183 research outputs found

    統計的つまずき検出を用いた高齢者のためのスマートフォンテキスト入力チュータリングシステム

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    京都大学0048新制・課程博士博士(情報学)甲第21207号情博第660号新制||情||114(附属図書館)京都大学大学院情報学研究科知能情報学専攻(主査)教授 河原 達也, 教授 黒橋 禎夫, 教授 石田 亨学位規則第4条第1項該当Doctor of InformaticsKyoto UniversityDFA

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    Patient-centered Primary Care of Adults with Severe or Profound Developmental Disabilities: The Patient–Physician Relationship

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    Adults with developmental disabilities receive most of their health care from family physicians, yet little is known of the development of the patient-physician relationship in this population. This qualitative study used a grounded theory approach to describe the development of this relationship between adult patients with severe or profound developmental disabilities and their family physicians. Semi-structured interviews were conducted with 13 caregivers and 15 family physicians of these patients. The recognition of the patient’s vulnerabilities was a common starting point. Caregivers and patients approached the patient-physician relationship as one unit with the person they cared for as part of the process of protecting them, before allowing the relationship to develop along different trajectories. Family physicians described a mutual process of acceptance—of the patient as a human being, and of the physician by the patient. Greater awareness of these processes of relationship development may improve health care delivery for patients with developmental disabilities

    The Cord Weekly (October 16, 1997)

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    Familiarizing children with atificial intelligence

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    Abstract. Studies regarding the digital literacy of children can be found easily. Such as teaching children about coding, involvement of children in the design and development of technology, learning of CT, and abstraction. On the other hand, the availability of literature regarding the combination of children and AI is still not enough. Especially, there is a lack of research regarding AI literacy of children which is the research problem. The gap was found while searching for material regarding AI and children through ACM Digital Library and IEEE Xplore which motivated to conduct this research. Thus, the research was conducted with the aim of familiarizing children with the AI. Moreover, the qualitative research method was used for this study. The reason to choose this method was the lack of literature in this field. Another reason was to obtain evidence-based on observations in the real environment. Data was collected in the form of observations, texts (activity worksheets), pictures, video, and audio. The teacher was interviewed at the end of the last session to get feedback about children’s learning. Also, the study was conducted at an international school in Oulu, Finland. Sessions were conducted on 19 Nov and 26 Nov 2019. Each session was of approximately 45 minutes. Children belonging to the age-group of 11–12 years were included. To introduce AI to the children existing material with modification was used. During the sessions, children had some hands-on activities such as an online ML activity. Some activity worksheets were also distributed among them. Children were asked about AI before and after this concept was explained to them. Findings of the study suggested that some children’s opinion about AI was changed after they were being engaged in learning activities. In the beginning, upon asking them about AI a few children answered as coding or robot whereas repeating the same question at the end some students mentioned “thinking by itself”. In contrast, some students still mentioned robot or computer. Observations also suggest that children seemed to learn more easily through hands-on activities and by listening to stories. Based on the results of this study, it seems that more sessions with careful planning are needed to get better results in the future. One limitation is, the results of this study cannot be applied to a large group of children. Another limitation of this study is the unknown background of participants

    Designing technology for young children: guidelines grounded in a literature investigation on child development and children's technology

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    This thesis is about the design of technology for children from five to eight years of age. The majority of available guidelines and principles for design or evaluation of technology support the design of products aimed at adults. The limited guidelines available for design of young children's technology do not focus sufficiently on age-related requirements or they offer high-level advice that is only useful in the planning stages of design. Working from the assumption that knowledge available in the literature provides sufficient information to support this process, my aim with this study was to demonstrate how a dependable and useful set of guidelines for the design of technology for children aged five to eight years could be derived from an existing body of knowledge. Development of the guidelines firstly involved research into the psychological theories of children's development to identify those elements of development and the characteristics of children that may have bearing on children's use of technology. Secondly, the literature on children's development of specific skills such as literacy and mathematics was investigated. The available literature on young children's use of technology was studied next and, finally, the applicability of existing design guidelines and principles for children's products evaluated. Throughout this literature investigation the researcher gathered design-relevant factors that could potentially become design guidelines. Using qualitative data analysis techniques, more than five hundred such data elements were systematically coded, processed, analysed and categorised. The result is three hundred and fifty guidelines organised into a framework of six categories and twenty-six subcategories that integrates the relevant theoretical fields and provides practical support for designers. To demonstrate the credibility and usefulness of the emerging guidelines they were used to do an evaluation and re-design of an existing product aimed at the target group. The thesis reports in detail on the different stages of the research, and systematically takes the reader through the process of deriving guidelines from existing theory and research findings, and integrating them into a useful framework.School of ComputingPhD. (Computer Science

