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Using the Musical Multimedia Tool ACMUS with People with Severe Mental Disorders: A Pilot Study 使用音乐多媒体工具ACMUS与严重精神障碍患者:一项试点研究
Mikel Ostiz-Blanco, Alfredo Pina Calafi, Miriam Lizaso Azcárate, J. J. Astrain, G. Arrondo
Music therapy could be an interesting resource to enhance social and cognitive skills in people with mental disorders. The aim of this study is to assess if using the music multimedia tool ACMUS with people with severe mental disorders is feasible and potentially beneficial. The study was a prospective pilot trial with 12 patients who had a diagnosis of schizophrenia or related disorders. It was carried out along nine sessions in small groups. The evaluation tools used were the observational COTE (Comprehensive Occupational Therapy Evaluation) scale, and a satisfaction questionnaire that was completed by the participants. Results showed an improvement in the COTE scores between the first and last session. Results of the satisfaction questionnaire were also positive, as the therapy program was positively rated by the patients. Programs which use the multimedia tool ACMUS for musical therapy sessions for patients with severe mental disorders are feasible and of clinical interest for future research.
音乐疗法可能是一种有趣的资源,可以提高精神障碍患者的社交和认知技能。本研究的目的是评估使用音乐多媒体工具ACMUS对患有严重精神障碍的人是否可行和潜在有益。这项研究是一项前瞻性的试点试验,有12名被诊断患有精神分裂症或相关疾病的患者参加。它分九次以小组形式进行。评估工具为观察性职业治疗综合评估量表(COTE, Comprehensive Occupational Therapy evaluation)和由参与者填写的满意度问卷。结果显示,在第一次和最后一次治疗期间,COTE得分有所改善。满意度问卷调查的结果也是积极的,因为患者对治疗方案的评价是积极的。使用多媒体工具ACMUS对严重精神障碍患者进行音乐治疗的程序是可行的,并且对未来的研究具有临床意义。
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引用次数: 3
Simulation of Motor Impairment in Head-Controlled Pointer Fitts' Law Task 头控指针菲茨定律任务中运动损伤的仿真
Syed Asad R. Rizvi, Ella Tuson, Breanna Desrochers, John J. Magee
Participants with motor impairments may not always be available for research or software development testing. To address this, we propose simulation of users with motor impairments interacting with a head-controlled mouse pointer system. Simulation can be used as a stand-in for research participants in preliminary experiments and can serve to raise awareness about ability-based interactions to a wider software development population. We evaluated our prototype system using a Fitts' Law experiment and report on the measured communication rate of our system compared to users without motor impairments and with a previously reported participant with motor impairments.
有运动障碍的参与者可能并不总是可以用于研究或软件开发测试。为了解决这个问题,我们建议模拟运动障碍用户与头部控制的鼠标指针系统进行交互。模拟可以用作初步实验中研究参与者的替代,并且可以向更广泛的软件开发人群提高对基于能力的交互的认识。我们使用Fitts定律实验评估了我们的原型系统,并报告了我们的系统与没有运动障碍的用户和先前报告的运动障碍参与者相比的测量通信速率。
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引用次数: 2
Evaluation of a Sign Language Support System for Viewing Sports Programs 体育节目观看手语辅助系统的评价
Tsubasa Uchida, H. Sumiyoshi, Taro Miyazaki, Makiko Azuma, Shuichi Umeda, Naoto Katoh, Y. Yamanouchi, N. Hiruma
As information support to deaf and hard of hearing people who are viewing sports programs, we have developed a sign language support system. The system automatically generates Japanese Sign Language (JSL) computer graphics (CG) animation and subtitles from prepared templates of JSL phrases corresponding to fixed format game data. To verify the system's performance, we carried out demonstration experiments on the generation and displaying of contents using real-time match data from actual games. From the experiment results we concluded that the automatically generated JSL CG is practical enough for understanding the information. We also found that among several display methods, the one providing game video and JSL CG on a single tablet screen was most preferred in this small-scale experiment.
