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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1091

The use of belief networks in natural language understanding and dialog modeling.

January 2001 (has links)
Wai, Chi Man Carmen. / Thesis (M.Phil.)--Chinese University of Hong Kong, 2001. / Includes bibliographical references (leaves 129-136). / Abstracts in English and Chinese. / Chapter 1 --- Introduction --- p.1 / Chapter 1.1 --- Overview --- p.1 / Chapter 1.2 --- Natural Language Understanding --- p.3 / Chapter 1.3 --- BNs for Handling Speech Recognition Errors --- p.4 / Chapter 1.4 --- BNs for Dialog Modeling --- p.5 / Chapter 1.5 --- Thesis Goals --- p.8 / Chapter 1.6 --- Thesis Outline --- p.8 / Chapter 2 --- Background --- p.10 / Chapter 2.1 --- Natural Language Understanding --- p.11 / Chapter 2.1.1 --- Rule-based Approaches --- p.12 / Chapter 2.1.2 --- Stochastic Approaches --- p.13 / Chapter 2.1.3 --- Phrase-Spotting Approaches --- p.16 / Chapter 2.2 --- Handling Recognition Errors in Spoken Queries --- p.17 / Chapter 2.3 --- Spoken Dialog Systems --- p.19 / Chapter 2.3.1 --- Finite-State Networks --- p.21 / Chapter 2.3.2 --- The Form-based Approaches --- p.21 / Chapter 2.3.3 --- Sequential Decision Approaches --- p.22 / Chapter 2.3.4 --- Machine Learning Approaches --- p.24 / Chapter 2.4 --- Belief Networks --- p.27 / Chapter 2.4.1 --- Introduction --- p.27 / Chapter 2.4.2 --- Bayesian Inference --- p.29 / Chapter 2.4.3 --- Applications of the Belief Networks --- p.32 / Chapter 2.5 --- Chapter Summary --- p.33 / Chapter 3 --- Belief Networks for Natural Language Understanding --- p.34 / Chapter 3.1 --- The ATIS Domain --- p.35 / Chapter 3.2 --- Problem Formulation --- p.36 / Chapter 3.3 --- Semantic Tagging --- p.37 / Chapter 3.4 --- Belief Networks Development --- p.38 / Chapter 3.4.1 --- Concept Selection --- p.39 / Chapter 3.4.2 --- Bayesian Inferencing --- p.40 / Chapter 3.4.3 --- Thresholding --- p.40 / Chapter 3.4.4 --- Goal Identification --- p.41 / Chapter 3.5 --- Experiments on Natural Language Understanding --- p.42 / Chapter 3.5.1 --- Comparison between Mutual Information and Informa- tion Gain --- p.42 / Chapter 3.5.2 --- Varying the Input Dimensionality --- p.44 / Chapter 3.5.3 --- Multiple Goals and Rejection --- p.46 / Chapter 3.5.4 --- Comparing Grammars --- p.47 / Chapter 3.6 --- Benchmark with Decision Trees --- p.48 / Chapter 3.7 --- Performance on Natural Language Understanding --- p.51 / Chapter 3.8 --- Handling Speech Recognition Errors in Spoken Queries --- p.52 / Chapter 3.8.1 --- Corpus Preparation --- p.53 / Chapter 3.8.2 --- Enhanced Belief Network Topology --- p.54 / Chapter 3.8.3 --- BNs for Handling Speech Recognition Errors --- p.55 / Chapter 3.8.4 --- Experiments on Handling Speech Recognition Errors --- p.60 / Chapter 3.8.5 --- Significance Testing --- p.64 / Chapter 3.8.6 --- Error Analysis --- p.65 / Chapter 3.9 --- Chapter Summary --- p.67 / Chapter 4 --- Belief Networks for Mixed-Initiative Dialog Modeling --- p.68 / Chapter 4.1 --- The CU FOREX Domain --- p.69 / Chapter 4.1.1 --- Domain-Specific Constraints --- p.69 / Chapter 4.1.2 --- Two Interaction Modalities --- p.70 / Chapter 4.2 --- The Belief Networks --- p.70 / Chapter 4.2.1 --- Informational Goal Inference --- p.72 / Chapter 4.2.2 --- Detection of Missing / Spurious Concepts --- p.74 / Chapter 4.3 --- Integrating Two Interaction Modalities --- p.78 / Chapter 4.4 --- Incorporating Out-of-Vocabulary Words --- p.80 / Chapter 4.4.1 --- Natural Language Queries --- p.80 / Chapter 4.4.2 --- Directed Queries --- p.82 / Chapter 4.5 --- Evaluation of the BN-based Dialog Model --- p.84 / Chapter 4.6 --- Chapter Summary --- p.87 / Chapter 5 --- Scalability and Portability of Belief Network-based Dialog Model --- p.88 / Chapter 5.1 --- Migration to the ATIS Domain --- p.89 / Chapter 5.2 --- Scalability of the BN-based Dialog Model --- p.90 / Chapter 5.2.1 --- Informational Goal Inference --- p.90 / Chapter 5.2.2 --- Detection of Missing / Spurious Concepts --- p.92 / Chapter 5.2.3 --- Context Inheritance --- p.94 / Chapter 5.3 --- Portability of the BN-based Dialog Model --- p.101 / Chapter 5.3.1 --- General Principles for Probability Assignment --- p.101 / Chapter 5.3.2 --- Performance of the BN-based Dialog Model with Hand- Assigned Probabilities --- p.105 / Chapter 5.3.3 --- Error Analysis --- p.108 / Chapter 5.4 --- Enhancements for Discourse Query Understanding --- p.110 / Chapter 5.4.1 --- Combining Trained and Handcrafted Probabilities --- p.110 / Chapter 5.4.2 --- Handcrafted Topology for BNs --- p.111 / Chapter 5.4.3 --- Performance of the Enhanced BN-based Dialog Model --- p.117 / Chapter 5.5 --- Chapter Summary --- p.120 / Chapter 6 --- Conclusions --- p.122 / Chapter 6.1 --- Summary --- p.122 / Chapter 6.2 --- Contributions --- p.126 / Chapter 6.3 --- Future Work --- p.127 / Bibliography --- p.129 / Chapter A --- The Two Original SQL Query --- p.137 / Chapter B --- "The Two Grammars, GH and GsA" --- p.139 / Chapter C --- Probability Propagation in Belief Networks --- p.149 / Chapter C.1 --- Computing the aposteriori probability of P*(G) based on in- put concepts --- p.151 / Chapter C.2 --- Computing the aposteriori probability of P*(Cj) by backward inference --- p.154 / Chapter D --- Total 23 Concepts for the Handcrafted BN --- p.156
1092

