3,254 research outputs found

    Combining brain-computer interfaces and assistive technologies: state-of-the-art and challenges

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    In recent years, new research has brought the field of EEG-based Brain-Computer Interfacing (BCI) out of its infancy and into a phase of relative maturity through many demonstrated prototypes such as brain-controlled wheelchairs, keyboards, and computer games. With this proof-of-concept phase in the past, the time is now ripe to focus on the development of practical BCI technologies that can be brought out of the lab and into real-world applications. In particular, we focus on the prospect of improving the lives of countless disabled individuals through a combination of BCI technology with existing assistive technologies (AT). In pursuit of more practical BCIs for use outside of the lab, in this paper, we identify four application areas where disabled individuals could greatly benefit from advancements in BCI technology, namely,“Communication and Control”, “Motor Substitution”, “Entertainment”, and “Motor Recovery”. We review the current state of the art and possible future developments, while discussing the main research issues in these four areas. In particular, we expect the most progress in the development of technologies such as hybrid BCI architectures, user-machine adaptation algorithms, the exploitation of users’ mental states for BCI reliability and confidence measures, the incorporation of principles in human-computer interaction (HCI) to improve BCI usability, and the development of novel BCI technology including better EEG devices

    Critical considerations for a closed-loop medication administration system

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    In recent years, the serious consequences of medical error are realized by both healthcare practitioners and the public because of the critical direct injury towards the involved patients and the high indirect costs subsequently all around the world. The utilization of information and communication technology in this field is recognized to have the potential of improving the quality of clinical treatment and reducing medical errors. To achieve safe and high-quality healthcare service, a closed-loop medication administration is an efficient solution since all the processes are monitored and recorded by the system. Among all the clinical staff, nurses play the most integral role in the whole patient care process in hospitals, including medication administration process with the potential of the medical errors to be recognized, handled and prohibited by nursing staff. Mobile nursing system may have the possibility to improve the efficiency and patient safety through the achievement of closed-loop medication administration

    A tablet computer-assisted motor and language skills training programme to promote communication development in children with autism: development and pilot study

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    Autism is a heterogenous condition, encompassing many different subtypes and presentations. Of those people with autism who lack communicative speech, some are more skilled at receptive language than their expressive difficulty might suggest. This disparity between what can be spoken and what can be understood correlates with motor and especially oral motor abilities, and thus may be a consequence of limits to oral motor skill. Point OutWords, tablet-based software targeted for this subgroup, builds on autistic perceptual and cognitive strengths to develop manual motor and oral motor skills prerequisite to communication by pointing or speaking. Although typical implementations of user-centred design rely on communicative speech, Point OutWords users were involved as co-creators both directly via their own nonverbal behavioural choices and indirectly via their communication therapists’ reports; resulting features include vectorised, high-contrast graphics, exogenous cues to help capture and maintain attention, customisable reinforcement prompts, and accommodation of open-loop visuomotor control

