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A Study of Service Touchpoints in the Design of Assistive Products Required by People with Visual Impairment 视障人士辅助产品设计中的服务接触点研究
Pub Date : 2023-02-06 DOI: 10.11113/humentech.v2n1.46
Yirui Hei, J. Dolah, Shenghai Hei
This review investigates the problem of hospital orientation touchpoints for individuals with visual impairments. This paper aims to provide a framework for the service design considerations that designers and engineers of medical devices must consider to aid the visually impaired people in the hospital orientation. In addition, service design and design thinking techniques were utilized to synthesize the findings. Four-person focus groups were used to conduct semi-structured interviews. Using purposeful sampling, a group of Yinchuan, China, visually impaired people were chosen to be interviewed and guided through a series of fictitious medical crises. Using a user journey map and service touchpoint analysis, the service touchpoints encountered by the visually impaired population while using the guided care service were summarized and unified, yielding into several design recommendations. Based on the research provided in the research on assistive device design for the visually impaired population and the collected studies on hospital guidance services, current research on hospital guidance services is focused more on changing service design from the hospital perspective. The potential scenario applications of this wearable device have been largely neglected in previous studies on the design of assistive devices for people with visual impairment. Finally, the contact points that visually impaired people will encounter in the hospital alone were divided into three: before, during, and after the visit. These contacts were divided into eight categories. Although research on inclusive design and related topics from the perspective of the visually impaired has increased, very little has been done to examine this issue from the perspective of actual use cases.  Despite the importance of the design and technology phases of product development, there is still a need for further research into the design of antecedent services in the context of what people with visual impairment require.
本综述探讨了视力障碍患者的医院定向接触点问题。本文旨在为医疗设备的设计者和工程师提供一个服务设计考虑的框架,以帮助视障人士在医院方向。此外,利用服务设计和设计思维技术来综合研究结果。采用四人焦点小组进行半结构化访谈。通过有目的的抽样,我们选择了一群中国银川市的视障人士进行访谈,并引导他们经历了一系列虚构的医疗危机。通过用户旅程图和服务接触点分析,对视障人群在使用导视护理服务时遇到的服务接触点进行了总结和统一,形成了几个设计建议。基于对视障人群辅助器具设计的研究以及收集到的关于医院指导服务的研究,目前对医院指导服务的研究更多的是从医院角度改变服务设计。这种可穿戴设备的潜在场景应用在之前的视觉障碍辅助设备设计研究中被很大程度上忽略了。最后,视障人士仅在医院就会遇到的接触点被分为三个:就诊前、就诊中和就诊后。这些接触被分为八类。虽然从视障人士的角度对包容性设计及相关主题的研究有所增加,但从实际用例的角度来审视这一问题的研究却很少。尽管产品开发的设计和技术阶段很重要,但仍需要进一步研究视障人士需求背景下的先行服务设计。
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引用次数: 0
Mental Task Design Based on EEG Signal for Brain Computer Interface System 基于脑电图信号的脑机接口系统心理任务设计
Pub Date : 2023-02-06 DOI: 10.11113/humentech.v2n1.38
Tian-Swee Tan, Chee Hau Ngeu, Jahanzeb Sheikh, Matthias Tiong Foh Thye, K. Leong
Abstract:Brain computer interface (BCI) system empowers command over external device by retrieving brain waves and interpreting them into machine instructions. The system utilizes electroencephalogram (EEG) for receiving, processing and classifying signals to control by means of brain generated signals. The paper focused on mental task designs for BCI by acquiring the signals generated by mental activity using EEG comb electrodes, placed over three-dimensional (3D) printed headset. The experiment involved the blinking of left and right eyes for the forward and backward movements of the prototype wheelchair. The experimental measurement was performed using a Cyton board where the information was transmitted through Bluetooth which were later processed and translated to the wheelchair to perform activities. The system has successfully achieved the real time control of an assistive device by using signals from the brain.
