R. C. do Nascimento Givigi, Edênia Menezes da Cunha, Jerriany Tainá Pereira de Souza, Lillian Muniz Oliveira, S. S. F. Dourado
BACKGROUND: Augmentative and Alternative Communication (AAC) systems are used by people with motor disabilities, such as those with cerebral palsy (CP). The assessment of physical functional skills is crucial for appropriately choosing the computer access tool. OBJECTIVE: This study aimed to do a systematic literature review addressing the importance of the analysis of physical functional performance for the construction of specific tools to support communication. METHODS: The review followed PRISMA guidelines. We searched articles from 2009 to 2021 using three databases (PubMed, Lilacs in Portuguese, and SciELO). Three reviewers extracted the data. Registration was made to PROSPERO. The risk of bias was assessed using the Cochrane Collaboration tool. RESULTS: We found 132 articles in the databases. First, we excluded 31 articles because they did not provide evidence for the use of alternative communication in people with CP and did not use high technology resources. We also excluded 57 duplicated articles. At the end of this first step, 44 articles were left, 38 of them were excluded because they are not clinical trials. We selected 6 articles for the final analysis. CONCLUSIONS: The systematic review had a positive impact on the precise dissemination of knowledge ensuring comparisons of interventions and articles such as assistive technology programs.
背景:辅助和替代沟通(AAC)系统用于运动障碍患者,如脑瘫患者。身体功能技能的评估对于正确选择计算机访问工具至关重要。目的:本研究旨在进行系统的文献综述,探讨身体功能表现分析对构建支持沟通的特定工具的重要性。方法:按照PRISMA指南进行综述。我们使用三个数据库(PubMed、Lilacs in Portuguese和SciELO)检索了2009年至2021年的文章。三位审稿人提取了数据。登记在普洛斯彼罗。使用Cochrane协作工具评估偏倚风险。结果:共检索到132篇文献。首先,我们排除了31篇文章,因为它们没有为CP患者使用替代通信提供证据,也没有使用高科技资源。我们还排除了57篇重复文章。第一步结束时,还剩下44篇文章,其中38篇因为不是临床试验而被排除。我们选择了6篇文章进行最后的分析。结论:系统评价对知识的准确传播有积极的影响,确保了干预措施和文章(如辅助技术方案)的比较。
{"title":"Physical functionality of alternative communication resources on people with cerebral palsy: A systematic review","authors":"R. C. do Nascimento Givigi, Edênia Menezes da Cunha, Jerriany Tainá Pereira de Souza, Lillian Muniz Oliveira, S. S. F. Dourado","doi":"10.3233/tad-200299","DOIUrl":"https://doi.org/10.3233/tad-200299","url":null,"abstract":"BACKGROUND: Augmentative and Alternative Communication (AAC) systems are used by people with motor disabilities, such as those with cerebral palsy (CP). The assessment of physical functional skills is crucial for appropriately choosing the computer access tool. OBJECTIVE: This study aimed to do a systematic literature review addressing the importance of the analysis of physical functional performance for the construction of specific tools to support communication. METHODS: The review followed PRISMA guidelines. We searched articles from 2009 to 2021 using three databases (PubMed, Lilacs in Portuguese, and SciELO). Three reviewers extracted the data. Registration was made to PROSPERO. The risk of bias was assessed using the Cochrane Collaboration tool. RESULTS: We found 132 articles in the databases. First, we excluded 31 articles because they did not provide evidence for the use of alternative communication in people with CP and did not use high technology resources. We also excluded 57 duplicated articles. At the end of this first step, 44 articles were left, 38 of them were excluded because they are not clinical trials. We selected 6 articles for the final analysis. CONCLUSIONS: The systematic review had a positive impact on the precise dissemination of knowledge ensuring comparisons of interventions and articles such as assistive technology programs.","PeriodicalId":22201,"journal":{"name":"Technology and Disability","volume":" ","pages":""},"PeriodicalIF":0.5,"publicationDate":"2021-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47669007","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Kriti Dhingra, Anchal Garg, D. Yadav, Jayanti Pujari
BACKGROUND: Assistive technology has been a boon for children with specific learning disabilities (SLDs) as it bridges the gap between them and their peers without SLDs. Despite the vast emphasis on the use of AT and speedy propagation of AT tools, yet more research is required on actual usage of AT. OBJECTIVE: The purpose of the study is to identify the most significant barriers to the usage of AT by children with specific learning disabilities and suggest various measures to deal with it. METHODS: To accomplish the study interviews were conducted with special education teachers of schools in India to find out the major barriers toward the utilisation of AT. First, Qualitative analysis was performed using CAQDAS tool QDA Miner Lite to identify the barriers towards effective utilisation of AT. Further, ISM technique and MICAMAC analysis were used to corroborate the most significant barriers. RESULTS: The results revealed the most significant barriers to implementation of AT and also that timely managing these major barriers can lower the effect on other barriers. CONCLUSION: Eliminating the significant barriers would enhance the use of AT by the special education teachers, parents, and children with SLDs. Effective use of AT can prove to be benediction in the times of pandemic.