Simulação de inserção de agulha para treinamento de procedimento de anestesia odontológica. / Needling insertion simulation for dental anesthesia procedure training.

Cléber Gimenez Correa 14 April 2015 (has links)
A Realidade Virtual tem apresentado importantes contribuições para a área de saúde, principalmente no domínio de treinamento, o qual visa a aquisição de conhecimento e habilidades na realização de determinados procedimentos. Um procedimento ainda não simulado consiste na aplicação de anestesia local para tratamento odontológico, especificamente para bloqueio do nervo alveolar inferior. A execução de tal procedimento apresenta uma alta taxa de insucesso, elevando os riscos aos pacientes e a insegurança dos aprendizes. Dessa forma, e considerando a complexidade para a criação de uma simulação realista o presente trabalho visou ao desenvolvimento de um protótipo de sistema computacional baseado em Realidade Virtual, para simulação de parte do procedimento de anestesia (tarefa de inserção de agulha), enfatizando a etapa do procedimento de aplicação da anestesia que envolve a correta manipulação e inserção da agulha. Ou em termos de Realidade Virtual, a parte que envolve a interação humano-computador, contemplando aspectos visuais e hápticos. A abordagem háptica e uma parte importante em sistemas computacionais desse tipo e o realismo e considerado um dos principais objetivos no desenvolvimento de sistemas dessa natureza. Adicionalmente, uma analise da interação humano-computador foi realizada, indicando que embora diversas limitações tecnológicas ainda existam, o sistema pode ser considerado uma ferramenta auxiliar de treinamento para a tarefa, complementando os métodos tradicionais. Também, uma métrica objetiva perceptual para avaliação da interação háptica foi formulada, visto que na literatura as formas subjetivas dominam amplamente os testes e uma métrica encontrada na literatura falha diante de determinadas situações, especialmente aquelas relacionadas com a inserção de agulha, etapa do procedimento de anestesia simulada no presente estudo. / Virtual Reality has made important contributions to the health care, especially in the training field, which aims to acquisition of knowledge and skills in performing certain procedures. A procedure still not simulated consists of making local anesthesia for dental treatment, specifically to block inferior alveolar nerve. The execution of this procedure has a high failure rate, increasing the risk to patients and the insecurity of beginners. Thus, and considering the complexity for creating a realistic simulation, this work aims to develop a computer system prototype based on Virtual Reality, for simulation of anesthesia procedure stage (needle insertion task), emphasizing the stage of the anesthesia administration procedure that involves the correct handling and needle insertion. Or in terms of Virtual Reality, the part that involves human-computer interaction, taking into account visual and haptic aspects. The haptic approach is an important part in computer systems of this kind and the realism is considered one of the main objectives in the development of these systems. Additionally, an analysis of human-computer interaction was examined, indicating that although there are still several technological limitations, the system can be regarded as an auxiliary training tool for the task, complementing traditional methods. Also, a perceptual objective metric for evaluation of haptic interaction was formulated, because in the literature the subjective ways dominate the tests and a metric found in the literature fails on certain situations, especially those related to the insertion needle, stage of the anesthesia procedure simulated in this study.
1093

Everyday visualization: discovering more about individuals / Everyday visualization : descobrindo mais sobre indivíduos

Pagno, Bruno Lorandi January 2018 (has links)
As pessoas estão ficando cada vez mais interessadas no uso de monitores de atividade. A quantidade de dados de indivíduos disponível está ajudando na expansão e desenvolvimento de novas aplicações e projetos de visualizações para ser usados em casa, em ciência (e.g. para entender melhor o comportamento de populações) ou em governos interessados em desenvolver cidades inteligentes. Nesse trabalho é apresentada uma visualização simples e intuitiva que permite a exploração de dados pessoais por pessoas comuns. Com foco em ajudar as pessoas a compreenderem a si mesmas melhor e perceber coisas novas sobre seus dados. A visualização construída neste projeto é baseada em metáforas de calendários, relógios e mapas, além de utilizar gráficos de barra para explorar dados crus. A exploração desses dados se dá pela interação entre essas visualizações. Para avaliar o produto do trabalho são apresentados dois casos de uso onde alguns usuários tiveram a oportunidade de observar e discutir suas informações de dois pontos de vista diferente: exploração de dados pessoais para auto-aperfeiçoamento e o uso do Everyday Visualization por cientistas da saúde. Em nenhum dos casos houve treinamento. As visualizações resultantes agregam diversas fontes de dados, indo além de outros trabalhos de visualização casual e pessoal. Os resultados promissores demonstram a viabilidade de tais técnicas para visualização de dados pessoais. / People are becoming increasingly more interested in the use of activity monitors and selfimprovement. The availability of individuals’ data is also pushing the development of new applications and data visualization projects to be used at home, in science (e.g. to better understand the behavior of populations) or for governments interested in developing intelligent cities. In this work, we present an easy and intuitive set of visualizations to allow the exploration of personal data by common people. We focus on helping people to know themselves better and to make sense of their own data. Our visualizations are based on the metaphors of calendars, clocks, and maps, as well as on the use of bar charts to explore raw data. Data exploration is therefore guaranteed by the interaction between them. In order to evaluate our work we present two use cases, where few users observe and discuss the data from different points of view: the exploration of personal data for self-improvement purposes, and the use of Everyday Visualization by health scientists. Both use cases were ran without any training session. The resulting visualization aggregates several different data sources, going beyond many of the personal and casual visualization works. The promising results achieved demonstrated the viability of the use of such techniques for personal data visualizations and sense making.
1094

