15 research outputs found
Online e-learning and cognitive disabilities: A systematic review
International audienceFor decades now, as the issue of social progress has come to the fore, the drive to improve access to education has been behind the growth in research into e-learning. The current systematic literature review raised the question of the existence of studies addressing the specific needs of persons with cognitive impairments. Indeed, e-learning is expected to be one of the critical tools for improving access to education and ultimately aiding social inclusion. The systematic literature review was performed through a four-step process including an exhaustive search of scientific literature databases, the selection of studies through exclusion and inclusion criteria, and literature analysis and synthesis. The main results are: 1) a lack of e-learning studies addressing the issue of accessibility for people with cognitive impairments (NâŻ=âŻ29) with a purpose dominated by design guidelines rather than effectiveness assessment; 2) a weak inclusion of accessibility standards (NâŻ=âŻ5) and 3) a weak inclusion of special education findings (NâŻ=âŻ3), with a focus on specific neuropsychological disorders or syndromes (dyslexia, ADHD, etc.) rather than on impairments of cognitive function (attention, memory, etc.) as promoted by the International Classification of Functioning (World Health Organization, 2001); 4) the identification of five families of accessibility function (adaptive systems, game elements, accessible content, virtual agents and accessible interfaces or environments) and their dependency with activity-domain of learning. Results are discussed in terms of both design and assessment recommendations, promoting a multi-disciplinary approach combining educational sciences, cognitive sciences and computer science to develop more accessible e-learning systems
Erlen : Une interface tangible pour la réduction de la consommation énergétique sur le poste de travail
International audienceIn this demonstration paper, we present the Erlen environment. A set of tangible interfaces dedicated to raising awareness of employees and the workplaceâs energy consumption reduction.Dans cette article de deÌmonstration, nous preÌsentons lâenvironne- ment Erlen. Un ensemble dâinterfaces tangibles deÌdieÌes aÌ la prise de conscience des employeÌs et aÌ la reÌduction de la consommation eÌnergeÌtique dâun poste de travail
Erlen : Une interface tangible pour la réduction de la consommation énergétique sur le poste de travail
International audienceIn this demonstration paper, we present the Erlen environment. A set of tangible interfaces dedicated to raising awareness of employees and the workplaceâs energy consumption reduction.Dans cette article de deÌmonstration, nous preÌsentons lâenvironne- ment Erlen. Un ensemble dâinterfaces tangibles deÌdieÌes aÌ la prise de conscience des employeÌs et aÌ la reÌduction de la consommation eÌnergeÌtique dâun poste de travail
Medical image computing and computer-aided medical interventions applied to soft tissues. Work in progress in urology
Until recently, Computer-Aided Medical Interventions (CAMI) and Medical
Robotics have focused on rigid and non deformable anatomical structures.
Nowadays, special attention is paid to soft tissues, raising complex issues due
to their mobility and deformation. Mini-invasive digestive surgery was probably
one of the first fields where soft tissues were handled through the development
of simulators, tracking of anatomical structures and specific assistance
robots. However, other clinical domains, for instance urology, are concerned.
Indeed, laparoscopic surgery, new tumour destruction techniques (e.g. HIFU,
radiofrequency, or cryoablation), increasingly early detection of cancer, and
use of interventional and diagnostic imaging modalities, recently opened new
challenges to the urologist and scientists involved in CAMI. This resulted in
the last five years in a very significant increase of research and developments
of computer-aided urology systems. In this paper, we propose a description of
the main problems related to computer-aided diagnostic and therapy of soft
tissues and give a survey of the different types of assistance offered to the
urologist: robotization, image fusion, surgical navigation. Both research
projects and operational industrial systems are discussed
Reuse of medical face masks in domestic and community settings without sacrificing safety: Ecological and economical lessons from the Covid-19 pandemic
