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The Attentive Hearing Aid: visual selection of auditory sourcesHart, Jamie Lauren 01 October 2007 (has links)
We present the Attentive Hearing Aid, a system that uses eye input to amplify the audio of tagged sound sources in the environment. A multidisciplinary project, we use the latest technology to take advantage of the social phenomenon of turn-taking in human-human communication, and apply this in a new kind of assistive hearing device. Using hearing-impaired participants, we evaluated the use of eye input for switching between sound sources on a screen in terms of switch time and the recall of audiovisual material. We compared eye input to a control condition and two manual selection techniques: using a remote to point at the target on the screen, and using buttons to select the target. Results show that in terms of switch time, Eyes were 73% faster than Pointing and 58% faster than Buttons. In terms of recall, Eyes performed 80% better than Control, 54% better than Buttons, and 37% better than Pointing. In a post-evaluation user experience survey, participants rated Eyes highest in “easiest”, “most natural”, and “best overall” categories. We present the implications of this work as a new type of assistive hearing device, and also discuss how this system could benefit non-hearing-impaired individuals. / Thesis (Master, Computing) -- Queen's University, 2007-09-26 13:46:25.789
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An evaluation of the potential order and priority of research methods, design methods and design heuristics within an Assistive Technology new product development processTorrens, George January 2015 (has links)
This commentary reflects on a series of published research articles, 1996-2013, that form a PhD thesis by publication. The articles offer evidence of research into best practice relating to Assistive Technology (AT) product design as a specialist section of Industrial Design (ID). The aim of the research has been to provide AT product developers with a methodology that ordered and prioritised the application of proven research methods, design methods and design heuristics; as well as, to highlight the fundamental concepts that underpin the methodology. This commentary provides a review of the methods applied and discussion of their efficacy within each case study. The series of articles, evaluated at a meta-analysis level in the second part of the commentary, address the following research questions: 1) What is the optimum order and priority of conventional design methods, heuristics and research methods when applied within a new product development process for assistive technology products?, 2) Through a meta-analysis of case studies, are there key aspects that underpin an optimum AT-ID process? From the review, 61 research methods, design methods and heuristics were defined. An order of methods and heuristics identified some methods that were used throughout all phases of a NPD process that included literature review, benchmarking, mixed methods and participatory research. The methods and heuristics used in all phases highlighted a user-centred approach and the close collaboration with end users and stakeholders. There was also a focus of methods and heuristics around phase 2 of the 5 design process phases defined by Martin and Hannington. The critical review also highlighted key underpinning aspects that helped optimise an Industrial Design approach to ID-AT NPD. These were 1) creating a format for dialogue within the constraints of perception and 2) previous experience and the application of ethically sound protocols for the whole process. Lastly the change of terminology and attitudes of those working the Assistive Technology industry highlighted the need for more research into social acceptance of all aspects of Assistive Technology and the perception of disability from those living with impairment and by UK society as a whole.
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Embedding novel and surprising elements in touch-screen games for children with autism : creating experiences 'worth communicating about'Alcorn, Alyssa Marie January 2016 (has links)
Relative infrequency of communication initiation, particularly initiations that involve attention-sharing or other social purposes, appears to negatively impact the later-life outcomes of children with autism. Strategies to improve or encourage initiation skills in autism are hampered by the need for the behaviour to be spontaneous (i.e. unprompted by a partner). One potential approach that addresses the spontaneity issue is to extrinsically motivate initiations by changing aspects of the child’s environment such that they merit, or even demand, initiating a communication. Detecting subjectively inconsistent (i.e. discrepant) aspects in game-like virtual contexts appears to be something that inherently interests young children with autism, and can motivate them to initiate spontaneous, positive communications. Initial evidence for discrepancy as a communicative motivator came from a study which re-analysed video data from an existing autism and technology project (ECHOES), illustrating that a heterogeneous group of children all reacted frequently and socially to naturally occurring (i.e. unintentional, non-designed) discrepant aspects within ECHOES. A set of high-level design principles was developed in order to capture “lessons learned” from ECHOES that might facilitate re-creation of a similar pattern of spontaneous, positive initiation around discrepancy. A second, proof-of-concept study implemented these design principles in a set of three new touch-screen games (Andy’s Garden) that sought to establish, and then deliberately violate, child expectations (i.e. provide discrepancy-detection opportunities: DDOs). Children reacted socially and positively to the new games and DDOs. The results of this study allow us to answer its overall questions affirmatively: it is possible to motivate children’s communication–specifically, their initiation–by including deliberately-designed DDOs in a set of games. These findings are the first step towards determining whether discrepancy-detection opportunities may form a component of a future technology-based communication skills intervention, capable of changing children’s initiation behaviour outside of a game context.