Towards the full inclusion of people with severe speech and physical impairments in the design of Augmentative and Alternative Communication software

Prior, Suzanne January 2011 (has links)
User Centred Design is accepted as being essential to good software design, only by involving the users throughout the development process can the developers understand what the end users really want (Sharp et al., 2007). One area which has in the past had little experience of User Centred Design is Assistive Technology, and in particular Augmentative and Alternative Communication software (Waller et al., 2005a). Augmentative and Alternative Communication (AAC) offer the possibility of being able to access communication for people with Severe Speech and Physical Impairments.This thesis describes a software development study which investigated methods currently used in software development and how they could be adapted for use with this population. The way difficulties cited in the literature when working with this population were tackled are also discussed. The study involved four adults with Severe Speech and Physical Impairments in the User Centred Development of a piece of assistive software.The study found that with careful planning it was possible to conduct User Centred Design with participants with Severe Speech and Physical Impairments, the lessons from this study were translated into recommendations and provided to a second developer who wished to work with adults with Severe Speech and Physical Impairments. The second study found similar levels of contribution to the features of the software were found in the pilot study. This work has demonstrated the potential for adults with Severe Speech and Physical Impairments to be actively involved (i.e. contribute a high proportion of the features) in the development of Augmentative and Alternative Communication software. A number of areas for further investigation have been identified including the differences found in usability of devices developed using User Centred Design compared to traditional methods, and also how adults with Severe Speech and Physical Impairments can be more actively included in a range of research fields.
1095

A grounded theory for active video game design to promote gamer engagement and immersion

Braaf, Adele January 2017 (has links)
Thesis (MTech (Information Technology)--Cape Peninsula University of Technology, 2017. / Active Video Games (AVGs) are a form of video games that rely on gamer motion as the main source of interaction between the AVG and the player. These AVGs serve a number of purposes, such as medical rehabilitation, education, social development, and motor skill development, among others. Prolonged play of AVGs is not sustainable as gamers lose interest in playing AVGs after the initial period of acquiring them. Therefore, the following research question was posed: “What design factors contribute to an engaged and immersed AVG experience?” The aim was to explore the inhibiting and enhancing factors influencing engagement and immersion among AVG gamers, as well as to develop a theory of AVG design. Constructivist Grounded Theory (CGT) was used as the methodology to carry out this study, which adopted an inductive approach towards the research to construct a theory firmly grounded in the data. Play Active Theory (PAT) is the outcome of this process, which explores the engagement and immersion factors related to AVG design as well as the abandonment and replayability of AVGs. PAT was compared to existing engagement and motivation theories as part of the CGT process, and further refined. In closing, the research question was answered and the aims of the study were met. A reflection account of the research journey concludes the thesis.
1096

A 6-degree of freedom input device for interactive virtual environment applications. / 與虛擬環境互動的六自由度輸入裝置 / Six-degree of freedom input device for interactive virtual environment applications / Yu xu ni huan jing hu dong de liu zi you du shu ru zhuang zhi