摘要:脑机接口(BCI)系统通过检索脑电波并将其转化为机器指令,实现对外部设备的指令。该系统利用脑电图(EEG)对信号进行接收、处理和分类,利用脑产生的信号进行控制。本文主要研究脑机接口(BCI)的心理任务设计,通过放置在三维(3D)打印耳机上的脑电图梳状电极获取心理活动产生的信号。实验中,当轮椅原型向前或向后移动时,受试者的左右眼都要眨一下。实验测量使用一个Cyton板,通过蓝牙传输信息,然后处理并翻译到轮椅上进行活动。该系统成功地实现了利用大脑信号对辅助装置的实时控制。
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引用次数: 0
Surface Bacterium Disinfection Using Everlight 6565 UV-C SMD 用Everlight 6565 UV-C SMD消毒表面细菌
Pub Date : 2023-02-06 DOI: 10.11113/humentech.v2n1.33
Tian-Swee Tan, Jahanzeb Sheikh, S. Saidin, Sameen Ahmed Malik, L. S. Chua, Matthias Tiong Foh Thye, Jia Hou Tan
Ultraviolet-C (UVC) sourced has been widely used for the purpose of disinfection due to its germicidal spectrum. In this study, the effectiveness of Everlight’s 275 nm Ultraviolet-C surface mounted device (UVC-SMD) to disinfect Staphylococcus aureus (S. aureus) was investigated at three exposure durations (10, 30 and 60 s) for a standard distance of 5 cm. The inhibition zones were greater with the increment of exposure duration. The highest records of 4.53 ± 0.03 cm were achieved when 102 mJ/cm² of dose was applied at a distance of 5 cm for 60 s. Whereas, on the other side, the lowest inhibition was seen when the exposure was set for 10 s. Thus, the Everlight 6565 UVC-SMD with 275 nm of wavelength is capable in providing bacterial disinfection which could possibly be used for the development of disinfection system based on SMDs at longer exposure duration.
紫外线- c (UVC)源由于其杀菌谱而被广泛用于消毒目的。在本研究中,研究了Everlight的275 nm紫外- c表面贴装装置(UVC-SMD)在标准距离为5 cm的三种暴露时间(10、30和60 s)下对金黄色葡萄球菌(s . aureus)的消毒效果。随着暴露时间的增加,抑制区也随之增大。当102 mJ/cm²的剂量在5 cm的距离上施加60 s时,最高记录为4.53±0.03 cm。而另一方面,当暴露时间设置为10 s时,抑制作用最低。因此,波长为275 nm的Everlight 6565 UVC-SMD能够进行细菌消毒,可能用于开发基于smd的长暴露时间消毒系统。
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引用次数: 0
Criteria for the Dyslexic Games: A Systematic Literature Review 阅读障碍游戏的标准:系统的文献综述
Pub Date : 2023-02-06 DOI: 10.11113/humentech.v2n1.35
Nur Azzah Abu Bakar, Noraziah ChePa, Laura Lim Sie-Yi
The advancement of technology has witnessed the increasing use of game-based intervention and it is proven beneficial for people with specific learning disorder such as Dyslexia. Initially developed for entertainment, a game is generally considered a tool with the key features of challenge, motivation, and rewards which add more fun and excitement to Dyslexia teaching and learning. Many game applications have been developed in the area; each incorporates several criteria to meet the specific needs of the dyslexics. To date, these criteria are still dispersed in numerous publications, leading to the duplication of basic games that have previously been developed by others. This study aimed to identify the dispersed criteria by adopting PRISMA approach in the systematic literature review, and analyze them to formulate a comprehensive guideline for future design and development of the dyslexic games. Five main databases were chosen which are Scopus, ACM Digital Library, EBSCO-host, Wiley and Web of Science (WOS). Out of 551 articles that have been screened, only 50 articles were eligible to be analyzed based on the relevancy to the criteria, and only 23 articles were included in the study after further screening. A total of 135 criteria were identified with some redundancies, and were further classified into four categories: device and platform; features; interface and gameplay. These criteria can be utilized by the educational game developers as reference when designing the dyslexic games. A better dyslexic-friendly games could be produced when the developers design it with their special learning needs in mind.