为了给观看体育节目的聋人和重听人提供信息支持,我们开发了手语支持系统。该系统根据固定格式的游戏数据,从准备好的JSL短语模板中自动生成日语手语(JSL)计算机图形(CG)动画和字幕。为了验证系统的性能,我们利用实际比赛的实时比赛数据对内容的生成和显示进行了演示实验。从实验结果中我们得出结论,自动生成的JSL CG对于理解信息是足够实用的。我们还发现,在几种显示方式中,在这个小规模实验中,在单个平板屏幕上提供游戏视频和JSL CG的显示方式是最受欢迎的。
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引用次数: 1
GeniAuti
K. Choi, Dongho Jang, Dasol Lee, Seoyoung Park
Caregivers of autistic children suffer mostly from their children's repeated challenging behaviors occurring every day. Thus, it is important for caregivers to track the behaviors to understand the context of challenging behaviors and eventually alleviate them. GeniAuti is a tracking application for caregivers of autistic children, which provides 1) recording of their children's behaviors in a timely fashion, 2) visualization of data input by the user, 3) references of other autistic children's behaviors.
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引用次数: 1
BrightLights: Gamifying Data Capture for Situational Visual Impairments BrightLights:情境视觉障碍的游戏化数据捕获
Kerr Macpherson, Garreth W. Tigwell, R. Menzies, David R. Flatla
With the growing popularity of mobile devices, Situational Visual Impairments (SVIs) can cause accessibility challenges. When addressing SVIs, interface and content designers are lacking guidelines based on empirically-determined SVI contrast sensitivities. To address this, we developed BrightLights -- a game that collects screen-content-contrast data in-the-wild that will enable new SVI-pertinent contrast ratio recommendations. In our evaluation with 15 participants, we found significantly worse performance with low screen brightness versus medium or high screen brightness, showing that BrightLights is sensitive to at least one factor that contributes to SVI (screen brightness). Once validated for in-the-wild deployment, BrightLights data will finally help designers address SVIs through their designs.
随着移动设备的日益普及,情景视觉障碍(SVIs)可能会带来可访问性挑战。在处理SVI时,界面和内容设计人员缺乏基于经验确定的SVI对比度灵敏度的指导方针。为了解决这个问题,我们开发了BrightLights——一款收集屏幕内容对比度数据的游戏,它将支持新的svi相关对比度建议。在我们对15名参与者的评估中,我们发现低屏幕亮度比中等或高屏幕亮度的表现明显更差,这表明BrightLights对至少一个影响SVI(屏幕亮度)的因素很敏感。一旦在野外部署中得到验证,BrightLights数据将最终帮助设计师通过他们的设计来解决svi问题。
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引用次数: 6
Session details: Session 3: Accessing Information 会话详细信息:会话3:访问信息
S. Mascetti
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引用次数: 0
What My Eyes Can't See, A Robot Can Show Me: Exploring the Collaboration Between Blind People and Robots 我的眼睛看不到的东西,机器人可以告诉我:探索盲人和机器人之间的合作
Mayara Bonani, Raquel Oliveira, Filipa Correia, André Rodrigues, Tiago Guerreiro, Ana Paiva
Blind people rely on sighted peers and different assistive technologies to accomplish everyday tasks. In this paper, we explore how assistive robots can go beyond information-giving assistive technologies (e.g., screen readers) by physically collaborating with blind people. We first conducted a set of focus groups to assess how blind people perceive and envision robots. Results showed that, albeit having stereotypical concerns, participants conceive the integration of assistive robots in a broad range of everyday life scenarios and are welcoming of this type of technology. In a second study, we asked blind participants to collaborate with two versions of a robot in a Tangram assembly task: one robot would only provide static verbal instructions whereas the other would physically collaborate with participants and adjust the feedback to their performance. Results showed that active collaboration had a major influence on the successful performance of the task. Participants also reported higher perceived warmth, competence and usefulness when interacting with the physically assistive robot. Overall, we provide preliminary results on the usefulness of assistive robots and the possible role these can hold in fostering a higher degree of autonomy for blind people.