{"title":"Impediments to effective utilization of assistive technology for learning disabled","authors":"Kriti Dhingra, Anchal Garg, D. Yadav, Jayanti Pujari","doi":"10.3233/tad-210342","DOIUrl":"https://doi.org/10.3233/tad-210342","url":null,"abstract":"BACKGROUND: Assistive technology has been a boon for children with specific learning disabilities (SLDs) as it bridges the gap between them and their peers without SLDs. Despite the vast emphasis on the use of AT and speedy propagation of AT tools, yet more research is required on actual usage of AT. OBJECTIVE: The purpose of the study is to identify the most significant barriers to the usage of AT by children with specific learning disabilities and suggest various measures to deal with it. METHODS: To accomplish the study interviews were conducted with special education teachers of schools in India to find out the major barriers toward the utilisation of AT. First, Qualitative analysis was performed using CAQDAS tool QDA Miner Lite to identify the barriers towards effective utilisation of AT. Further, ISM technique and MICAMAC analysis were used to corroborate the most significant barriers. RESULTS: The results revealed the most significant barriers to implementation of AT and also that timely managing these major barriers can lower the effect on other barriers. CONCLUSION: Eliminating the significant barriers would enhance the use of AT by the special education teachers, parents, and children with SLDs. Effective use of AT can prove to be benediction in the times of pandemic.","PeriodicalId":22201,"journal":{"name":"Technology and Disability","volume":" ","pages":""},"PeriodicalIF":0.5,"publicationDate":"2021-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44361336","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. Malaquias, Fernanda Francielle de Oliveira Malaquias
BACKGROUND: Many studies have been developed to explore and better understand the interaction between individuals and technological resources in the context of special education. These studies show that Information and Communication Technologies, and more specifically digital games, have the potential to improve the learning process of children with disabilities. OBJECTIVE: The main purpose of this paper was to develop a literature review in order to identify the benefits of the use of Serious Games (SG) to the literacy process of children with disabilities and learning difficulties. METHODS: Previous studies related to the use of Serious Games (SG) in the literacy process of children with disabilities and learning difficulties were identified and analyzed. Considering the expressions, keywords and criteria used to select the papers, the sample was comprised of 25 studies. RESULTS: The main results show that SG, when used as assistive technologies, contribute to the literacy process, since children usually feel motivated to play the games and learn. Moreover, we identified that to benefit the literacy process, games need to be easy to use, challenging, enjoyable and include feedback, reinforcements and interactive resources. CONCLUSIONS: The literature indicates that the use of SG can stimulate engagement and that interactive activities can contribute to the literacy process of children with disabilities and learning difficulties.
