26 research outputs found

    Wearable device to assist independent living.

    Get PDF
    Older people increasingly want to remain living independently in their own homes. The aim of the ENABLE project is to develop a wearable device that can be used both within and outside of the home to support older people in their daily lives and which can monitor their health status, detect potential problems, provide activity reminders and offer communication and alarm services. In order to determine the specifications and functionality required for development of the device user surveys and focus groups were undertaken and use case analysis and scenario modeling carried out. The project has resulted in the development of a wrist worn device and mobile phone combination that can support and assist older and vulnerable wearers with a range of activities and services both inside and outside of their homes. The device is currently undergoing pilot trials in five European countries. The aim of this paper is to describe the ENABLE device, its features and services, and the infrastructure within which it operates

    Visual eye disease simulator

    No full text
    Visually impaired people have a very different view of the world such that seemingly simple environments as viewed by a ‘normally’ sighted people can be difficult for people with visual impairments to access and move around. This is a problem that can be hard to fully comprehend by people with ‘normal vision’ even when guidelines for inclusive design are available. This paper investigates ways in which image processing techniques can be used to simulate the characteristics of a number of common visual impairments in order to provide, planners, designers and architects, with a visual representation of how people with visual impairments view their environment, thereby promoting greater understanding of the issues, the creation of more accessible buildings and public spaces and increased accessibility for visually impaired people in everyday situations

    Students' assessment of immersive virtual reality as a pedagogic medium

    No full text
    Over the past few years a number of research studies, mainly involving desktop-based or head-mounted Virtual Reality (VR) systems, have been undertaken to determine what VR can contribute to the education process. In our study we have used the findings from a number of these studies to help in formulating a new study into the perceived merits and limitations of using VR in general, and immersive CAVE-like systems in particular, as an education tool. We conducted our study with a group of final year undergraduate students who were registered on a module that described VR in terms of the scientific issues, application areas, and strengths and weaknesses of the technology
    corecore