技术的进步见证了基于游戏的干预越来越多的使用,它被证明对患有特殊学习障碍(如阅读障碍)的人有益。游戏最初是为娱乐而开发的,通常被认为是一种具有挑战、动机和奖励等关键特征的工具,为阅读障碍的教学和学习增加了更多的乐趣和兴奋。该地区开发了许多游戏应用程序;每一个都包含了几个标准,以满足阅读障碍患者的特定需求。到目前为止,这些标准仍然分散在许多出版物中,导致了其他人之前开发的基本游戏的复制。本研究旨在通过系统的文献综述,采用PRISMA方法找出分散的标准,并对其进行分析,为今后设计和开发阅读障碍游戏制定一个综合的指导方针。主要选择Scopus、ACM数字图书馆、EBSCO-host、Wiley和Web of Science (WOS) 5个数据库。在筛选的551篇文章中,根据与标准的相关性,只有50篇文章符合分析条件,在进一步筛选后,只有23篇文章被纳入研究。共确定了135个标准,其中有些冗余,并进一步分为四类:设备和平台;功能;界面和玩法。这些标准可供教育游戏开发者在设计阅读障碍类游戏时参考。当开发者在设计游戏时考虑到他们的特殊学习需求时,便能够创造出一款更适合阅读障碍者的游戏。
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引用次数: 2
The Comparison of Decision-Making Skills between Athletes and Non-athletes among University Students 大学生运动员与非运动员决策技能的比较
Pub Date : 2023-02-06 DOI: 10.11113/humentech.v2n1.42
M. Ishak, Ahmad Fikri Mohd Kassim, Mohd Syafiq Miswan, Nurul Farha Zainuddin
Cognitive skills are one of the components of mental skills. These skills deal with a high level of cognitive processing, including decision-making. Athletes with high cognitive skills have superior positive thinking and decision-making. The objectives of this study are to evaluate mental skills performance on athletes and non-athletes in university and to investigate the difference of mental skills among athletes and non-athletes in university. 229 active students from Bachelor of Sports Science, Universiti Teknologi MARA Perlis Branch participated in this study. Descriptive statistical methods were used using Microsoft Excel 2020 and the Statistical Package for the Social Sciences (SPSS 25.0 version). The significant value for determining the significant difference of the data gathered was valued as p < 0.001 and p < 0.05. All descriptive data calculated were presented in mean ± standard deviation (SD). A statistically significant of the result for vigilance’s approach showed that there was no significant difference between athletes and non-athletes. As for buck-passing and procrastination approach, there was a significant difference recorded as the test result indicated p < 0.001 and p < 0.05 respectively. Lastly, hypervigilance approach showed that there was a significant difference between athletes and non-athletes with the value p < 0.001. This study suggests that there is a significant difference of buck-passing, procrastination and hypervigilance between athletes and non-athletes among university students. Future study can consider investigating demographic and athletes’ competitiveness factors to understand better on the underlying influences on how individual participation and exposure in sports affecting mental skills development.