盲人依靠视力正常的同伴和不同的辅助技术来完成日常任务。在本文中,我们探讨了辅助机器人如何通过与盲人进行物理合作,超越提供信息的辅助技术(例如,屏幕阅读器)。我们首先进行了一系列焦点小组,以评估盲人如何感知和想象机器人。结果表明,尽管有刻板印象的担忧,参与者设想在广泛的日常生活场景中集成辅助机器人,并欢迎这种类型的技术。在第二项研究中,我们要求盲人参与者在七巧板组装任务中与两个版本的机器人合作:一个机器人只提供静态的口头指令,而另一个机器人则与参与者进行身体合作,并根据他们的表现调整反馈。结果表明,积极的协作对任务的成功执行有重要影响。参与者还报告说,当与身体辅助机器人互动时,他们感受到更高的温暖、能力和有用性。总的来说,我们提供了关于辅助机器人的有用性的初步结果,以及这些机器人在培养盲人更高程度的自主性方面可能发挥的作用。
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引用次数: 35
Assistive Debugging to Support Accessible Latex Based Document Authoring 辅助调试以支持可访问的基于Latex的文档创作
A. Manzoor, Murayyiam Parvez, S. Shahid, Asim Karim
This software usability study aims towards evaluating our LaTeX based extension, created to assist blind researchers and writers, in terms of authoring both continuous and non-continuous text [2]. Our extension includes features like speech based error prompts and navigation to the error location which are expected to improve the LaTeX code debugging experience and increase writing productivity. Upon testing our extension, it is observed that a majority of both LaTeX novice and expert users preferred using MS Word for writing continuous text, while the LaTeX experts preferred our extension for writing mathematical content.
这项软件可用性研究旨在评估我们基于LaTeX的扩展,该扩展旨在帮助盲人研究人员和作家在创作连续和非连续文本方面[2]。我们的扩展包括基于语音的错误提示和错误位置导航等功能,这些功能有望改善LaTeX代码调试体验并提高编写效率。在测试我们的扩展后,可以观察到大多数LaTeX新手和专家用户都喜欢使用MS Word编写连续文本,而LaTeX专家更喜欢我们的扩展来编写数学内容。
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引用次数: 6
From Behavioral and Communication Intervention to Interaction Design: User Perspectives from Clinicians 从行为和沟通干预到交互设计:临床医生的用户视角
Yao Du, Louanne E. Boyd, Seray B. Ibrahim
To improve functional communication and behavioral management, many children with disabilities receive behavioral and communication-related intervention from professionals such as behavioral analysts and speech and language therapists. This paper presents user perspectives from three clinicians who have used and/or designed assistive technology with children with disabilities, and calls for researchers to recognize and leverage clinicians' knowledge to design accessible technology for children with complex sensory and communication needs.
为了改善功能性沟通和行为管理,许多残疾儿童接受了行为分析师和语言治疗师等专业人士的行为和沟通相关干预。本文介绍了三位使用和/或设计残疾儿童辅助技术的临床医生的用户观点,并呼吁研究人员认识和利用临床医生的知识,为具有复杂感官和沟通需求的儿童设计无障碍技术。
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引用次数: 3
Modeling the Speed and Timing of American Sign Language to Generate Realistic Animations 模拟美国手语的速度和时间产生逼真的动画
Sedeeq Al-khazraji, Larwan Berke, Sushant Kafle, Peter Yeung, Matt Huenerfauth
To enable more websites to provide content in the form of sign language, we investigate software to partially automate the synthesis of animations of American Sign Language (ASL), based on a human-authored message specification. We automatically select: where prosodic pauses should be inserted (based on the syntax or other features), the time-duration of these pauses, and the variations of the speed at which individual words are performed (e.g. slower at the end of phrases). Based on an analysis of a corpus of multi-sentence ASL recordings with motion-capture data, we trained machine-learning models, which were evaluated in a cross-validation study. The best model out-performed a prior state-of-the-art ASL timing model. In a study with native ASL signers evaluating animations generated from either our new model or from a simple baseline (uniform speed and no pauses), participants indicated a preference for speed and pausing in ASL animations from our model.
为了使更多的网站能够提供手语形式的内容,我们研究了基于人工编写的消息规范,部分自动化合成美国手语(ASL)动画的软件。我们自动选择:应该插入韵律停顿的位置(基于语法或其他特征),这些停顿的时间持续时间,以及单个单词执行速度的变化(例如,在短语末尾更慢)。基于对带有动作捕捉数据的多句ASL记录语料库的分析,我们训练了机器学习模型,并在交叉验证研究中对其进行了评估。最好的模型优于先前最先进的美国手语计时模型。在一项研究中,美国手语使用者评估了由我们的新模型或简单基线(匀速和无停顿)生成的动画,参与者表示更喜欢我们模型中的美国手语动画中的速度和停顿。
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引用次数: 28
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Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility
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