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Comparing satisfaction with occupational performance using a pushrim-activated power-assisted wheelchair and a power wheelchair among task-specific power wheelchair usersGiesbrecht, Edward Mark 12 July 2006 (has links)
The manual wheelchair (MWC) and power wheelchair (PWC) each present advantages and disadvantages to participation and occupational performance. Consequently, some individuals choose to use both devices, depending upon the activity. A pushrim-activated, power-assisted wheelchair (PPW) may provide an alternative to the PWC for these users. This study utilized a two-phase, mixed methods design, comparing the performance and satisfaction of wheelchair users carrying out self-selected activities with their current PWC and with a PPW. There was no statistically significant difference in outcome measures between the PWC and PPW; however, many participants reported a preference for the PWC. Less accessible environments, particularly when transporting a wheelchair, were identified as opportunities for PPW use. Rather than replacing the PWC for all of their identified activities, participants indicated the PPW improved upon the MWC. As a result, participants expressed a willingness to try more (and new) activities, including some previously performed with the PWC. / October 2006
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THE WRITE STUFF: ASSISTIVE TECHNOLOGY AND ITS IMPACT ON EARLY WRITERSROBB, Lauren Nicole 25 April 2011 (has links)
This mixed methods study examined assistive technology and its role in the world early
writers. It investigated the function of word predictive and speech synthesis software in
the early primary, mainstream classroom. A technology based writing intervention with
27 first grade students was carried out to assess how the use of Co:writer software
affected the content of student writing. It looked at how the length of the writing sample,
word use and sentence complexity was affected by this writing intervention. It also
investigated how students interacted with the software and how they felt about its effect
on their writing. The hypothesis was that the use of assistive technology while writing
would aid students in creating more sophisticated, content rich writing samples and give
students a positive feeling about their writing. Using a pre-post design, participant
writing samples were analyzed for length, word use and sentence complexity. Targeted
interviews and field notes revealed how students interacted with the software and how
they felt about its effect on their writing. The data shows that within this study
participants improved the length, and sentence complexity in their written samples.
Qualitatively participants reported that the software helped to improve their vocabulary,
length of writing sample, spelling, reading and editing. This study lays groundwork for
more research into the use of assistive writing technology in early mainstream
participants. / Thesis (Master, Education) -- Queen's University, 2011-04-24 02:12:01.196
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Design of a Multiple-User Intelligent Feeding Robot for Elderly and DisabledPourmohammadali, Homeyra 17 May 2007 (has links)
The number of elderly people around the world is growing rapidly. This has led to an increase in the number of people who are seeking assistance and adequate service either at home or in long-term- care institutions to successfully accomplish their daily activities. Responding to these needs has been a burden to the health care system in terms of labour and associated costs and has motivated research in developing alternative services using new technologies.
Various intelligent, and non-intelligent, machines and robots have been developed to meet the needs of elderly and people with upper limb disabilities or dysfunctions in gaining independence in eating, which is one of the most frequent and time-consuming everyday tasks. However, in almost all cases, the proposed systems are designed only for the personal use of one individual and little effort to design a multiple-user feeding robot has been previously made. The feeding requirements of elderly in environments such as senior homes, where many elderly residents dine together at least three times per day, have not been extensively researched before.