认知技能是心理技能的组成部分之一。这些技能涉及高水平的认知处理,包括决策。具有高认知技能的运动员具有卓越的积极思维和决策能力。摘要本研究旨在评估大学生运动员与非运动员的心理技能表现,探讨大学生运动员与非运动员心理技能的差异。229名来自马拉理工大学波斯分校体育科学学士的在校生参与了本研究。采用描述性统计方法,使用Microsoft Excel 2020和statistical Package for Social Sciences (SPSS 25.0版本)。确定所收集数据的显著性差异的显著值分别为p < 0.001和p < 0.05。所有描述性数据均以均数±标准差(SD)表示。警惕性方法的结果在运动员和非运动员之间没有显著性差异。在推卸责任和拖延行为方面,检验结果分别为p < 0.001和p < 0.05,差异有统计学意义。最后,超警惕性方法显示运动员和非运动员之间存在显著差异,p < 0.001。本研究表明,大学生运动员与非运动员在推卸责任、拖延和超警觉方面存在显著差异。未来的研究可以考虑调查人口统计学和运动员的竞争力因素,以更好地了解个人参与和接触运动如何影响心理技能发展的潜在影响。
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引用次数: 0
Analysis of Spiking Technique towards Point Distribution Succession in Sepak Takraw League (STL) Champions Cup 2021 2021年沙打联赛(STL)冠军杯扣球技术对分点分配演替的分析
Pub Date : 2023-02-06 DOI: 10.11113/humentech.v2n1.43
Muhammad Aiman Akmal Roszani, Nurul Farha Zainuddin, Ellail Ain Mohd Aznan, M. Jamaludin, Zulkifli Ismail, Mohd Syafiq Miswan
Killing or spiking is one of the tactical moves in Sepak Takraw that can help to decide the outcome of a match. This study aimed to explore the relationship between various elements of Sepak Takraw, including spiking technique, point succession, spiking zone, and point area. In this study, the researchers also sought to determine whether the variables, zone of spiking and point succession are related to the point area. The sample consisted of 19 matches from the 2021 STL Champions Cup, with 315 spiking attempts recorded. The data were collected through notational analysis and analyzed using statistical methods of Crosstabs and Chi-Square tests (with a significance level of p < 0.05), through SPSS version 25. The findings showed no significant connection between the spiking technique and the point succession (p = 0.831), or between the spiking technique and the spiking zone (p = 0.730) and between the area of point and the point succession (p = 0.253). However, there was a significant correlation between the spiking technique and the point area (p = 0.001), as well as between the point area and the spiking zone (p = 0.016). These results indicate that proper spiking technique can significantly impact the outcome of Sepak Takraw match and further research is needed to investigate the role of other tactical elements, such as serving, blocking, and rally play.
击杀或扣球是Sepak Takraw中的战术动作之一,可以帮助决定比赛的结果。本研究旨在探讨刺打技术、刺打接续、刺打区域、刺打面积等各要素之间的关系。在这项研究中,研究人员还试图确定变量、尖峰区和点演替是否与点面积有关。样本包括2021年STL冠军杯的19场比赛,记录了315次扣球尝试。数据收集采用符号分析,采用交叉表和卡方检验的统计方法(p < 0.05),采用SPSS 25版本进行分析。结果表明,针刺技术与针刺区(p = 0.730)、针刺技术与针刺区(p = 0.253)、针刺面积与针刺区(p = 0.253)之间无显著相关性。然而,刺突技术与刺突区域之间存在显著相关性(p = 0.001),刺突区域与刺突区域之间也存在显著相关性(p = 0.016)。这些结果表明,正确的扣球技术可以显著影响赛打比赛的结果,需要进一步研究其他战术因素的作用,如发球、拦网和拉力赛。
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引用次数: 0
Blood Oxygen Saturation and Heart Rate Monitor for Home-Based Continuous Monitoring 用于家庭连续监测的血氧饱和度和心率监测仪
Pub Date : 2023-02-06 DOI: 10.11113/humentech.v2n1.36
Nurul Izzati Darul Zaman, Siti Nurhaliza Zainal Abiden, Kok Wai Soo, M. Leong, Y. Hau
Pneumonia and COVID-19 are the most infected infectious diseases that deteriorate health of all range of people. If the early treatment is not provided, it may lead to severe heart disease and eventually to mortality. Therefore, continuous heart rate (HR), as well as blood oxygen saturation (SpO2) monitoring can help to detect abnormalities early. As a result, this paper presents a combination of portable continuous SpO2 and HR monitor which focuses on the improvement of internal design and graphical user interface of the mobile application. In this system, MAX30100, a photoplethysmography (PPG) sensor, was used to measure SpO2 and HR. Then, the signal was transmitted to Arduino Nano as the master microcontroller to process all acquired data from the sensor. The device was integrated with Android-based mobile application through Bluetooth communication, for displaying the result of the measured real-time parameters continuously and for battery status indication. Quantitative measurements showed that the precision of the circuit system implemented for HR and SpO2 were 99.16% and 99.06%, respectively. This system would improve the working efficiency and life efficiency of the healthcare provider and public.
