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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.
21

Self-perceived participation amongst adults with spinal cord injuries: the role of assistive technology

Ripat, Jacqueline Dawn January 2011 (has links)
The purpose of this research was to develop a theoretical understanding of the influences on participation for individuals with spinal cord injury (SCI) from a self-perceived perspective, with particular focus on the role of assistive technology (AT) in self-perceived participation. The theoretical underpinning, symbolic interactionism, was used to gain an understanding of the ways that adults with SCI ascribe meaning to the interaction between themselves and their unique environments in a process of participation. A grounded theory study of 19 adults with SCI was conducted. Participants engaged in individual in-depth interviews, used photovoice as a framework for taking photographs of aspects of their environment that promoted and restricted participation, and engaged in focus groups. The constructed grounded theory is summarized as follows: Negotiating the Body-environment Interface is a continuous process for those living with a SCI. Despite the relative stability of their changed body, they Live in a Changed World, one perceived differently after SCI. Four sets of strategies are used by individuals to interact within their unique environments: creating an accessible proximal environment; using AT and adaptations; advocating and educating; and gaining information and knowledge. Strategies were selected to engage in a Process of Participation, a process that consisted of a sense of inclusion, autonomy, accomplishment, and reciprocity. Intervening conditions were the physical (architectural, natural), socio-cultural (social supports, societal attitudes), and institutional (services, policies) environmental aspects that served as barriers or facilitators to the process of participation. The study has added to the growing body of literature on self-perceived participation that forefronts the sense of connectivity and engagement people feel within their environment. The findings highlighted how AT holds unique meaning, and how decisions around use of technology for participation is influenced by personal factors, and physical, socio-cultural, and institutional environments. A new definition of AT was constructed that acknowledges the environmental influences and importance of self-perceived participation as an outcome of AT use. This research highlights the instrumental role of the environment in supporting self-perceived participation of adults with SCI. Further research on developing ways to create inclusive and supportive environments for assistive technology users is warranted.
22

Evaluation of General and Specific Assistive Technology Knowledge Among Students with Disabilities in Postsecondary Environments

Boen, Randall 01 May 2014 (has links)
The use of technology has become fairly integrated into our personal, educational, and professional lives. Students with disabilities attending postsecondary institutions may require the use of Assistive Technology (AT) for their educational pursuits and access to other technology. This study quantified students' general knowledge of AT and specific knowledge of Dragon NaturallySpeaking software. In addition, this study examined the relationship between disability support services received and current knowledge of AT among students with disabilities in a postsecondary environment. Participants were recruited from those who received disability support services at a midsize university in Illinois. An online survey was administered to 41 participants that included the Prior Knowledge of Assistive Technology Instrument (PKATI). Results indicated that participants' knowledge was influenced by three factors; prior training in AT within a postsecondary institution, access and availability to AT within postsecondary environments, and personal confidence in understanding of AT.
23

TouchStory : interactive software designed to assist children with autism to understand narrative