The need for personal protective equipment increased exponentially in response to the Covid-19 pandemic. To cope with the mask shortage during springtime 2020, a French consortium was created to find ways to reuse medical and respiratory masks in healthcare departments. The consortium addressed the complex context of the balance between cleaning medical masks in a way that maintains their safety and functionality for reuse, with the environmental advantage to manage medical disposable waste despite the current mask designation as single-use by the regulatory frameworks. We report a Workflow that provides a quantitative basis to determine the safety and efficacy of a medical mask that is decontaminated for reuse. The type IIR polypropylene medical masks can be washed up to 10 times, washed 5 times and autoclaved 5 times, or washed then sterilized with radiations or ethylene oxide, without any degradation of their filtration or breathability properties. There is loss of the antiprojection properties. The Workflow rendered the medical masks to comply to the AFNOR S76-001 standard as âtype 1 non-sanitory usage masksâ. This qualification gives a legal status to the Workflow-treated masks and allows recommendation for the reuse of washed medical masks by the general population, with the significant public health advantage of providing better protection than cloth-tissue masks. Additionally, such a legal status provides a basis to perform a clinical trial to test the masks in real conditions, with full compliance with EN 14683 norm, for collective reuse. The rational reuse of medical mask and their end-of-life management is critical, particularly in pandemic periods when decisive turns can be taken. The reuse of masks in the general population, in industries, or in hospitals (but not for surgery) has significant advantages for the management of waste without degrading the safety of individuals wearing reused masks
Conception, intégration et validation de systÚmes numériques d'enseignement accessibles aux personnes en situation de handicap cognitif
The proportion of disabled persons decreases sharply over time in the educational system. This results in lower levels of qualification, which further impedes employment opportunities and reinforces their exclusion from the social sphere. Moreover, this situation is even more acute in the case of persons with cognitive impairments. The considerable evolution of online training, as reflected in the massive growth of MOOC (Massive Open Online Courses) platforms, could provide a real opportunity to address the training needs of disabled persons. Unfortunately, similarly to many digital devices, these systems suffer from a lack of accessibility. Starting from a state of the art on the accessibility of e-learning systems, we initiated a co-design process involving students with cognitive impairments (N = 6) and professionals in the field of cognitive disability and accessibility (N = 13). This work has led to the development of a framework for the design of accessible e-learning systems that arose from the various needs and recommendations that emerged during the process. It resulted in the development and implementation of a first prototype of an accessible MOOC player named AĂŻana. A field study, based on a MOOC broadcasted on the national FUN platform was conducted to evaluate AĂŻana's effectiveness in terms of learning performances, cognitive load, induced self-determination, usability and efficiency of person-system interactions among a fairly large sample of participants (N = 1087 of which 150 reported a disability). The results confirm the good usability of our player and its positive impact on the learning and self-determination of disabled persons, particularly those with cognitive disabilities, which supports the relevance of the design principles we have introduced.La proportion de personnes handicapĂ©es dĂ©croit fortement tout au long du parcours scolaire. Cela a comme consĂ©quence de plus faibles niveaux de qualification, ce qui amĂšne un obstacle supplĂ©mentaire aux possibilitĂ©s d'emploi et renforce leur exclusion de la sphĂšre sociale. De plus, ce constat est aggravĂ© lorsque la situation de handicap implique des troubles cognitifs. Lâimportante Ă©volution des formations en ligne, comme en tĂ©moigne la croissance massive des plates-formes MOOC (Massive Open Online Courses) pourrait fournir une rĂ©elle opportunitĂ© afin de rĂ©pondre aux besoins de formation des personnes handicapĂ©es. Malheureusement, comme pour de nombreux autres dispositifs numĂ©riques, ces systĂšmes souffrent dâun dĂ©ficit dâaccessibilitĂ©. Sur la base dâun Ă©tat de lâart sur lâaccessibilitĂ© des systĂšmes numĂ©riques dâĂ©ducation, nous avons mis en place un processus de co-conception auquel ont participĂ© des Ă©tudiants ayant des dĂ©ficiences cognitives (N = 6), ainsi que des professionnels du domaine du handicap cognitif et de lâaccessibilitĂ© (N = 13). Celui-ci a permis le dĂ©veloppement dâun cadre de travail pour la conception de systĂšmes d'apprentissage en ligne accessibles, dĂ©coulant des diffĂ©rents besoins et recommandations qui ont Ă©mergĂ© au cours de ce processus. Il a donnĂ© lieu au dĂ©veloppement et Ă lâimplĂ©mentation dâun premier prototype de lecteur de MOOC accessible nommĂ© AĂŻana. Une expĂ©rimentation en environnement Ă©cologique autour dâun MOOC diffusĂ© sur la plateforme nationale FUN a Ă©tĂ© rĂ©alisĂ© afin dâĂ©valuer lâefficacitĂ© dâAĂŻana en termes de performances dâapprentissage, de charge cognitive, dâauto-dĂ©termination induites, dâutilisabilitĂ© et dâefficience des interactions personne-systĂšme, et ce auprĂšs dâun Ă©chantillon assez large de participants (N = 1087 dont 150 ont dĂ©clarĂ© un handicap). Les rĂ©sultats confirment la bonne utilisabilitĂ© de notre lecteur ainsi que son impact positif sur l'apprentissage et le soutien Ă dâautodĂ©termination des personnes handicapĂ©es, notamment celles ayant des troubles cognitifs, renforçant ainsi la pertinence des principes de conception mis en Ćuvre
