare. We use the notion of \emph{animal welfare} in broad terms, to review the technologies for assessing whether animals are healthy, free of pain and suffering, and also positively stimulated in their environment. Also the notion of \emph{smart computing and sensing} is used in broad terms, to refer to computing and sensing systems that are not isolated but interconnected with communication networks, and capable of remote data collection, processing, exchange and analysis. We review smart technologies for domestic animals, indoor and outdoor animal farming, as well as animals in the wild and zoos. The findings of this review are expected to motivate future research and contribute to data, information and communication management as well as policy for animal welfare

    SLAM for Visually Impaired People: A Survey

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    In recent decades, several assistive technologies for visually impaired and blind (VIB) people have been developed to improve their ability to navigate independently and safely. At the same time, simultaneous localization and mapping (SLAM) techniques have become sufficiently robust and efficient to be adopted in the development of assistive technologies. In this paper, we first report the results of an anonymous survey conducted with VIB people to understand their experience and needs; we focus on digital assistive technologies that help them with indoor and outdoor navigation. Then, we present a literature review of assistive technologies based on SLAM. We discuss proposed approaches and indicate their pros and cons. We conclude by presenting future opportunities and challenges in this domain.Comment: 26 pages, 5 tables, 3 figure

    Using Information Communications Technologies to Implement Universal Design for Learning

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    The purpose of this paper is to assist Ministries of Education, their donors and partners, Disabled Persons Organizations (DPOs), and the practitioner community funded by and working with USAID to select, pilot, and (as appropriate) scale up ICT4E solutions to facilitate the implementation of Universal Design for Learning (UDL), with a particular emphasis on supporting students with disabilities to acquire literacy and numeracy skills. The paper focuses primarily on how technology can support foundational skills acquisition for students with disabilities, while also explaining when, why, and how technologies that assist students with disabilities can, in some applications, have positive impacts on all students’ basic skills development. In 2018, USAID released the Toolkit for Universal Design for Learning to Help All Children Read, section 3.1 of which provides basic information on the role of technologies to support UDL principles and classroom learning. This paper expands upon that work and offers more extensive advice on using ICT4E1 to advance equitable access to high quality learning. Like the UDL toolkit, the audience for this guide is mainly Ministries of Education and development agencies working in the area of education, but this resource can also be helpful for DPOs and non-governmental organizations (NGOs) wishing to pilot or spearhead ICT initiatives. Content for this paper was informed by expert interviews and reviews of field reports during 2018. These included programs associated with United Nations, Zero Project, World Innovation Summit, UNESCO Mobile Learning Awards, and USAID’s All Children Reading: A Grand Challenge for Development. Relevant case studies of select education programs integrating technology to improve learning outcomes for students with disabilities were summarized for this document
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