Davis, M. January 2009 (has links)
The work described in this thesis falls under the umbrella of the Aurora project (Aurora 2000). Aurora is a long-term research project which, through diverse studies, investigates the potential enhancement of the everyday lives of children with autism through the use of robots, and other interactive systems, in playful contexts. Autism is a lifelong pervasive disability which affects social interaction and communication. Importantly for this thesis, children with autism exhibit a deficit in narrative comprehension which adversely impacts their social world. The research agenda addressed by this thesis was to develop an interactive software system which promotes an understanding of narrative structure (and thus the social world) while addressing the needs of individual children. The conceptual approach developed was to break down narrative into proto-narrative components and address these components individually through the introduction of simple game-like tasks, called t-stories, presented in a human-computer interaction context. The overarching hypothesis addressed was that it is possible to help children with autism to improve their narrative skills by addressing proto-narrative components independently. An interactive software system called TouchStory was developed to present t-stories to children with autism. Following knowledge of the characteristics and preferences of this group of learners TouchStory maintained strong analogies with the concrete, physical world. The design approach was to keep things simple, introducing features only if necessary to provide a focussed and enjoyable game. TouchStory uses a touch-sensitive screen as the interaction device as it affords immediate direct manipulation of the t-story components. Socially mediated methods of requirements elicitation and software evaluation (such as focus groups, thinking aloud protocols, or intergenerational design teams) are not appropriate for use with children with autism who are not socially oriented and, in the case of children with ‗lower functioning‘ autism, may have very few words or no productive language. Therefore a new strategy was developed to achieve an inclusive, child-centred design; this was to interleave prototype development with evaluation over several long-term trials. The trials were carried out in the participants‘ own school environments to provide an ecologically valid contextual enquiry. In the first trial 18 participants were each seen individually once. The second and third trials were extended studies of 12 and 20 school visits with 12 and 6 participants respectively; each participant was seen individually on each school visit, provided that the participant was at school on the day of the visit. Evaluation was carried out on the basis of video recordings of the sessions and software logs of the on-screen interactions. Individual learning needs were addressed by adapting the set of t-stories presented to the participant on the basis of success during recent sessions. No ordering of difficulty among the proto-narrative categories could be known a priori for any individual child, and may vary from child to child. Therefore the intention was to gradually, over multiple sessions, increase the proportion of t-stories from proto-narrative categories which the individual participant found challenging, while retaining sufficient scope for the expression of skills already mastered for the session to be enjoyable and rewarding. The adaptation of the software was achieved by introducing a simple adaptive formula, evaluating it over successive long terms trials, and increasing the complexity of the formula only where necessary. Results indicate that individual participants found the interactive presentation of the simple game-like tasks engaging, even after repeated exposures on as many as 20 occasions. The adaptive formula developed in this study did, for engaged participants, focus on the proto-narrative categories which the participant needed to practice but was likely to succeed; that is it did target an effective learning zone. While little evidence was seen of learning with respect to the fully developed narratives encountered in everyday life, results strongly suggest that some participants were actively engaged in self-directed, curiosity-driven activity that functioned as learning in that they were able to transfer knowledge about the appropriateness of particular responses to previously unseen t-stories. This thesis was driven by the needs of children with autism; contributions are made in a number of cognate areas. A conceptual contribution was made by the introduction of the proto-narrative concept which was shown to identify narrative deficits in children with autism and to form a basis for learning. A contribution was made to computational adaptation by the development of a novel adaptive formula which was shown to present a challenging experience while maintaining sufficient predictability and opportunities for the expression of skills already mastered to provide a comfortable experience for children with autism. A contribution was made to software development by showing that children with autism may be included in the design process through iterative development combined with long term trials. A contribution was made to assistive technology by demonstrating that simplicity together with evaluation over long term trials engages children with autism and is a route to inclusion. We cannot expect any magic fixes for children with autism, progress will be made by small steps; this thesis forms a small but significant contribution.
24

An approach to empathic design for assistive technology

Chen, Chien-Bang January 2012 (has links)
The levels of income and employment rates of people with disabilities are often lower than those without them. An effective way to free disabled people from these circumstances would be to design proper job accommodation for them. Ordinarily, physical conditions severely restrict their ability to carry out their work efficiently unless they have are provided with appropriately designed assistive technology (AT). However, due to the physical conditions unique to each disabled person, understanding the requirements of a disabled person is often a challenge to an AT designer. The aims of this research were to develop a design model for an empathy tool that would assist in the process of designing AT for job accommodation, and to explore the relationship between the use of empathy tools and the improvement of design elements in job accommodation AT. The design models employed were developed by analysing interviews with AT users and examining the results of observations and a literature review. The model was then used to build an empathy tool to be used in designing job accommodation AT for a selected subject; the empathy tools were used in a series of assessments of designer users. The results show that, when compared with tools used in traditional design briefs, empathy tools can successfully help designers to improve design elements in terms, respectively, of their understanding of users' physical abilities (22 per cent), work requirements (26.6 per cent), ergonomic requirements (22.8 per cent), and environment characteristics (21.4 per cent). Meanwhile, it is difficult for the tool to improve upon other design elements, about which one must learn by gaining design experience.
25

Iris - Mensajería instantánea para personas con ceguera en dispositivos móviles con pantalla táctil

Castellano Alvarez, Franco, Chavarría Podoliako, Paul J., Barrientos Padilla, Alfredo 03 July 2015 (has links)
En años recientes, el uso de tabletas y teléfonos o dispositivos inteligentes ha incrementado continuamente gracias a la facilidad y disponibilidad de acceso a la información, entretenimiento y comunicación que ofrecen con su creciente variedad de aplicativos y especialmente su acceso a internet. A diferencia de computadoras o notebooks, estos dispositivos tienen tecnologías para mejorar la usabilidad para personas con dificultades visuales que también pueden ser utilizadas para crear nuevos aplicativos de asistencia sin la necesidad de aparatos externos. Esto genera oportunidades para un desarrollo inclusivo que mantiene la misma portabilidad. Sin embargo, estos dispositivos principalmente usan una pantalla táctil y aún entre sus tecnologías incorporadas, no tienen medios para ingresar datos que sean permitan que personas con ceguera ingresen información por otros medios que no sean su voz o un complejo teclado QWERTY. En este artículo, proponemos el uso de una solución adaptativa que permite al usuario usar la misma pantalla táctil como una alternativa para ingresar datos al simular un teclado Braille y demostramos su uso, además de tecnologías de lector de texto, con una aplicación que permite que una persona ciega chatee mediante mensajes instantáneos.
26

