15,719 research outputs found

    ARATA’s response to the NDIA’s assistive technology discussion paper

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    The Australian Rehabilitation and Assistive Technology Association (ARATA) responds to the NDIA’s AT Discussion Paper, and advocates that roles for all stakeholders must be considered.  • Summary of ARATA\u27s key recommendations arising from the Discussion Paper: 1. Evaluate outcomes from AT provision in trial sites and other systems to inform in the development of procurement and service delivery policy, consumer supports, and continuing professional development. 2. Support practitioners and researchers to validate existing AT service models for use in Australia. 3. Assist ARATA and other key stakeholders to develop a national accreditation system for AT practitioners and suppliers. 4. Investigate and document the roles, activities, and scope of practice of suppliers and peer mentors in AT service delivery, and associated outcomes for AT users. 5. Ensure the coupling of AT devices with appropriate soft technology support for device selection, implementation and review. 6. Investigate the efficacy and potential expansion of existing peer and consumer networking channels. 7. Support research into consumer use of information and decision-making in AT provision. 8. Fund independent AT information services and explore options for facilitating consumer ratings of products and services. 9. Identify AT products not yet available on the Australian market. 10. Fund research into AT development and commercialisation in Australia.&nbsp

    The role of flow experience in codesigning open-design assistive devices

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    This paper describes the theoretical framework of an inclusive participatory design approach which leads to qualitative occupational experiences within the field of community-based rehabilitation. The aim is to support voluntarily controlled activities by applying co-construction theories to disabled users and their dynamic environment. The starting point of this open design process is a threefold interaction involving caregivers, patients and occupational therapists within their local product ecology. Co-creation is used as a set of iterative techniques to steer the patient towards flow experiences. Do-it-Yourself is consecutively applied as physical prototyping, communication language and personal manufacturing process. By implementing this active engagement process disabled people and their carers become conscious actors in providing collaborative maintenance of their own physical, mental and social well-being

    Video games and Intellectual Disabilities: a literature review.

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    Los videojuegos son omnipresentes en la sociedad y esta tecnología ha trascendido su lado lúdico inicial para convertirse también en una herramienta educativa y de entrenamiento cognitivo. En este sentido, diferentes estudios han demostrado que los jugadores expertos obtener ventajas en diversos procesos cognitivos respecto a no-jugadores y jugar con juegos de video puede resultar en especial los beneficios que en algunos casos podría generalizarse a otras tareas. En consecuencia, los juegos de video podría ser utilizado como una herramienta de formación para mejorar las capacidades cognitivas en poblaciones atípicas, como las relativas a las personas con discapacidad intelectual (DI). Sin embargo, la literatura sobre los videojuegos en personas con ID es escasa. En este trabajo se ejecutó una revisión narrativa de los estudios sobre el uso de los videojuegos en relación a las personas con ID.Video games are ubiquitous in the society and this technology has transcended its initial playful side to become also an educational and cognitive training tool. In this sense, different studies have shown that expert game players gain advantages in various cognitive processes respect to non-players and that playing with video games can result in particular profits that in some cases could be generalized to other tasks. Accordingly, video games could be used as a training tool in order to improve cognitive abilities in atypical populations, such as relating to individuals with intellectual disabilities (ID). However, literature concerning video games in people with ID is sparse. In this paper we executed a narrative review of the studies about the use of video games in relation to people with ID.• Fundación Valhondo Calaff (Cáceres), para Marta Rodríguez Jiménez • Università di Padova. Beca CPDA 127939, para Silvia LanfranchipeerReviewe

    Video prototyping of dog-inspired non-verbal affective communication for an appearance constrained robot

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    Original article can be found at: http://ieeexplore.ieee.org “This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder." “Copyright IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.”This paper presents results from a video human-robot interaction (VHRI) study in which participants viewed a video in which an appearance-constrained Pioneer robot used dog-inspired affective cues to communicate affinity and relationship with its owner and a guest using proxemics, body movement and orientation and camera orientation. The findings suggest that even with the limited modalities for non-verbal expression offered by a Pioneer robot, which does not have a dog-like appearance, these cues were effective for non-verbal affective communication

