456 research outputs found

    WAYFINDING AID FOR THE ELDERLY WITH MEMORY DISTURBANCES

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    A global increase in aging population, combined with a growing number of people with dementia, creates new challenges to develop guiding technology for people with memory disturbances in their daily activities. In this study we have tested the prototype of a wayfinding aid using predefined routes. The orientation advice was given through three modalities, visual, audio and tactile signals, two of which were used at a time. Nine subjects, aged 59–90 years (with a median age of 84 years) participated in the user study at a rehabilitation unit in PyhĂ€jĂ€rvi, Finland. Their severity of dementia ranged between mild and severe, and walking abilities ranged from “frail to hobby skier”. In addition, two elderly persons were recruited as control subjects. In most cases, the orientation with the wayfinding aid on predefined routes succeeded, with a few misinterpretations. The most common difficulties included: straying from the defined route, finding the right door, and the attractions of real-life context like other people. The severity of dementia didn’t seem to predict success in orientation with the wayfinding aid. Using the landmarks wasn’t as successful as using “left”, “right” and “go straight on” commands as the wayfinding advice

    Mobile learning and games in special education

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    Information technology is now a ubiquitous presence in all educational settings as well as places in which people work. While most mainstream schools now rely heavily on this technology to support learning, special education was often at the forefront of its adoption even acting as exemplars for mainstream education (Lilley, 2004). Educational virtual environments had been developed in special schools and adult training centres when virtual reality was still a novel technology in education (Standen & Brown, 2004; 2005; 2006). Now no school or educational setting would be imagined without information technology and there have been some exciting developments since those early pioneering days. In this chapter we intend to cover three of those which we think are particularly pertinent for learners with special needs: serious games, mobile computing and the role of users in the development of the technology

    Inventory of ATT system requirements for elderly and disabled drivers and travellers

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    This Inventory of ATT System Requirements for Elderly and Disabled Drivers and Travellers is the product of the TELSCAN project’s Workpackage 3: Identification and Updating of User Requirements of Elderly and Disabled Travellers. It describes the methods and tools used to identify the needs of elderly and disabled (E&D) travellers. The result of this investigation is a summary of the requirements of elderly and disabled travellers using different modes of transport, including private cars, buses/trams, metros/trains, ships and airplanes. It provides a generic user requirements specification which can guide the design of all transport telematics systems. However, it is important to stress that projects should also capture a more detailed definition of user requirements for their specific application area or system

    Interface design for a remote guidance system for the blind : using dual-screen displays

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    The mobility for the visually impaired people is one of the main challenges that researchers are still facing around the world. Although some projects have been conducted to improve the mobility of visually impaired people, further research is still needed. One of these projects is Brunel Remote Guidance System (BRGS). BRGS is aimed to assist visually impaired users in avoiding obstacles and reaching their destinations safely by providing online instructions via a remote sighted guide. This study comes as continuation of the development process of BRGS; the main aim that has been achieved of this research is the optimisation of the interface design for the system guide terminal. This helps the sighted guide to assist the VIUs to avoid obstacles safely and comfortably in the micro-navigation, as well as to keep them on the right track to reach their destination in the macro-navigation. After using the content analysis, the performance factors and their assessments method were identified in each BRGS‘ element, which concluded that there is a lack of research on the guide terminal setup and the assessment method for the sighted guide performance. Furthermore, there are no model to assist the sighted guide performance and two-screen displays used in the literature review and similar projects. A model was designed as a platform to conduct the evaluation on sighted guide performance. Based on this model, the computer-based simulation was established and tested, which made the simulation is ready for next task; the evaluation of the sighted guide performance. The conducted study determined the effects of the two-screen displays on the recognition performance of the 80 participants in the guide terminal. The performance was measured with the context of four different resolution conditions. The study was based on a simulation technique, which is consisted of two key performance elements in order to examine the sighted guide performance; the macro-navigation element and the micro-navigation element. The results show that the two-screen displays have an effect on the performance of the sighted guide. The optimum setup for the two-screen displays for the guide terminal consisted of a big digital map screen display (4CIF [704p x 576p]) and a small video image screen display (CIF [352p x 288p]), which one of the four different resolutions. This interface design has been recommended as a final setup in the guide terminal.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    A geography of, for, with or by disabled people: Reconceptualising the position of geographer as expert. SARU Working Paper 1

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    Increasingly, geographers are turning their attention to, and actively engaging in, issues of disability. Accompanying this upturn in empirical studies has been a fierce debate centring on differences in underlying ideology, conceptions of disability and methodological approaches. These three in combination determine why a piece of research is undertaken, the type of study conducted, and how data is generated and analysed. At present, the principal protagonists have adopted opposing positions. At one side, geographers such as Golledge (1993, 1996) adopt a geography of and for disabled people, conceptualising disability as a function of impairment and conducting studies of (subjects of research) and on behalf of disabled people (beneficiaries of research). On the other side, geographers such as Gleeson (1996) and Imrie (1996) question the basis of such a geography, instead advocating a search for a geography with disabled people which conceptualises disability as a function of social construction. This paper critically appraises this debate and explores the possibilities of a geography with and by disabled people. Here, the position of geographer as expert is re-worked to one of facilitator and enabler and the position of disabled people from the subjects of study to co-researchers through a process of empowerment and the adoption of an emancipatory research strategy. Such a re-positioning ensures that rather than just placing the voices of disabled people in the research process that disabled people can speak through the research

    Personas revisited: Extending the use of personas to enhance participatory design

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    Personas are a well-established tool in interactive system development, largely used with designers and developers. They can also be included in work with potential and actual users, particularly in eliciting user needs and concerns. We present three case studies in which personas are part of the research with potential users of interactive systems. Blind participants in research on assistive technologies often spontaneously generated personas who would benefit more from the technology than they themselves would. This was a way of being able to discuss potential needs and concerns, without admitting to having them oneself. Older participants exploring the potential of indoor drones generated personas who were older than themselves and would need the system more. Finally, personas were created to aid discussions with forestry workers about fatigue and safety issues that they might not want to admit to having themselves. From these case studies we draw recommendations for how personas can be deployed in working with potential and actual users of interactive systems in a variety of ways

    Understanding Interactions for Smart Wheelchair Navigation in Crowds

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