January 2012 (has links)
Ko, Hoi Fung. / "November 2011." / Thesis (M.Phil.)--Chinese University of Hong Kong, 2012. / Includes bibliographical references (p. 121-125). / Abstracts in English and Chinese. / Abstract --- p.i / Acknowledgement --- p.iv / Chapter 1 --- Introduction --- p.1 / Chapter 1.1 --- Motivation and Objective --- p.1 / Chapter 1.2 --- Contribution --- p.9 / Chapter 1.3 --- Organization of the Thesis --- p.11 / Chapter 2 --- Background Study --- p.12 / Chapter 2.1 --- Review on 3D Tracking Techniques --- p.13 / Chapter 2.1.1 --- Mechanical base --- p.13 / Chapter 2.1.2 --- Acoustic base --- p.14 / Chapter 2.1.3 --- Magnetic base --- p.15 / Chapter 2.1.4 --- Inertial base --- p.17 / Chapter 2.1.5 --- Optical base --- p.18 / Chapter 2.2 --- Summary --- p.19 / Chapter 3 --- Theory and Methodology --- p.21 / Chapter 3.1 --- Design Framework --- p.21 / Chapter 3.1.1 --- Problem Definition --- p.22 / Chapter 3.1.2 --- Concept --- p.22 / Chapter 3.2 --- Finding the orientation --- p.23 / Chapter 3.2.1 --- Measuring the rotation --- p.23 / Chapter 3.2.2 --- Sensor fusion --- p.26 / Chapter 3.3 --- Finding the translational motion --- p.32 / Chapter 3.3.1 --- Translational motion --- p.32 / Chapter 3.3.2 --- Laser speckle pattern --- p.35 / Chapter 4 --- Implementation --- p.38 / Chapter 4.1 --- Hardware Configuration --- p.38 / Chapter 4.1.1 --- Accelerometer --- p.39 / Chapter 4.1.2 --- Gyroscope --- p.40 / Chapter 4.1.3 --- Digital Compass --- p.41 / Chapter 4.1.4 --- Optical flow chip --- p.42 / Chapter 4.1.5 --- Microcontroller --- p.43 / Chapter 4.2 --- Software Implementation --- p.45 / Chapter 4.2.1 --- On the Microcontroller --- p.45 / Chapter 4.2.2 --- On the PC --- p.47 / Chapter 5 --- Experimental Results --- p.50 / Chapter 5.1 --- Experiments on orientation estimation --- p.50 / Chapter 5.1.1 --- Overall Experimental Setup --- p.51 / Chapter 5.1.2 --- Experiment 1: The improvement of static accuracy by utilising two-axis measurement method --- p.52 / Chapter 5.1.3 --- Experiment 2: The improvement of the dynamic response with Kalman filter and gyroscope --- p.55 / Chapter 5.1.4 --- Experiments 3: The static accuracy of the compass module --- p.59 / Chapter 5.1.5 --- Experiment 4: The dynamic accuracy of the compass module with Kalman filter and gyroscope --- p.63 / Chapter 5.1.6 --- Experiment 5: Kalman filter tuning --- p.64 / Chapter 5.2 --- Experiment on Translational accuracy --- p.67 / Chapter 5.2.1 --- Experiment 6: The relation between the output of the chip and the actual displacement --- p.68 / Chapter 5.2.2 --- Experiment 7: Tracking ability with different materials --- p.70 / Chapter 6 --- The Haptic module --- p.73 / Chapter 6.1 --- Introduction --- p.73 / Chapter 6.2 --- Theory of operation --- p.75 / Chapter 6.3 --- Implementation --- p.77 / Chapter 6.4 --- Experiment and evaluation --- p.80 / Chapter 6.4.1 --- Experiment 1: Calibration of the spring . --- p.80 / Chapter 6.4.2 --- Experiment 2: Latency on force output . . --- p.82 / Chapter 6.5 --- Possible applications --- p.85 / Chapter 7 --- 3D input for immersive display --- p.87 / Chapter 7.1 --- Methodology --- p.88 / Chapter 7.1.1 --- Tracking method --- p.89 / Chapter 7.2 --- Implementation --- p.96 / Chapter 7.2.1 --- Hardware setup --- p.96 / Chapter 7.2.2 --- Software implementation --- p.97 / Chapter 7.2.3 --- Setup Calibration --- p.98 / Chapter 7.2.4 --- Laser Spot Detection --- p.99 / Chapter 7.2.5 --- Pose Estimation --- p.100 / Chapter 7.2.6 --- State Tracking --- p.102 / Chapter 7.3 --- Experiment --- p.105 / Chapter 7.3.1 --- Experiment on translational motion --- p.105 / Chapter 7.3.2 --- Experiment on rotational motion --- p.106 / Chapter 7.3.3 --- Experiment on tracking ability --- p.108 / Chapter 7.4 --- Application --- p.109 / Chapter 8 --- Limitations and Discussions --- p.110 / Chapter 8.1 --- The limitation of the orientation tracking module --- p.110 / Chapter 8.2 --- The limitation of the translational motion tracking module --- p.111 / Chapter 8.3 --- The limitation of the haptic module --- p.112 / Chapter 8.4 --- The limitation of the tracking cube setup --- p.113 / Chapter 8.5 --- Comparison of the result of utilizing simple moving average filter and Kalman filter --- p.114 / Chapter 8.6 --- Comparison with other devices on the market --- p.115 / Chapter 8.7 --- Future work --- p.115 / Chapter 9 --- Conclusion --- p.117 / Bibliography --- p.121
1097