{"title":"A literature review on the benefits of serious games to the literacy process of children with disabilities and learning difficulties","authors":"R. Malaquias, Fernanda Francielle de Oliveira Malaquias","doi":"10.3233/tad-210339","DOIUrl":"https://doi.org/10.3233/tad-210339","url":null,"abstract":"BACKGROUND: Many studies have been developed to explore and better understand the interaction between individuals and technological resources in the context of special education. These studies show that Information and Communication Technologies, and more specifically digital games, have the potential to improve the learning process of children with disabilities. OBJECTIVE: The main purpose of this paper was to develop a literature review in order to identify the benefits of the use of Serious Games (SG) to the literacy process of children with disabilities and learning difficulties. METHODS: Previous studies related to the use of Serious Games (SG) in the literacy process of children with disabilities and learning difficulties were identified and analyzed. Considering the expressions, keywords and criteria used to select the papers, the sample was comprised of 25 studies. RESULTS: The main results show that SG, when used as assistive technologies, contribute to the literacy process, since children usually feel motivated to play the games and learn. Moreover, we identified that to benefit the literacy process, games need to be easy to use, challenging, enjoyable and include feedback, reinforcements and interactive resources. CONCLUSIONS: The literature indicates that the use of SG can stimulate engagement and that interactive activities can contribute to the literacy process of children with disabilities and learning difficulties.","PeriodicalId":22201,"journal":{"name":"Technology and Disability","volume":" ","pages":""},"PeriodicalIF":0.5,"publicationDate":"2021-09-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47745626","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rikard Lundstedt, C. Håkansson, M. Lõhmus, M. Wallergård
BACKGROUND: Spending time in natural environments is beneficial for mental health and cognitive function. Unfortunately, many elderly citizens, who would potentially gain from these beneficial effects, have limited or no access to natural environments. Virtual reality may provide the experience of being present in a natural environment without the need of transportation. OBJECTIVE: The purpose of the present study was to acquire an understanding of how residents and staff at a residential care facility may use and experience different virtual natural environments, and thus aid the design of virtual natural environments. METHODS: We used qualitative method, collecting data through interviews and observations. The data was analyzed using qualitative content analysis. RESULTS: Exposure to virtual natural environments provoked various emotional reactions, and promoted skill development and social interaction among participants. The staff perceived virtual natural environments as potentially useful for, for example, improving residents’ anxiety. We identified several user interface improvements. CONCLUSIONS: The present study discusses how various aspects of virtual natural environments work in relation to the experience of a user and how this might affect wellbeing in older adults. These aspects may be valuable to consider in the design of virtual natural environments for use at residential care facilities.
{"title":"Designing virtual natural environments for older adults in residential care facilities","authors":"Rikard Lundstedt, C. Håkansson, M. Lõhmus, M. Wallergård","doi":"10.3233/tad-210344","DOIUrl":"https://doi.org/10.3233/tad-210344","url":null,"abstract":"BACKGROUND: Spending time in natural environments is beneficial for mental health and cognitive function. Unfortunately, many elderly citizens, who would potentially gain from these beneficial effects, have limited or no access to natural environments. Virtual reality may provide the experience of being present in a natural environment without the need of transportation. OBJECTIVE: The purpose of the present study was to acquire an understanding of how residents and staff at a residential care facility may use and experience different virtual natural environments, and thus aid the design of virtual natural environments. METHODS: We used qualitative method, collecting data through interviews and observations. The data was analyzed using qualitative content analysis. RESULTS: Exposure to virtual natural environments provoked various emotional reactions, and promoted skill development and social interaction among participants. The staff perceived virtual natural environments as potentially useful for, for example, improving residents’ anxiety. We identified several user interface improvements. CONCLUSIONS: The present study discusses how various aspects of virtual natural environments work in relation to the experience of a user and how this might affect wellbeing in older adults. These aspects may be valuable to consider in the design of virtual natural environments for use at residential care facilities.","PeriodicalId":22201,"journal":{"name":"Technology and Disability","volume":" ","pages":""},"PeriodicalIF":0.5,"publicationDate":"2021-09-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48461712","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
BACKGROUND: Information and communication technologies can make a significant difference in the lives of individuals with disabilities. Hardware and software services adapted for the type of disability may enable the individuals with disabilities to make use of information and communication technologies. OBJECTIVE: The aim of the study was to examine the use of internet and technological devices in children with disability from the perspective of parents. METHODS: This was a cross-sectional and descriptive study. The sample group was comprised of parents who accepted to take part in the study and who have children continuing their education at a special education and rehabilitation center. Family and Child Introductory Information Form, Use of Internet and Technological Devices Information Form were used for data acquisition. RESULTS AND CONCLUSIONS: It was determined that 97.5% of the children have smart phones, 45% have tablets and 34% have computers and that smart phones, tablets and computers are used for playing games by 64%, 27% and 10% of the children respectively. The present study has shown that children with disability are able use technological devices by themselves for the purposes of following social media, playing games, watching films/cartoons, listening to music, doing homework, chatting and taking photographs.