肺炎和COVID-19是最具传染性的传染病,会损害所有人群的健康。如果不及早治疗,可能会导致严重的心脏病,最终导致死亡。因此,持续的心率(HR)和血氧饱和度(SpO2)监测可以帮助早期发现异常。因此,本文提出了一种便携式连续SpO2和HR监测仪的组合方案,重点改进了移动应用程序的内部设计和图形用户界面。在该系统中,MAX30100是一种光电体积脉搏波传感器(PPG),用于测量SpO2和HR。然后将信号传输给Arduino Nano作为主微控制器,对传感器采集到的所有数据进行处理。该设备通过蓝牙通信与基于android的移动应用程序集成,可连续显示实时测量参数的结果并显示电池状态。定量测量结果表明,该电路系统对HR和SpO2的检测精度分别为99.16%和99.06%。该系统将提高医疗服务提供者和公众的工作效率和生活效率。
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引用次数: 1
Equine Gait Recognition using Wearable Technology for Endurance Monitoring: A Preliminary Study 基于可穿戴技术的马步态识别耐力监测:初步研究
Pub Date : 2023-02-06 DOI: 10.11113/humentech.v2n1.44
Nurshafitrah Yusoff, A. Azaman
To overcome limitation in equine gait monitoring, a low-cost monitoring device is needed especially for long-distance event performance monitoring. Current devices capture horse gait in limited range of distance, limited duration usage and expensive. Mobile application such as Androsensor has shown a great potential in horse gait recognition. However, further study is still warranted in order to determine the reliability of this kind of mobile application for performance monitoring especially for long-distance event such as endurance. In this study, a validation test of Androsensor mobile application for equine gait patterns recognition was conducted before the data can be applied for long-distance performance monitoring. Two horses (Thoroughbred) were used in this preliminary study. A unit of inertia measurement unit sensor (IMU) (Delsys Trigno Avanti Sensor) with 150 Hz sampling rate and a mini smartphone installed with Androsensor apps with 200 Hz sampling rate were attached together on horse forelimb pastern to compare the acceleration of horse gait signal captured by both devices. The data captured by both devices were analyzed. The correlation coefficient between an established device (IMU) and the Androsensor apps have shown a good correlation with higher correlation coefficient (r > 0.5) for walk, trot and canter. This finding indicates that the Androsensor mobile application has a great potential to be used in equine gait research and performance monitoring. It also can offer a wide function in this field as it is cheap and wearable.
为了克服马的步态监测的局限性,需要一种低成本的监测装置,特别是长距离的赛事性能监测。目前的设备在有限的距离范围内捕捉马的步态,使用时间有限,价格昂贵。安卓传感器等移动应用程序在马的步态识别方面显示出巨大的潜力。然而,为了确定这种移动应用程序用于性能监测的可靠性,特别是对于耐力等长距离赛事,还需要进一步的研究。本研究首先对Androsensor移动应用程序进行马步态模式识别的验证测试,然后将数据应用于长距离性能监测。在这项初步研究中使用了两匹纯种马。将采样率为150 Hz的惯性测量单元传感器(IMU) (Delsys Trigno Avanti sensor)和安装采样率为200 Hz的Androsensor应用程序的迷你智能手机连接在马前肢关节上,比较两种设备捕获的马步态信号的加速度。分析了两种设备捕获的数据。已建立的设备(IMU)与Androsensor应用程序之间的相关系数显示出较好的相关性,其中步行,小跑和跑步的相关系数较高(r > 0.5)。这一发现表明,Androsensor移动应用程序在马的步态研究和性能监测方面具有很大的潜力。由于其价格低廉,可穿戴性好,在这一领域具有广泛的应用前景。
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引用次数: 0
Hand Gesture Design Using Bionic Prosthetic Hand 仿生假手的手势设计
Pub Date : 2023-02-06 DOI: 10.11113/humentech.v2n1.41
K. Leong, T. Tan, Matthias Tiong Foh Thye, Jahanzeb Sheikh, Bun Seng Chan, Dalilah Nordin, Jia Hou Tan
Brain computer interface (BCI) system empowers command over external device by retrieving brain waves and interpreting them into machine instructions. The system utilizes electroencephalogram (EEG) for receiving, processing and classifying signals to control by means of brain generated signals. The paper focuses on mental task design for BCI by acquiring the signals generated by mental activity through EEG comb electrodes, placed over three-dimensional (3D) printed headset. The experiment involved the blinking of left and right eye for the forward and backward movements of the prototype wheelchair. The experimental measurement was performed using a Cyton board where the information was transmitted through Bluetooth which were later processed and translated to the wheelchair to perform activities. The system has successfully achieved the real time control of an assistive device by using signals from the brain.