    Conveying User Experience in Business-to-Business Environment

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    TÀssÀ työssÀ kÀsittelen kÀyttÀjÀkokemuslÀhtöisen tuotesuunnittelun mahdollisuuksia vaikuttaa erottautumistekijöihin teollisissa yrityksissÀ, jotka toimivat B2B ympÀristössÀ. Työn tavoitteena on tarkastella kokemuspohjaisen suunnittelun teoreettisia lÀhtökohtia, ottaen huomioon muotoilun, kognitiotieteiden ja kauppatieteiden alojen tutkimuspohja. B2B ympÀristön tarkastelu on tÀmÀn työn yksi painopisteistÀ, koska siinÀ tuotteen omistus ja kÀyttö jakautuvat asiakkaiden ja kÀyttÀjien kesken. TÀmÀ toisaalta vaikuttaa tuotteen suunnittelun lÀhtökohtiin, sen markkinointiin, myyntiin ja vastaavasti asiakas- ja kÀyttÀjÀkokemukseen. Työ on tehty FIMECC:in aloittaman UXUS projektin yhteydessÀ. Projektin tarkoitus on tutkia ja soveltaa kÀyttÀjÀkokemuksen lÀhtökohtia teollisessa ympÀristössÀ. TyössÀni pyrin kehittÀmÀÀn teoreettisen ajatusmallin, jolla asiakkaiden ja kÀyttÀjien kokemuksia voidaan tarkastella eri tasoilla ja ottaa huomioon suunnitteluprosessin varhaisissa vaiheissa. TÀmÀ malli pohjautuu osittain psykologisiin teorioihin, jotka tulevat esille aikaisemmissa tutkimuksissa mm. Carver ja Scheier (1998); Sheldon, K.M., Elliot, A.J., Kim, Y. ja Kasser, T. (2001). Ajatusmallin ensisijainen tarkoitus on toimia tukityökaluna tuottajayrityksen tuotekehityksen ja markkinoinnin yksiköille kun halutaan soveltaa kokemuslÀhtöisen suunnittelun periaatteita yrityksen toiminnassa. Mallin toinen tarkoitus on toimia perustana teolliseen ympÀristöön soveltuvien kokemusmittareiden kehitykselle. Työn toinen osio keskittyy yheden UXUS projektin yrityskumppanin toiminnan tutkimiseen (Rocla). TÀssÀ osiossa pyrin kehittÀmÀÀn kokemusmittariston, jonka tarkoituksena on huomioida tuottajayrityksen, tuotevÀlittÀjien, asiakkaiden ja kÀyttÀjien nÀkemyksiÀ tuotteiden ominaisuuksista ja kokemuksista sekÀ mahdollistaa vertailu nÀiden osapuolten vÀlillÀ. KerÀtyn aineiston ja vertailun tarkoitus on auttaa tuotekehitys- ja markkinointitiimien työtÀ kun mÀÀritetÀÀn uusien tuotteiden kehityskriteerit ja myyntiargumentit. Kokemusmittariston sunnittelussa kÀytÀn sekÀ teoreettisia lÀhtökohtia, jotka kÀydÀÀn lÀpi työn alussa, ettÀ kymmentÀ johtajatason henkilön haastattelutulosta Roclan tuotekehityksen, markkinoinnin ja myynnin yksiköistÀ. TÀmÀn lisÀksi sovellan ajatuksia keskusteluista, joita kÀytiin lÀpi lukuisissa tutkijatapaamisissa, kenttÀ- ja yritysvierailuilla. Ehdotetun kokemusmittariston avulla kerÀÀn aineistoa 57:ltÀ kokeneelta varastotuotevÀlittÀjÀltÀ. VÀlittÀjÀt vertasivat kahta erityyppistÀ varastokonetta heidÀn kokemuksiensa perusteella ja myös osoittivat nÀkemyksensÀ psykologisten tarpeiden tÀrkeydestÀ asiakkaiden ja kÀyttÀjien nÀkökulmasta. Aineiston analyysi osoittaa, ettÀ vaikka vÀlittÀjÀt kokivat selkeitÀ eroja tuotteiden visuaalisen ulkonön viehÀttÀvyydessÀ, tÀmÀ tekijÀn tÀrkeys oli yleisesti vÀhÀinen (mm. osittain linjassa Diefenbach, S. ja Hassenzahl, M. (2011) tulosten kanssa). TÀmÀ tulos tukee ajatusta siitÀ, jos kokemuspohjaisia lÀhtökohtia halutaan soveltaa erottautumistekijöinÀ B2B ympÀristössÀ, niiden pitÀÀ olla vahvasti ja selkeÀsti yhdistettynÀ taloudellisiin mittareihin.The main goal of this study is to investigate theoretical background behind user experience (UX) paradigm and its possible implementation in industrial product development within business-to-business (B-to-B) environment. This work is conducted in the realm of UXUS project (User Experience and Usability in complex Systems), which was initiated by FIMECC (Finnish Metals and Engineering Competence Cluster) in 2010. In contrast to business-to-consumer environment, B-to-B setting separates ownership and actual use of the product. My aim lies in elaborating on various impacts of this separation on user and customer experiences and possible ways to communicate benefits of better UX to customers and equipment distributors. In the content of this paper, I introduce a theoretical thinking model for approaching experiences in industrial product development and an experimental questionnaire set, which is meant to capture different aspects of product and operating environment experiences. I test the proposed questionnaire set with 57 experienced warehouse equipment distributors who evaluate two separate industrial products. Results indicate that distributors are able to appreciate differences in hedonic qualities of industrial equipment and that visual appearance is a major factor in indicated product perceptions. However, overall hedonic qualities were perceived as less important compared to utilitarian qualities, which is partially in line with consumer product findings by DIEFENBACH, et al. (2011). I also find that distributors were unable to appreciate the importance of three major psychological needs (relatedness, autonomy and competence as indicated by SHELDON, et al., 2001) in industrial product development. I also analyze interviews of ten managers from warehouse equipment manufacturing company Rocla to investigate whether individuals working in separate departments perceive implications of UX paradigm differently. Findings indicate that individuals dealing with R&D activities stress the importance of end-users in deriving criteria for product development whereas individuals dealing with marketing and sales activities emphasize the role of personal relationships with customers. The longrun aim of this research direction is to assess strategic potential of UX paradigm for industrial product manufacturers

    A perspective review on integrating VR/AR with haptics into STEM education for multi-sensory learning

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    As a result of several governments closing educational facilities in reaction to the COVID-19 pandemic in 2020, almost 80% of the world’s students were not in school for several weeks. Schools and universities are thus increasing their efforts to leverage educational resources and provide possibilities for remote learning. A variety of educational programs, platforms, and technologies are now accessible to support student learning; while these tools are important for society, they are primarily concerned with the dissemination of theoretical material. There is a lack of support for hands-on laboratory work and practical experience. This is particularly important for all disciplines related to science, technology, engineering, and mathematics (STEM), where labs and pedagogical assets must be continuously enhanced in order to provide effective study programs. In this study, we describe a unique perspective to achieving multi-sensory learning through the integration of virtual and augmented reality (VR/AR) with haptic wearables in STEM education. We address the implications of a novel viewpoint on established pedagogical notions. We want to encourage worldwide efforts to make fully immersive, open, and remote laboratory learning a reality.European Union through the Erasmus+ Program under Grant 2020-1-NO01-KA203-076540, project title Integrating virtual and AUGMENTED reality with WEARable technology into engineering EDUcation (AugmentedWearEdu), https://augmentedwearedu.uia.no/ [34] (accessed on 27 March 2022). This work was also supported by the Top Research Centre Mechatronics (TRCM), University of Agder (UiA), Norwa
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