GRAFCET como ferramenta no desenvolvimento de tecnologia assistiva / GRAFCET as a tool to develop assistive technology

Souza, Hamilton Luiz de 01 October 2004 (has links)
A escassez de equipamentos e soluções à disposição das pessoas portadoras de necessidades especiais é evidente e, na maioria dos casos, não está entre as prioridades primárias dos governos, tanto nos países desenvolvidos como, e principalmente, nos subdesenvolvidos. O desenvolvimento de dispositivos a preços acessíveis é, desta forma, uma carência real. O alto custo de fabricação de dispositivos assistivos é oriundo da necessidade de se construí-los de forma personalizada o que geralmente utiliza o estado da arte de determinada tecnologia. Aglutinando então, tecnologias já difundidas com novas abordagens e ferramentas, foi implementado um dispositivo assistivo com um índice de \"personalização\" extremamente baixo e com custo acessível. O método GRAFCET como ferramenta de desenvolvimento, aliado a tecnologia FPGA, nas fases de prototipação e produção, mostram-se eficazes e de fácil aplicabilidade. Para essa finalidade foi desenvolvida uma ferramenta de conversão GRAFCET - Circuito Digital que facilita e torna possível não só na elaboração do esquema GRAFCET, mas principalmente possibilita antever semelhança com outras aplicações que não são facilmente visualizadas num primeiro momento, permitindo a sua simplificação. O dispositivo concebido, mostrou que, com pequenas modificações, é possível desenvolvê-los de forma que atenda não apenas um, mas vários portadores de necessidades especiais, viabilizando assim a diminuição dos custos de projeto, desenvolvimento e construção dos equipamentos que venham a atender estas pessoas, permitindo assim melhora significativa em sua qualidade de vida. / In all countries, particularly in underdeveloped ones, there are few equipment and solutions available to people with physical disabilities, whose needs hardly rank among the government\'s top priorities. Therefore, there is a real need to develop low cost equipment to people with disabilities. The high cost of production of assistive devices results from the necessity of building them in a customized way, generally employing some state-of-the-art technology. This work proposes using well known technologies as tools, in such a way to allow the design of assistive devices with a low degree of customization and, consequently, at low cost. Using GRAFCET as a development tool and FPGA technology have shown to be an effective and easily applicable approach during the phases of prototyping and production. We developed a tool that converts GRAFCET designs into a digital circuit. The tool makes it easier to develop GRAFCET schemes and highlights the similarities among different applications, which otherwise could pass unnoticed, resulting in simplified designs. With small modifications, the proposed device can meet the needs of several people with disabilities, resulting in lower design, development and building costs of equipment that can significantly improve their quality of life.
27

Designing search user interfaces for visually impaired searchers : a user-centred approach

Gooda Sahib, Nuzhah January 2013 (has links)
The Web has been a blessing for visually impaired users as with the help of assistive technologies such as screen readers, they can access previously inaccessible information independently. However, for screen reader users, web-based information seeking can still be challenging as web pages are mainly designed for visual interaction. This affects visually impaired users’ perception of theWeb as an information space as well as their experience of search interfaces. The aim of this thesis is therefore to consider visually impaired users’ information seeking behaviour, abilities and interactions via screen readers in the design of a search interface to support complex information seeking. We first conduct a review of how visually impaired users navigate the Web using screen readers. We highlight the strategies employed, the challenges encountered and the solutions to enhance web navigation through screen readers. We then investigate the information seeking behaviour of visually impaired users on the Web through an observational study and we compare this behaviour to that of sighted users to examine the impact of screen reader interaction on the information seeking process. To engage visually impaired users in the design process, we propose and evaluate a novel participatory approach based on a narrative scenario and a dialogue-led interaction to verify user requirements and to brainstorm design ideas. The development of the search interface is informed by the requirements gathered from the observational study and is supported through the inclusion of visually impaired users in the design process. We implement and evaluate the proposed search interface with novel features to support visually impaired users for complex information seeking. This thesis shows that considerations for information seeking behaviour and users’ abilities and mode of interaction contribute significantly to the design of search user interfaces to ensure that interface components are accessible as well as usable.
28

Effectiveness of Technology-Integrated Instruction on High School Students' Mathematic Achievement Scores

