15 research outputs found

    Usage de technologies d'interaction par des personnes ùgées atteintes d'une maladie d'Alzheimer

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    National audienceL'objectif de ce papier est de montrer comment adapter des techniques d'interaction Ă  la souris pour favoriser l’accessibilitĂ© des technologies aux personnes atteintes de troubles cognitifs. Le laboratoire de GĂ©rontechnologie du GĂ©rontopĂŽle de Toulouse vise Ă  concevoir des exercices numĂ©riques de rĂ©Ă©ducation cognitive pour des personnes atteintes de la maladie d’Alzheimer. L’efficacitĂ© de ces exercices nĂ©cessite une Interaction Homme-Machine (IHM) utilisable et efficiente. Pour cela, nous avons rĂ©alisĂ© une Ă©tude sur trois techniques d’interaction Ă  base de pointage (Clic Ă  clic, Drag and drop et Clic et aimantation). 97 personnes ĂągĂ©es avec (68) ou sans (28) maladie d’Alzheimer mesurĂ©e par le MMSE ont Ă©tĂ© recrutĂ©es. Les rĂ©sultats (extra clic et temps de la tĂąche) montrent que la technique Clic et aimantation est la plus adaptĂ©e aux personnes atteintes de la maladie d’Alzheimer

    Disarming Prejudice: How Ease of Use Mitigates the Detrimental Effect of IT-Based Stereotype Threat on the IT Task Performance of Older Adults

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    We propose that although just an oversimplified picture, the stereotype that older adults cannot use IT turns into a real threat to older adults on IT tasks. We find in an experiment with 96 older adults on a municipality website that the stereotype of not being able to use IT creates a toxic cognitive load in the minds of older adults, which in turn significantly impairs their information search on the website. Based on cognitive load as a theoretical leverage point for an intervention against IT-based stereotype threat, our results furthermore highlight that increasing a website’s ease of use effectively protects older adults against the stereotype about their inability in the IS domain. We offer in this paper a theoretically-grounded starting point for disarming prejudice in the digital transformation of societies

    Cliquer, glisser, dactylographier ou sélectionner dans un menu déroulant : manipulations préférées des étudiants universitaires. Click, slide, type or select in a pop-up menu: Favourite manipulations of French-as-a-second-language university students

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    RĂ©sumĂ©:Cet article prĂ©sente les rĂ©sultats d`une recherche sur les prĂ©fĂ©rences d’étudiants universitaires de français langue seconde en ce qui a trait aux diffĂ©rentes manipulations faites lors d’activitĂ©s de grammaire informatisĂ©es. Dans un contexte d’activitĂ©s Ă  choix multiples, les Ă©tudiants ont indiquĂ© leurs prĂ©fĂ©rences envers les quatre manipulations proposĂ©es (cliquer, glisser, sĂ©lectionner dans un menu dĂ©roulant et dactylographier). Nos rĂ©sultats, appuyĂ©s des commentaires des Ă©tudiants, dĂ©montrent en gĂ©nĂ©ral que leurs prĂ©fĂ©rences reflĂštent les caractĂ©ristiques des « enfants-roi » qui prĂ©fĂšrent des activitĂ©s ludiques, faciles et rapides qui nĂ©cessitent peu d’investissement de leur part et ont un impact direct sur leurs notes. Abstract This article presents the results of a study on the preferences of French-as-a second-language university students towards different manipulations used in computerized grammar activities. Students indicated their preferences for the four manipulations offered (click, scroll-down menu, drag-and-drop, keyboard entry) while doing multiple-choice activities. Our results, backed up by student comments, show that their preferences reflect the traits of the “spoiled child” who prefers activities that are fun, easy and fast and that will have a direct impact on grades

    Enhancing the SCSEP Network: Collaborations, Innovations, and Promising Practices

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    Using a mixed methods approach, this study sought to identify innovative and promising practices in providing employment and training services to older workers. Given current economic and demographic realities, understanding the effectiveness of employment training programs for older workers is crucial

    Concept Development and Design Description of Electronic Flight Data Interfaces for Airport Traffic Control Towers

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    This report documents and describes the development process, design rationale, and design description for two prototype Electronic Flight Data Interfaces (EFDIs) for an Airport Traffic Control Tower (ATCT). The author designed the EFDIs as part of a concept research program to examine the feasibility of using Electronic Flight Data (EFD) in an ATCT instead of paper Flight Progress Strips. The author designed the EFDIs based on literature review, working group and subject matter expert input, task analyses, low-risk usability tests, and a rapid prototype process. The Integrated EFDI incorporates EFD with the Airport Surface Detection Equipment - Model X (ASDE-X). The Perceptual-Spatial EFDI does not rely on ASDE-X, but presents EFD that controllers can arrange spatially on an airport surface map. Both EFDIs include separate displays for the local and ground controller positions and provide controllers with the ability to record, manage, and transfer flight data. The EFDIs will be used to automate some flight data management tasks, to provide new tools designed to reduce controller workload and improve safety, and to improve controller efficiency by integrating information. A provisional patent application is pending for the EFDIs

    Using the Android Tablet to develop a game platform for older adults

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    Tese de mestrado integrado. Engenharia Informåtica e Computação. Universidade do Porto. Faculdade de Engenharia. 201

    Computational Modeling and Experimental Research on Touchscreen Gestures, Audio/Speech Interaction, and Driving

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    As humans are exposed to rapidly evolving complex systems, there are growing needs for humans and systems to use multiple communication modalities such as auditory, vocal (or speech), gesture, or visual channels; thus, it is important to evaluate multimodal human-machine interactions in multitasking conditions so as to improve human performance and safety. However, traditional methods of evaluating human performance and safety rely on experimental settings using human subjects which require costly and time-consuming efforts to conduct. To minimize the limitations from the use of traditional usability tests, digital human models are often developed and used, and they also help us better understand underlying human mental processes to effectively improve safety and avoid mental overload. In this regard, I have combined computational cognitive modeling and experimental methods to study mental processes and identify differences in human performance/workload in various conditions, through this dissertation research. The computational cognitive models were implemented by extending the Queuing Network-Model Human Processor (QN-MHP) Architecture that enables simulation of human multi-task behaviors and multimodal interactions in human-machine systems. Three experiments were conducted to investigate human behaviors in multimodal and multitasking scenarios, combining the following three specific research aims that are to understand: (1) how humans use their finger movements to input information on touchscreen devices (i.e., touchscreen gestures), (2) how humans use auditory/vocal signals to interact with the machines (i.e., audio/speech interaction), and (3) how humans drive vehicles (i.e., driving controls). Future research applications of computational modeling and experimental research are also discussed. Scientifically, the results of this dissertation research make significant contributions to our better understanding of the nature of touchscreen gestures, audio/speech interaction, and driving controls in human-machine systems and whether they benefit or jeopardize human performance and safety in the multimodal and concurrent task environments. Moreover, in contrast to the previous models for multitasking scenarios mainly focusing on the visual processes, this study develops quantitative models of the combined effects of auditory, tactile, and visual factors on multitasking performance. From the practical impact perspective, the modeling work conducted in this research may help multimodal interface designers minimize the limitations of traditional usability tests and make quick design comparisons, less constrained by other time-consuming factors, such as developing prototypes and running human subjects. Furthermore, the research conducted in this dissertation may help identify which elements in the multimodal and multitasking scenarios increase workload and completion time, which can be used to reduce the number of accidents and injuries caused by distraction.PHDIndustrial & Operations EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/143903/1/heejinj_1.pd
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