    The Glass Ceiling and Persons With Disabilities

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    Glass Ceiling ReportGlassCeilingBackground2PersonsWithDisabilities.pdf: 8336 downloads, before Oct. 1, 2020

    BNCI systems as a potential assistive technology: ethical issues and participatory research in the BrainAble project

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    This paper highlights aspects related to current research and thinking about ethical issues in relation to Brain Computer Interface (BCI) and Brain-Neuronal Computer Interfaces (BNCI) research through the experience of one particular project, BrainAble, which is exploring and developing the potential of these technologies to enable people with complex disabilities to control computers. It describes how ethical practice has been developed both within the multidisciplinary research team and with participants. Results: The paper presents findings in which participants shared their views of the project prototypes, of the potential of BCI/BNCI systems as an assistive technology, and of their other possible applications. This draws attention to the importance of ethical practice in projects where high expectations of technologies, and representations of “ideal types” of disabled users may reinforce stereotypes or drown out participant “voices”. Conclusions: Ethical frameworks for research and development in emergent areas such as BCI/BNCI systems should be based on broad notions of a “duty of care” while being sufficiently flexible that researchers can adapt project procedures according to participant needs. They need to be frequently revisited, not only in the light of experience, but also to ensure they reflect new research findings and ever more complex and powerful technologies

    Towards solutions for assistive technology

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    Introduction What is assistive technology? The agreed World Health Organisation definition is "Assistive technology can be defined as “any piece of equipment, or product, whether it is acquired commercially, modified, or customized, that is used to increase, maintain, or improve the functional capabilities of individuals with disabilities” (WHO, 2011) The array of possible assistive technology products and solutions reflects the diversity of the needs of people with disabilities – ranging from digital technologies that can support social engagement, communication, employment, learning, memory, planning and safe guarding services through to products and devices that support mobility and personal care requirements. Typically as the complexities of assistive technology solutions increase, so do the costs and potential risks (if not appropriately set up or maintained). This document is primarily focused on the Assistive Technology solutions derived from aids and equipment. Home and vehicle modifications and prosthetics have not yet been explored in the same level of detail and will be subject of further work. Proposed approach The proposed assistive technology service approach has been developed in line with the strategic goals of the NDIA. It is one aspect of a broader strategic approach the NDIA has to using technologies to enhance its engagement and management of relationships, services and supports with suppliers, providers, participants and the Australian community. The NDIA’s goal is to use technology in its various forms to ensure that services, supports, and communications between all stakeholders are as streamlined as possible and services are timely and effective. This document outlines the elements of a proposed service delivery approach for individuals to access assistive technology solutions and is based on the three key objectives outlined above

    Management of Children with Attention Deficit/Hyperactivity Disorder and Learning Disabilities: A Survey of Paediatric Occupational Therapists in the United Kingdom

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    Attention deficit/hyperactivity disorder (ADHD) is a common complex neuropsychiatric disorder frequently overlapping with learning disabilities (LD) in children with average and above intelligence (Biederman et al 1991). The complex needs of these children could be better addressed in a multidisciplinary context (Foy & Earls 2005) within which paediatric occupational therapists may have a significant role. The aim of this study was to identify the interventions used by occupational therapists in the United Kingdom with these children and explore the rationale for their use. The purpose was to provide baseline data to inform multidisciplinary team approaches for the management of these children. A survey, based on postal questionnaires, was conducted among 100 paediatric occupational therapists in the United Kingdom. The effective rate of response was 42%. Both qualitative and quantitative data were gathered and analysed. The findings suggested that therapists tended to use more than one method/ approach in the rehabilitation of these children. The sensory integration approach and the perceptual-motor training were more popular among therapists. A variety of other approaches, used on an individual needs basis, were reportedly used. Future studies to test the effectiveness of reported practices with children with both ADHD and LD are recommended
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