Ramsay, Michele Lee 01 January 2014 (has links)
In an effort to improve mathematics retention and increase assessment scores, the public school district under study implemented Study Island into their Grade 9 algebra program. Study Island is a commercialized web-based program, customized to specific state standards and applied as a supplemental instructional tool. The purpose of this study was to determine the effectiveness of Study Island with general education students and to determine whether the effectiveness of replacing some traditional mathematic instruction with technology was beneficial. The theoretical foundation stemmed from Bloom's work on mastery learning, which holds that children can learn if given the proper environment and tools. The research question investigated algebra students' possible academic growth through the use of Study Island software (N = 56). A nonequivalent pretest-posttest quasi-experimental design was employed to measure student mathematics achievement between students who participated in the technology program (n = 28) and those who did not (n = 28), controlling for preexisting differences in mathematics achievement. The study occurred over a 10-week period, with 90 minutes of daily mathematics instruction. Final results were determined using pre- and postcourse mathematic assessments and by applying analysis of covariance (ANCOVA). Results suggested the use of Study Island had a statistically significant influence on increased mathematic assessment scores. These results support the use of Study Island by the local district to increase mathematics achievement for all students. Implications for positive social change include identifying the effectiveness of a technology treatment, which can contribute to improved student achievement and encourage non-traditional approaches to teaching mathematics.
29

Hardware-based text-to-braille translation

Zhang, Xuan January 2007 (has links)
Braille, as a special written method of communication for the blind, has been globally accepted for years. It gives blind people another chance to learn and communicate more efficiently with the rest of the world. It also makes possible the translation of printed languages into a written language which is recognisable for blind people. Recently, Braille is experiencing a decreasing popularity due to the use of alternative technologies, like speech synthesis. However, as a form of literacy, Braille is still playing a significant role in the education of people with visual impairments. With the development of electronic technology, Braille turned out to be well suited to computer-aided production because of its coded forms. Software based text-to-Braille translation has been proved to be a successful solution in Assistive Technology (AT). However, the feasibility and advantages of the algorithm reconfiguration based on hardware implementation have rarely been substantially discussed. A hardware-based translation system with algorithm reconfiguration is able to supply greater throughput than a software-based system. Further, it is also expected as a single component integrated in a multi-functional Braille system on a chip. / Therefore, this thesis presents the development of a system for text-to-Braille translation implemented in hardware. Differing from most commercial methods, this translator is able to carry out the translation in hardware instead of using software. To find a particular translation algorithm which is suitable for a hardware-based solution, the history of, and previous contributions to Braille translation are introduced and discussed. It is concluded that Markov systems, a formal language theory, were highly suitable for application to hardware based Braille translation. Furthermore, the text-to-Braille algorithm is reconfigured to achieve parallel processing to accelerate the translation speed. Characteristics and advantages of Field Programmable Gate Arrays (FPGAs), and application of Very High Speed Integrated Circuit Hardware Description Language (VHDL) are introduced to explain how the translating algorithm can be transformed to hardware. Using a Xilinx hardware development platform, the algorithm for text-to-Braille translation is implemented and the structure of the translator is described hierarchically.
30

Memory Aids as Collaboration Technology

Wu, Michael 23 February 2011 (has links)
The loss of memory can have a profound and disabling effect on individuals. People who acquire memory impairments are often unable to live independent lives because they cannot remember what they need to do. In many cases, they rely on family members who live with them. When I carried out ethnographic fieldwork to explore this domain, I observed that individuals with amnesia were surrounded by family members who provided extensive memory support (e.g. reminders). I found that such families very worked closely together to accomplish everyday activities, such as coordinating a family outing or planning a doctor’s appointment. However, these activities were often undermined by family members forgetting. This led me to view memory aids as collaboration technology, rather than as tools that only support an individual’s memory. My dissertation explores this idea and how it can lead to more appropriate designs of assistive technology. To design collaborative assistive technology, I involved persons with amnesia and their family members in a process of participatory design. The design team included six individuals with amnesia, two neuropsychologists, and myself. Five family members were also involved in later stages. This team envisioned the design of a shared calendar application, called Family-Link, that I implemented for Palm mobile devices. I evaluated Family-Link by comparing it to the commercially available Palm Calendar in a six-month study with four families. I found that participants had significantly more shared events when using Family-Link than when using Palm Calendar. Qualitative evidence suggests that Family-Link increased all participants’ awareness of other family members’ schedules, provided caregivers with a greater a sense of security by enabling them to track their family member with amnesia, and reduced the amount of effort that caregivers needed to coordinate. Family-Link also fulfilled the individual needs of persons with amnesia by providing an information storage and retrieval mechanism. However, persons with amnesia and caregivers differed in their opinions about which features were useful. Family-Link can be a particularly important tool for families where members are not co-located throughout the day.

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