8 research outputs found

    User-centred app design for speech sound disorders interventions with tablet computers

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    © 2017 Springer-Verlag GmbH Germany Traditional speech and language pathology practice (SLPP) faces challenges delivering effective and timely therapy due to long waiting lists, the need for regular practice outside the clinic and a lack of children’s motivation to engage in persistent practice. Technology has untapped potential to address these issues and improve SLPP. This paper describes the design of a tablet app for delivering technology-enhanced therapy for children with speech sound disorders and investigates the impact of the use of apps on SLPP. The initial design was informed by a nation-wide survey of speech-language pathologists (SLPs). The quantitative analysis disclosed that even though SLPs positively perceive mobile technology, they do not currently fully exploit it in their practice due to a lack of apps in their native language and the limited usefulness of apps in foreign languages. Using a user-centred design process, a multidisciplinary team created three prototypes and a final version of an app that has been tested in real therapeutic sessions during everyday practice and informed by feedback from SLPs and children. The observation analysis is presented based on an adaptation of Koole’s FRAME model. The qualitative findings indicate that SLPs identify mobile apps as enabling greater mobility, allowing new therapeutic approaches, creating possibilities for practice outside the therapeutic setting and increasing children’s motivation, supporting greater persistence to practise in the context of the therapy

    Tablet game-supported speech therapy embedded in children’s popular practices

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    © 2018, © 2018 Informa UK Limited, trading as Taylor & Francis Group. Modern speech-language pathology practices (SLPPs) have adopted tablet games in recent years. Research is needed to take advantage of the potential benefits tablets can offer and to explore the factors that influence its introduction. This paper discusses a survey that was conducted to investigate the factors that influence speech-language pathologists’ (SLPs) beliefs and the actual use of tablets in SLPPs. The results of the survey, conducted among Slovenian SLPs, indicated that their most positive beliefs concerning tablets relate to social influence. Specifically, the beliefs relate to children’s interest and practice with tablets and have a significant impact on the decision-making of SLPs concerning introducing tablets in therapy. Conversely, SLPs’ most negative beliefs relate to the conditions for facilitating tablet use, particularly the lack of Slovenian applications. This paper discusses a separate case study that was conducted in which tablet game-supported therapy was introduced to a group of 44 children. The case study results indicated that the children accepted the use of tablet games for therapy purposes and the games had a positive impact on the children’s motivation and satisfaction

    Mobile Application Design of Learning Word in Lamaholot Language for Children Using User-Centered Design

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    Indonesia is a country with a variety of regional languages that characterize the nation. Every region in Indonesia has its local language and with its dialect and is characteristic of the region. Regional languages have become a long-established identity. Unknowingly, Indonesia is experiencing an increasingly rapid cultural change in which young generations are already in a condition where many require them not to use their local language. Also, data collected by UNESCO shows that there are approximately 30 regional languages that are endangered and, on average, are in eastern Indonesia. Facing the existing problems, this study aims to help young people to get to know their local languages through mobile applications. The local language used in this research is the “lamaholot” language, which is one of the native languages of the people of East Flores Regency and uses the user-centered design method. The design will be tailored to the user so that it can be more attractive and according to user needs. Respondents were taken as many as 147 children with an average age between 10 years to 14 years who are people in ast Flores Regency

    The Comparative Efficiency of Speech Sound Interventions That Differ by Delivery Modality: Flashcards Versus Tablet

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    Although speech-language pathologists increasingly make use of tablets in clinical practice, little research to date has evaluated the effectiveness or efficiency of tablet use for targeting speech sound goals. The three-fold purpose of this study was to compare (a) the effectiveness and (b) the efficiency of speech sound intervention using tablets versus flashcards, as well as (c) child motivation in speech sound intervention when using tablets versus flashcards. Four kindergarten students with at least two similar speech sound errors participated in this adapted alternating treatments single subject design study that explored the functional relation between speech sound intervention that differed by modality of delivery (tablet versus flashcards) and increased speech sound skill in elementary school children with speech sound errors. Flashcards and tablets were both effective speech sound intervention modalities; however, for three of four participants, flashcards were more efficient than tablets. Motivation ratings did not differ across modalities

    The use of technology in the management of children with phonological delay and adults with acquired dysarthria : a UK survey of current speech-language pathology practice

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    Purpose: Technology is increasingly important for the speech-language pathology profession, but little is currently known about its use by clinicians. This study aimed to determine (i) the types of technology that speech-language pathologists (SLPs) in the UK have access to and use in practice and (ii) the barriers they encounter when assessing and treating adults with acquired dysarthria and children with phonological delay. Method: UK SLPs were invited to complete two online surveys covering device availability, the use of technology for the assessment and treatment of acquired dysarthria and phonological delay, and barriers to using technology. Results were analysed using descriptive statistics. Result: 126 SLPs completed the surveys. Most respondents had a range of devices available in clinic, including computer and touchscreen devices. Technology was primarily used for treatment to engage clients, provide direct feedback in sessions and encourage home practice. Reported key barriers include lack of knowledge and training, and technical support issues. Conclusion: The use of technology in UK clinical practice varies widely, and technology adoption is hampered by various barriers. Findings indicate a need for more collaborative work between SLPs, technologists and policy-makers to develop the evidence-base for technology use in the management of acquired dysarthria and phonological delay

    User-centred app design for speech sound disorders interventions with tablet computers