脑机接口(BCI)系统通过检索脑电波并将其转换为机器指令,从而实现对外部设备的指令。该系统利用脑电图(EEG)对信号进行接收、处理和分类,利用脑产生的信号进行控制。本文主要研究脑机接口(BCI)的心理任务设计,通过放置在3D打印耳机上的脑电图梳状电极获取心理活动产生的信号。实验中,当轮椅原型向前或向后移动时,受试者的左眼和右眼眨眼。实验测量使用一个Cyton板,通过蓝牙传输信息,然后处理并翻译到轮椅上进行活动。该系统成功地实现了利用大脑信号对辅助装置的实时控制。
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引用次数: 0
Improving Navigation for Blind People in the Developing Countries: A UI/UX Perspective 改善发展中国家盲人导航:UI/UX视角
Pub Date : 2023-02-06 DOI: 10.11113/humentech.v2n1.31
Meghla Mehnaz Rose, Masitah Ghazali
Assistive technology (AT) has made many tasks possible for people with disabilities. Unfortunately, almost no technology is developed centered around the blind people of developing countries when it comes to navigating. This study explored blind people's concerns and determined the type of design and interaction of a navigation application that are more convenient and favored by blind users. Qualitative research was used to study the problems faced by blind people of developing countries while navigating. Blind people of two organizations in Bangladesh participated voluntarily in the research. The data obtained were analyzed using thematic analysis of ATLAS.ti. The data indicated that merely traveling with the white cane was not enough and there were a lot of problems faced when going from one place to another. A preference was shown for voice-assisted devices. The data were used to build two types of accessible prototypes with good UX, but different interactions, design, layout, spoken content and audio descriptions. Later, the usability testing was performed to investigate the effectiveness of the two types of prototypes from the UI/UX perspective. The results indicated that there was a greater preference for a layout with more spacing and buttons closer to the hands. Audio descriptions, spoken content and being able to navigate using the application also instills a sense of independence. The study contributes to a better knowledge of design solutions and interactions that legally blind people prefer, and to the creation of navigation tools/apps for the blind, specifically from the developing countries such as Bangladesh.
辅助技术(AT)使残疾人的许多任务成为可能。不幸的是,当涉及到导航时,几乎没有针对发展中国家盲人开发的技术。本研究探讨了盲人关注的问题,确定了一款更方便、更受盲人用户青睐的导航应用的设计和交互类型。采用定性研究的方法研究发展中国家盲人在导航过程中所面临的问题。孟加拉国两个组织的盲人自愿参与了这项研究。采用ATLAS.ti的专题分析方法对所得数据进行分析。数据表明,仅仅用白手杖旅行是不够的,从一个地方到另一个地方会遇到很多问题。人们更喜欢语音辅助设备。这些数据被用来构建两种无障碍原型,它们具有良好的用户体验,但交互、设计、布局、语音内容和音频描述不同。随后进行可用性测试,从UI/UX角度考察两种原型的有效性。结果表明,人们更喜欢间距更大、按钮离手更近的布局。音频描述、语音内容以及能够使用应用程序进行导航也给人一种独立的感觉。这项研究有助于更好地了解法律盲人喜欢的设计解决方案和交互,以及为盲人创建导航工具/应用程序,特别是来自孟加拉国等发展中国家的盲人。
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引用次数: 0
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