Um processo para sistemas web com foco em acessibilidade e usabilidade / A process to web systems focused in accessibility and usability

Dias, Ana Luiza 26 August 2014 (has links)
Com o aumento do uso e da complexidade de sistemas web, o desenvolvimento de tais sistemas com qualidade exige a adoção de uma abordagem sistemática e bem definida. Assim, a engenharia web é uma disciplina essencial que considera, além de características da engenharia de software, fatores inerentes aos sistemas web, como a multiplicidade de perfis de usuários. A engenharia web é apoiada por processos, métodos, técnicas e ferramentas que são elementos fundamentais para o desenvolvimento de sistemas web, os quais devem ser adequados para fornecer suporte às ações inerentes ao projeto e à implementação. Esses elementos devem ser selecionados, combinados e tecnicamente implementados de modo a produzir um sistema web acessível e usável. Nesta tese é proposto um processo de desenvolvimento que possui fases gerais bem definidas para a inserção de requisitos de acessibilidade e usabilidade no desenvolvimento de sistemas web, garantindo o seu uso pela maioria das pessoas e facilitando seus meios de acesso. Um estudo de caso foi realizado para verificar a efetividade da aplicação do processo formalizado, o qual possibilitou o desenvolvimento de um sistema acadêmico de agendamento de bancas. Considerando-se a dificuldade prática de avaliar diretamente o processo, foram realizados um experimento controlado e um estudo de viabilidade comparando o sistema acadêmico desenvolvido com outro sistema de mesmo propósito e funcionalidades, mas desenvolvido de maneira ad-hoc. Por meio das avaliações realizadas nos dois sistemas de agendamento de bancas, indiretamente avaliou-se o processo formalizado e foram encontrados fortes indícios sobre a efetividade do processo proposto. Adicionalmente, foi criado um instrumento de medição objetivo e quantitativo das características de acessibilidade e usabilidade de um sistema web. Foi também criado um método para avaliar, comparar e melhorar a acessibilidade e a usabilidade de sistemas web existentes. Tanto o instrumento de medição quanto o método de avaliação podem ser aplicados, independentemente, a qualquer sistema web. / With the increasing use and complexity of web systems, the development of such systems with quality demands the adoption of a systematic and well-defined approach. Thus, web engineering is an essential discipline that considers, in addition to characteristics of software engineering, factors inherent to web systems, such as the multiplicity of the users profiles. Web engineering is supported by engineering processes, methods, techniques and tools that are fundamental elements to the development of web systems, which must be adequate to support the activities of design and implementation. These elements should be selected, combined and technically implemented to produce an accessible and usable web system. This thesis proposes a development process with welldefined phases for including requirements of accessibility and usability in the development of web systems, enabling their use by most people, facilitating their means of access and foremost. A case study was conducted to verify the effectiveness of applying the process proposed and with this objective, a system to schedule thesis and dissertation presentations was developed. Considering the practical difficulty of directly measuring the proposed process, a controlled experiment and a feasibility study was conducted to compare the academic system developed with a legacy system with the same purpose and functionality but developed using an ad-hoc process. Considering the evaluation of both systems, the development process was indirectly evaluated and evidences related to its effectiveness have been identified. Additionally, an objective and quantitative method for measuring accessibility and usability of web systems was created. Finally, it was also created a method to evaluate, compare and improve the accessibility and usability of existing web systems, which was used to evaluate the system developed using the proposed process. Both the measuring instrument and the evaluation method can be applied, independently, to any web system
1098

