448 research outputs found
Shortages and Challenges in Augmentative Communication through Tangible Interaction using a user-centered design and assessment process
In this article, we present an assessment process on a tangible interaction application oriented to individuals with complex communication needs, called ACoTI, and details about the main results obtained thus far. The process is based on a set of decisions that have been surveyed as key elements for assessing this type of experiences, based on a background review that was carried out. In addition to that, it has taken into account the contribution of key players from the special education field and it is the foundation for the user-centered and evolutionary design of the application. A number of findings and challenges that open up the door to keep contributing to this specific area was presented. For instance, creating an authoring tool that is available for the educators to be able to generate themselves customized activities for their students, considering the specific needs of each of them.Fil: Sanz, Cecilia Veronica. Universidad Nacional de La Plata. Facultad de Informática. Instituto de Investigación en Informática Lidi; Argentina. Provincia de Buenos Aires. Gobernación. Comisión de Investigaciones Científicas; ArgentinaFil: Artola, Verónica. Universidad Nacional de La Plata. Facultad de Informática. Instituto de Investigación en Informática Lidi; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - La Plata; ArgentinaFil: Guisen, Maria Andrea. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Marco, Javier. Universidad de Zaragoza; EspañaFil: Cerezo, Eva. Universidad de Zaragoza; EspañaFil: Baldassarri, Sandra Silvia. Universidad de Zaragoza; Españ
Shortages and Challenges in Augmentative Communication through Tangible Interaction Using a User-centered Design and Assessment Process
In this article, we present an assessment process on a tangible interaction application oriented to individuals with complex communication needs, called ACoTI, and details about the main results obtained thus far. The process is based on a set of decisions that have been surveyed as key elements for assessing this type of experiences, based on a background review that was carried out. In addition to that, it has taken into account the contribution of key players from the special education field and it is the foundation for the user-centered and evolutionary design of the application. A number of findings and challenges that open up the door to keep contributing to this specific area was presented. For instance, creating an authoring tool that is available for the educators to be able to generate themselves customized activities for their students, considering the specific needs of each of them.Instituto de Investigación en Informátic
Shortages and challenges in augmentative communication through tangible interaction using a user-centered design and assessment process
In this article, we present an assessment process on a tangible interaction application oriented to individuals with complex communication needs, called ACoTI, and details about the main results obtained thus far. The process is based on a set of decisions that have been surveyed as key elements for assessing this type of experiences, based on a background review that was carried out. In addition to that, it has taken into account the contribution of key players from the special education field and it is the foundation for the user-centered and evolutionary design of the application. A number of findings and challenges that open up the door to keep contributing to this specific area was presented. For instance, creating an authoring tool that is available for the educators to be able to generate themselves customized activities for their students, considering the specific needs of each of them
Shortages and Challenges in Augmentative Communication through Tangible Interaction using a user-centered design and assessment process
In this article, we present an assessment process on a tangible interaction application oriented to individuals with complex communication needs, called ACoTI, and details about the main results obtained thus far. The process is based on a set of decisions that have been surveyed as key elements for assessing this type of experiences, based on a background review that was carried out. In addition to that, it has taken into account the contribution of key players from the special education field and it is the foundation for the user-centered and evolutionary design of the application. A number of findings and challenges that open up the door to keep contributing to this specific area was presented. For instance, creating an authoring tool that is available for the educators to be able to generate themselves customized activities for their students, considering the specific needs of each of them.Fil: Sanz, Cecilia Veronica. Universidad Nacional de La Plata. Facultad de Informática. Instituto de Investigación en Informática Lidi; Argentina. Provincia de Buenos Aires. Gobernación. Comisión de Investigaciones Científicas; ArgentinaFil: Artola, Verónica. Universidad Nacional de La Plata. Facultad de Informática. Instituto de Investigación en Informática Lidi; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - La Plata; ArgentinaFil: Guisen, Maria Andrea. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Marco, Javier. Universidad de Zaragoza; EspañaFil: Cerezo, Eva. Universidad de Zaragoza; EspañaFil: Baldassarri, Sandra Silvia. Universidad de Zaragoza; Españ