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    © 2017 Springer-Verlag GmbH Germany Traditional speech and language pathology practice (SLPP) faces challenges delivering effective and timely therapy due to long waiting lists, the need for regular practice outside the clinic and a lack of children’s motivation to engage in persistent practice. Technology has untapped potential to address these issues and improve SLPP. This paper describes the design of a tablet app for delivering technology-enhanced therapy for children with speech sound disorders and investigates the impact of the use of apps on SLPP. The initial design was informed by a nation-wide survey of speech-language pathologists (SLPs). The quantitative analysis disclosed that even though SLPs positively perceive mobile technology, they do not currently fully exploit it in their practice due to a lack of apps in their native language and the limited usefulness of apps in foreign languages. Using a user-centred design process, a multidisciplinary team created three prototypes and a final version of an app that has been tested in real therapeutic sessions during everyday practice and informed by feedback from SLPs and children. The observation analysis is presented based on an adaptation of Koole’s FRAME model. The qualitative findings indicate that SLPs identify mobile apps as enabling greater mobility, allowing new therapeutic approaches, creating possibilities for practice outside the therapeutic setting and increasing children’s motivation, supporting greater persistence to practise in the context of the therapy

    Apraxia World: Deploying a Mobile Game and Automatic Speech Recognition for Independent Child Speech Therapy

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    Children with speech sound disorders typically improve pronunciation quality by undergoing speech therapy, which must be delivered frequently and with high intensity to be effective. As such, clinic sessions are supplemented with home practice, often under caregiver supervision. However, traditional home practice can grow boring for children due to monotony. Furthermore, practice frequency is limited by caregiver availability, making it difficult for some children to reach therapy dosage. To address these issues, this dissertation presents a novel speech therapy game to increase engagement, and explores automatic pronunciation evaluation techniques to afford children independent practice. Children with speech sound disorders typically improve pronunciation quality by undergoing speech therapy, which must be delivered frequently and with high intensity to be effective. As such, clinic sessions are supplemented with home practice, often under caregiver supervision. However, traditional home practice can grow boring for children due to monotony. Furthermore, practice frequency is limited by caregiver availability, making it difficult for some children to reach therapy dosage. To address these issues, this dissertation presents a novel speech therapy game to increase engagement, and explores automatic pronunciation evaluation techniques to afford children independent practice. The therapy game, called Apraxia World, delivers customizable, repetition-based speech therapy while children play through platformer-style levels using typical on-screen tablet controls; children complete in-game speech exercises to collect assets required to progress through the levels. Additionally, Apraxia World provides pronunciation feedback according to an automated pronunciation evaluation system running locally on the tablet. Apraxia World offers two advantages over current commercial and research speech therapy games; first, the game provides extended gameplay to support long therapy treatments; second, it affords some therapy practice independence via automatic pronunciation evaluation, allowing caregivers to lightly supervise instead of directly administer the practice. Pilot testing indicated that children enjoyed the game-based therapy much more than traditional practice and that the exercises did not interfere with gameplay. During a longitudinal study, children made clinically-significant pronunciation improvements while playing Apraxia World at home. Furthermore, children remained engaged in the game-based therapy over the two-month testing period and some even wanted to continue playing post-study. The second part of the dissertation explores word- and phoneme-level pronunciation verification for child speech therapy applications. Word-level pronunciation verification is accomplished using a child-specific template-matching framework, where an utterance is compared against correctly and incorrectly pronounced examples of the word. This framework identified mispronounced words better than both a standard automated baseline and co-located caregivers. Phoneme-level mispronunciation detection is investigated using a technique from the second-language learning literature: training phoneme-specific classifiers with phonetic posterior features. This method also outperformed the standard baseline, but more significantly, identified mispronunciations better than student clinicians

    5to. Congreso Internacional de Ciencia, Tecnología e Innovación para la Sociedad. Memoria académica

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    El V Congreso Internacional de Ciencia, Tecnología e Innovación para la Sociedad, CITIS 2019, realizado del 6 al 8 de febrero de 2019 y organizado por la Universidad Politécnica Salesiana, ofreció a la comunidad académica nacional e internacional una plataforma de comunicación unificada, dirigida a cubrir los problemas teóricos y prácticos de mayor impacto en la sociedad moderna desde la ingeniería. En esta edición, dedicada a los 25 años de vida de la UPS, los ejes temáticos estuvieron relacionados con la aplicación de la ciencia, el desarrollo tecnológico y la innovación en cinco pilares fundamentales de nuestra sociedad: la industria, la movilidad, la sostenibilidad ambiental, la información y las telecomunicaciones. El comité científico estuvo conformado formado por 48 investigadores procedentes de diez países: España, Reino Unido, Italia, Bélgica, México, Venezuela, Colombia, Brasil, Estados Unidos y Ecuador. Fueron recibidas un centenar de contribuciones, de las cuales 39 fueron aprobadas en forma de ponencias y 15 en formato poster. Estas contribuciones fueron presentadas de forma oral ante toda la comunidad académica que se dio cita en el Congreso, quienes desde el aula magna, el auditorio y la sala de usos múltiples de la Universidad Politécnica Salesiana, cumplieron respetuosamente la responsabilidad de representar a toda la sociedad en la revisión, aceptación y validación del conocimiento nuevo que fue presentado en cada exposición por los investigadores. Paralelo a las sesiones técnicas, el Congreso contó con espacios de presentación de posters científicos y cinco workshops en temáticas de vanguardia que cautivaron la atención de nuestros docentes y estudiantes. También en el marco del evento se impartieron un total de ocho conferencias magistrales en temas tan actuales como la gestión del conocimiento en la universidad-ecosistema, los retos y oportunidades de la industria 4.0, los avances de la investigación básica y aplicada en mecatrónica para el estudio de robots de nueva generación, la optimización en ingeniería con técnicas multi-objetivo, el desarrollo de las redes avanzadas en Latinoamérica y los mundos, la contaminación del aire debido al tránsito vehicular, el radón y los riesgos que representa este gas radiactivo para la salud humana, entre otros
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