Utvärdering av VR-manövrering av en brandrobot / Evaluation of VR-maneuvering of a firefighting robot

Segerström, Niklas January 2019 (has links)
This thesis evaluates the suitability of using a VR-interface to help maneuver a teleoperated robot designed to assist firefighters. Head mounted displays together with teleoperated robots are becoming more popular but the question is if the technology can be adapted to fit the needs and requirements of the firefighters. The technology will be used in high-stress situations without a big margin for error. Focus group interviews and user tests together with an analysis of current research have been performed to try and give an answer on how suitable VR-interfaces are. To efficiently implement a VR-interface the developers of the robot need to have a clear user profile. The designers need to use the expert knowledge of the firefighters for best results. The implementation will overall have a positive effect on the users situational awareness and the robot will become easier to maneuver, given that the developers use hardware compatible to the needs of VRglasses.
1099

Programmering i skolmiljö : En studie i mellanstadieelevers uppfattade egenförmåga i och attityd till att lära sig programmera

von Tell, Christina January 2015 (has links)
Datorer och teknik har blivit allt viktigare verktyg i vårt samhälle och behovet av programmerings-undervisning i grundskolemiljö har på senare tid diskuterats. I denna studie utfördes därför en programmeringsintervention för att undersöka mellanstadieelevers attityd till och uppfattade egenförmåga (eng. ”self-efficacy”) i att lära sig programmera. 63 stycken elever i Årskurs 6 fick prova på att programmera vid fyra tillfällen. Deras uppfattade egenförmåga i att lära sig programmera och attityd till att lära sig programmera mättes före och efter interventionen via ett enkätinstrument. Efter interventionen utfördes även fokusgrupper. Resultatet visade att eleverna blev mer negativa till att lära sig programmera efter att ha provat på det (p < 0,01). Styrkan i deras uppfattade egenförmåga – förutom gruppen som från början hade en svag tro på den egna förmågan – sjönk efter interventionen. Detta resultat var dock inte signifikant. Utöver det visade sig attityd och egenförmåga vara positivt korrelerade. Från fokusgrupperna framkom att eleverna tyckte att programmering är en viktig kunskap för framtiden. En rad förbättringsområden identifierades att ha i åtanke vid framtida interventioner och forskningsinitiativ.
1100

Assistive strategies for people with fine motor skills impairments based on an analysis of sub-movements

Salivia, Guarionex Jordan 01 July 2012 (has links)
Four studies describe the pointing performance of individuals with fine motor skills impairments. First, we describe the pointing performance of two individuals with Parkinsons disease via a sub-movement analysis and compare them with similar results found in the literature from young children and older able-bodied adults. The analysis suggests the need of an individual assessment of pointing difficulties and the personalization of the methods of assistance and motivates sub-sequent studies. Two experiments followed where we tested PointAssist, software that assists in pointing tasks by detecting difficulty through a sub-movement analysis and triggering help, with adjustments proposed to personalize the assistance provided. A within-subjects study with sixteen individuals with fine motor skills impairments resulted in statistically significant effects on accuracy using Friedman's test with (χχ/sup>(1) = 6.4, p = .011) in favor of personalized PointAssist. A five week longitudinal study with three participants with Cerebral Palsy and other fine motor skills impairments shows the long term effects of PointAssist. The longitudinal study logged real-world use of pointing devices validating the results for real-world interactions. PointAssist had statistically significant effect of reduced sub-movement length and speed with p < .00001 and p < .0002 respectively for one of the participants. These results suggest better motor control near a target and statistically significant results on the sub-movement duration confirmed this. Finally, we designed, developed and tested a new assistive technology for individuals with severe motor skills impairments that we call the Reverse Funnel. Three participants, two with Cerebral Palsy and one with an undisclosed disability, participated and positive early results are presented as well as future developments of the newly developed strategy.

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