Recommended from our members
Multi-touch Interaction Data Analysis System (MIDAS) for 2-D tactile display research
The study of haptic perception and cognition requires data about how humans interact with tactile surfaces in the context of performing cognitive tasks. MIDAS is a set of three tools for the digital capture, coding, analysis, and interpretation of timeseries, multitouch, interactive behaviors on a tactile surface. The MIDAS-logger uses the current screen technology of tablet computers to capture touches (up to ten fingers at high spatial and temporal resolution) through conventional tactile graphics that are overlaid on the screen. The MIDAS-analyser is a software program for the qualitative and quantitative analysis of MIDASlogger touch data, which includes a fully interactive visualization of the data and a yoked display of a conventional simultaneous video recording made of the interactions. MIDAS-tactile protocol analysis (TPA) provides a scheme and a method to enable the rich coding and interpretation of tactile behaviors over multiple spatial and temporal scales. The efficacy of MIDAS was assessed against a set of criteria drawn from the successes and limitations of prior approaches to the study of tactile interactions. To demonstrate the functions of MIDAS, its three components were used to capture, analyze, code, and interpret the behavior of an experienced user and an inexperienced user of tactile graphics as they performed a shape-matching task
Ubiquitous computing and natural interfaces for environmental information
Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para obtenção do Grau de Mestre em
Engenharia do Ambiente, perfil Gestão e Sistemas AmbientaisThe next computing revolution‘s objective is to embed every street, building, room and object with computational power. Ubiquitous computing (ubicomp) will allow every object to receive and transmit information, sense its surroundings and act accordingly, be located from anywhere in the world, connect every person. Everyone will have the possibility to access information, despite their age, computer knowledge, literacy or physical impairment. It will impact the world in a profound way, empowering mankind, improving the environment, but will also create new challenges that our society, economy, health and global environment will have to overcome. Negative impacts have to be identified and dealt with in advance. Despite these concerns, environmental studies have been mostly absent from discussions on the new paradigm.
This thesis seeks to examine ubiquitous computing, its technological emergence, raise awareness towards future impacts and explore the design of new interfaces and rich interaction modes. Environmental information is approached as an area which may greatly benefit from ubicomp as a way to gather, treat and disseminate it, simultaneously complying with the Aarhus convention. In an educational context, new media are poised to revolutionize the way we perceive, learn and interact with environmental information. cUbiq is presented as a natural interface to access that information
The feet in human--computer interaction: a survey of foot-based interaction
Foot-operated computer interfaces have been studied since the inception of human--computer interaction. Thanks to the miniaturisation and decreasing cost of sensing technology, there is an increasing interest exploring this alternative input modality, but no comprehensive overview of its research landscape. In this survey, we review the literature on interfaces operated by the lower limbs. We investigate the characteristics of users and how they affect the design of such interfaces. Next, we describe and analyse foot-based research prototypes and commercial systems in how they capture input and provide feedback. We then analyse the interactions between users and systems from the perspective of the actions performed in these interactions. Finally, we discuss our findings and use them to identify open questions and directions for future research
Practical, appropriate, empirically-validated guidelines for designing educational games
There has recently been a great deal of interest in the
potential of computer games to function as innovative
educational tools. However, there is very little evidence of
games fulfilling that potential. Indeed, the process of
merging the disparate goals of education and games design
appears problematic, and there are currently no practical
guidelines for how to do so in a coherent manner. In this
paper, we describe the successful, empirically validated
teaching methods developed by behavioural psychologists
and point out how they are uniquely suited to take
advantage of the benefits that games offer to education. We
conclude by proposing some practical steps for designing
educational games, based on the techniques of Applied
Behaviour Analysis. It is intended that this paper can both
focus educational games designers on the features of games
that are genuinely useful for education, and also introduce a
successful form of teaching that this audience may not yet
be familiar with
- …