The aim of this research was to develop a machine to feed multiple elderly people based on their characteristics and feeding needs, as determined through observations at a nursing home. Observations of the elderly during meal times have revealed that almost 40% of the population was totally dependent on nurses or caregivers to be fed. Most of those remaining, suffered from hand tremors, joint pain or lack of hand muscle strength, which made utensil manipulation and coordination very difficult and the eating process both messy and lengthy. In addition, more than 43% of the elderly were very slow in eating because of chewing and swallowing problems and most of the rest were slow in scooping and directing utensils toward their mouths. Consequently, one nurse could only respond to a maximum of two diners simultaneously. In order to manage the needs of all elderly diners, they required the assistance of additional staff members. The limited time allocated for each meal and the daily progression of the seniors??? disabilities also made mealtime very challenging.
Based on the caregivers??? opinion, many of the elderly in such environments can benefit from a machine capable of feeding multiple users simultaneously. Since eating is a slow procedure, the idle state of the robot during one user???s chewing and swallowing time can be allotted for feeding another person who is sitting at the same table.
The observations and studies have resulted in the design of a food tray, and selection of an appropriate robot and applicable user interface. The proposed system uses a 6-DOF serial articulated robot in the center of a four-seat table along with a specifically designed food tray to feed one to four people. It employs a vision interface for food detection and recognition. Building the dynamic equations of the robotic system and simulation of the system were used to verify its dynamic behaviour before any prototyping and real-time testing.
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Comparing satisfaction with occupational performance using a pushrim-activated power-assisted wheelchair and a power wheelchair among task-specific power wheelchair usersGiesbrecht, Edward Mark 12 July 2006 (has links)
The manual wheelchair (MWC) and power wheelchair (PWC) each present advantages and disadvantages to participation and occupational performance. Consequently, some individuals choose to use both devices, depending upon the activity. A pushrim-activated, power-assisted wheelchair (PPW) may provide an alternative to the PWC for these users. This study utilized a two-phase, mixed methods design, comparing the performance and satisfaction of wheelchair users carrying out self-selected activities with their current PWC and with a PPW. There was no statistically significant difference in outcome measures between the PWC and PPW; however, many participants reported a preference for the PWC. Less accessible environments, particularly when transporting a wheelchair, were identified as opportunities for PPW use. Rather than replacing the PWC for all of their identified activities, participants indicated the PPW improved upon the MWC. As a result, participants expressed a willingness to try more (and new) activities, including some previously performed with the PWC.
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Comparing satisfaction with occupational performance using a pushrim-activated power-assisted wheelchair and a power wheelchair among task-specific power wheelchair usersGiesbrecht, Edward Mark 12 July 2006 (has links)
The manual wheelchair (MWC) and power wheelchair (PWC) each present advantages and disadvantages to participation and occupational performance. Consequently, some individuals choose to use both devices, depending upon the activity. A pushrim-activated, power-assisted wheelchair (PPW) may provide an alternative to the PWC for these users. This study utilized a two-phase, mixed methods design, comparing the performance and satisfaction of wheelchair users carrying out self-selected activities with their current PWC and with a PPW. There was no statistically significant difference in outcome measures between the PWC and PPW; however, many participants reported a preference for the PWC. Less accessible environments, particularly when transporting a wheelchair, were identified as opportunities for PPW use. Rather than replacing the PWC for all of their identified activities, participants indicated the PPW improved upon the MWC. As a result, participants expressed a willingness to try more (and new) activities, including some previously performed with the PWC.
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Rethinking the bathtub for universal designCheuk, Jennifer 07 January 2016 (has links)
Body cleansing is an integral part of people's everyday life. Between five and seven percent of people over the age of 65 experience problems when using the bathroom. Some investigators have postulated that disability in older persons can further occur when there is a gap, mismatch, or poor fit between personal capabilities and environmental demands. Current bathing fixtures do not support people with limited ability, and so the current bathing environment perpetuates bathing disability. Furthermore, because assistive bathing technology is meant for one particular user, it can impede other users when they need to bathe. A consequence of this is that the assistive bathing technology could be abandoned. The purpose of this study is to design and evaluate a bathtub for body cleansing regardless of an individual's physical ability and allow for all stakeholders to use the tub within the same space.
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Illegible Injury: Technological Abuse and the Disabled BodymindPatrus, Ryann Lynn January 2021 (has links)
No description available.
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