    Xavier University Newswire

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    https://www.exhibit.xavier.edu/student_newspaper/3838/thumbnail.jp

    Music in the lives of two children with autism : a case study

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    This thesis is a qualitative case study about two children with autism spectrum disorder and the role of music in their lives. It explores how music serves as a non-threatening medium for learning and developing skills necessary to function successfully in life. The stories of the children and their parents are shared through their personal account and the author\u27s observations. The literature in the field reveals that a structured/functional use of music helps communication, social interaction, appropriate behavior, motor skills, and academics in children with autism. Each child is able to actively participate in music-making within varied and appropriate settings as music accommodates different levels and abilities. With successful experiences, these children gain confidence and self-esteem, learn a skill, establish a socially appropriate hobby, and acquire outside acknowledgement and praise. Informal but functional uses of music at home, school, or elsewhere can benefit and aid children with autism. The stories of the participants show music\u27s potential in helping individuals with autism live a more fulfilling and promising life

    Gesture Object Interfaces to enable a world of multiple projections

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2010.Cataloged from PDF version of thesis.Includes bibliographical references (p. [209]-226).Tangible Media as an area has not explored how the tangible handle is more than a marker or place-holder for digital data. Tangible Media can do more. It has the power to materialize and redefine our conception of space and content during the creative process. It can vary from an abstract token that represents a movie to an anthropomorphic plush that reflects the behavior of a sibling during play. My work begins by extending tangible concepts of representation and token-based interactions into movie editing and play scenarios. Through several design iterations and research studies, I establish tangible technologies to drive visual and oral perspectives along with finalized creative works, all during a child's play and exploration. I define the framework, Gesture Object Interfaces, expanding on the fields of Tangible User Interaction and Gesture Recognition. Gesture is a mechanism that can reinforce or create the anthropomorphism of an object. It can give the object life. A Gesture Object is an object in hand while doing anthropomorphized gestures. Gesture Object Interfaces engender new visual and narrative perspectives as part of automatic film assembly during children's play. I generated a suite of automatic film assembly tools accessible to diverse users. The tools that I designed allow for capture, editing and performing to be completely indistinguishable from one another. Gestures integrated with objects become a coherent interface on top of natural play. I built a distributed, modular camera environment and gesture interaction to control that environment. The goal of these new technologies is to motivate children to take new visual and narrative perspectives. In this dissertation I present four tangible platforms that I created as alternatives to the usual fragmented and sequential capturing, editing and performing of narratives available to users of current storytelling tools. I developed Play it by Eye, Frame it by hand, a new generation of narrative tools that shift the frame of reference from the eye to the hand, from the viewpoint (where the eye is) to the standpoint (where the hand is). In Play it by Eye, Frame it by Hand environments, children discover atypical perspectives through the lens of everyday objects. When using Picture This!, children imagine how an object would appear relative to the viewpoint of the toy. They iterate between trying and correcting in a world of multiple perspectives. The results are entirely new genres of child-created films, where children finally capture the cherished visual idioms of action and drama. I report my design process over the course of four tangible research projects that I evaluate during qualitative observations with over one hundred 4- to 14-year-old users. Based on these research findings, I propose a class of moviemaking tools that transform the way users interpret the world visually, and through storytelling.by Catherine Nicole Vaucelle.Ph.D
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