Design, integration and validation of digital education systems accessible to people with cognitive disabilities
La proportion de personnes handicapĂ©es dĂ©croit fortement tout au long du parcours scolaire. Cela a comme consĂ©quence de plus faibles niveaux de qualification, ce qui amĂšne un obstacle supplĂ©mentaire aux possibilitĂ©s d'emploi et renforce leur exclusion de la sphĂšre sociale. De plus, ce constat est aggravĂ© lorsque la situation de handicap implique des troubles cognitifs. Lâimportante Ă©volution des formations en ligne, comme en tĂ©moigne la croissance massive des plates-formes MOOC (Massive Open Online Courses) pourrait fournir une rĂ©elle opportunitĂ© afin de rĂ©pondre aux besoins de formation des personnes handicapĂ©es. Malheureusement, comme pour de nombreux autres dispositifs numĂ©riques, ces systĂšmes souffrent dâun dĂ©ficit dâaccessibilitĂ©. Sur la base dâun Ă©tat de lâart sur lâaccessibilitĂ© des systĂšmes numĂ©riques dâĂ©ducation, nous avons mis en place un processus de co-conception auquel ont participĂ© des Ă©tudiants ayant des dĂ©ficiences cognitives (N = 6), ainsi que des professionnels du domaine du handicap cognitif et de lâaccessibilitĂ© (N = 13). Celui-ci a permis le dĂ©veloppement dâun cadre de travail pour la conception de systĂšmes d'apprentissage en ligne accessibles, dĂ©coulant des diffĂ©rents besoins et recommandations qui ont Ă©mergĂ© au cours de ce processus. Il a donnĂ© lieu au dĂ©veloppement et Ă lâimplĂ©mentation dâun premier prototype de lecteur de MOOC accessible nommĂ© AĂŻana. Une expĂ©rimentation en environnement Ă©cologique autour dâun MOOC diffusĂ© sur la plateforme nationale FUN a Ă©tĂ© rĂ©alisĂ© afin dâĂ©valuer lâefficacitĂ© dâAĂŻana en termes de performances dâapprentissage, de charge cognitive, dâauto-dĂ©termination induites, dâutilisabilitĂ© et dâefficience des interactions personne-systĂšme, et ce auprĂšs dâun Ă©chantillon assez large de participants (N = 1087 dont 150 ont dĂ©clarĂ© un handicap). Les rĂ©sultats confirment la bonne utilisabilitĂ© de notre lecteur ainsi que son impact positif sur l'apprentissage et le soutien Ă dâautodĂ©termination des personnes handicapĂ©es, notamment celles ayant des troubles cognitifs, renforçant ainsi la pertinence des principes de conception mis en Ćuvre.The proportion of disabled persons decreases sharply over time in the educational system. This results in lower levels of qualification, which further impedes employment opportunities and reinforces their exclusion from the social sphere. Moreover, this situation is even more acute in the case of persons with cognitive impairments. The considerable evolution of online training, as reflected in the massive growth of MOOC (Massive Open Online Courses) platforms, could provide a real opportunity to address the training needs of disabled persons. Unfortunately, similarly to many digital devices, these systems suffer from a lack of accessibility. Starting from a state of the art on the accessibility of e-learning systems, we initiated a co-design process involving students with cognitive impairments (N = 6) and professionals in the field of cognitive disability and accessibility (N = 13). This work has led to the development of a framework for the design of accessible e-learning systems that arose from the various needs and recommendations that emerged during the process. It resulted in the development and implementation of a first prototype of an accessible MOOC player named AĂŻana. A field study, based on a MOOC broadcasted on the national FUN platform was conducted to evaluate AĂŻana's effectiveness in terms of learning performances, cognitive load, induced self-determination, usability and efficiency of person-system interactions among a fairly large sample of participants (N = 1087 of which 150 reported a disability). The results confirm the good usability of our player and its positive impact on the learning and self-determination of disabled persons, particularly those with cognitive disabilities, which supports the relevance of the design principles we have introduced
Accessibility of Immersive Serious Games for Persons with Cognitive Disabilities
International audienc
Accessibilité numérique des systÚmes d'enseignement en ligne pour des personnes en situation de handicap d'origine cognitif
International audienc
Accessibility of Immersive Serious Games for Persons with Cognitive Disabilities
International audienc