{"title":"The use of internet and technological devices in children with disability from the perspective of parents","authors":"Elif Bilsin Kocamaz, K. Akça, Şahin Uygun","doi":"10.3233/tad-210328","DOIUrl":"https://doi.org/10.3233/tad-210328","url":null,"abstract":"BACKGROUND: Information and communication technologies can make a significant difference in the lives of individuals with disabilities. Hardware and software services adapted for the type of disability may enable the individuals with disabilities to make use of information and communication technologies. OBJECTIVE: The aim of the study was to examine the use of internet and technological devices in children with disability from the perspective of parents. METHODS: This was a cross-sectional and descriptive study. The sample group was comprised of parents who accepted to take part in the study and who have children continuing their education at a special education and rehabilitation center. Family and Child Introductory Information Form, Use of Internet and Technological Devices Information Form were used for data acquisition. RESULTS AND CONCLUSIONS: It was determined that 97.5% of the children have smart phones, 45% have tablets and 34% have computers and that smart phones, tablets and computers are used for playing games by 64%, 27% and 10% of the children respectively. The present study has shown that children with disability are able use technological devices by themselves for the purposes of following social media, playing games, watching films/cartoons, listening to music, doing homework, chatting and taking photographs.","PeriodicalId":22201,"journal":{"name":"Technology and Disability","volume":" ","pages":""},"PeriodicalIF":0.5,"publicationDate":"2021-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.3233/tad-210328","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47344504","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jeevithashree Dv, Puneet Jain, Abhishek Mukhopadhyay, K. Saluja, P. Biswas
BACKGROUND: Users with Severe Speech and Motor Impairment (SSMI) often use a communication chart through their eye gaze or limited hand movement and care takers interpret their communication intent. There is already significant research conducted to automate this communication through electronic means. Developing electronic user interface and interaction techniques for users with SSMI poses significant challenges as research on their ocular parameters found that such users suffer from Nystagmus and Strabismus limiting number of elements in a computer screen. This paper presents an optimized eye gaze controlled virtual keyboard for English language with an adaptive dwell time feature for users with SSMI. OBJECTIVE: Present an optimized eye gaze controlled English virtual keyboard that follows both static and dynamic adaptation process. The virtual keyboard can automatically adapt to reduce eye gaze movement distance and dwell time for selection and help users with SSMI type better without any intervention of an assistant. METHODS: Before designing the virtual keyboard, we undertook a pilot study to optimize screen region which would be most comfortable for SSMI users to operate. We then proposed an optimized two-level English virtual keyboard layout through Genetic algorithm using static adaptation process; followed by dynamic adaptation process which tracks users’ interaction and reduces dwell time based on a Markov model-based algorithm. Further, we integrated the virtual keyboard for a web-based interactive dashboard that visualizes real-time Covid data. RESULTS: Using our proposed virtual keyboard layout for English language, the average task completion time for users with SSMI was 39.44 seconds in adaptive condition and 29.52 seconds in non-adaptive condition. Overall typing speed was 16.9 lpm (letters per minute) for able-bodied users and 6.6 lpm for users with SSMI without using any word completion or prediction features. A case study with an elderly participant with SSMI found a typing speed of 2.70 wpm (words per minute) and 14.88 lpm (letters per minute) after 6 months of practice. CONCLUSIONS: With the proposed layout for English virtual keyboard, the adaptive system increased typing speed statistically significantly for able bodied users than a non-adaptive version while for 6 users with SSMI, task completion time reduced by 8.8% in adaptive version than nonadaptive one. Additionally, the proposed layout was successfully integrated to a web-based interactive visualization dashboard thereby making it accessible for users with SSMI.
{"title":"Eye gaze controlled adaptive virtual keyboard for users with SSMI","authors":"Jeevithashree Dv, Puneet Jain, Abhishek Mukhopadhyay, K. Saluja, P. Biswas","doi":"10.3233/tad-200292","DOIUrl":"https://doi.org/10.3233/tad-200292","url":null,"abstract":"BACKGROUND: Users with Severe Speech and Motor Impairment (SSMI) often use a communication chart through their eye gaze or limited hand movement and care takers interpret their communication intent. There is already significant research conducted to automate this communication through electronic means. Developing electronic user interface and interaction techniques for users with SSMI poses significant challenges as research on their ocular parameters found that such users suffer from Nystagmus and Strabismus limiting number of elements in a computer screen. This paper presents an optimized eye gaze controlled virtual keyboard for English language with an adaptive dwell time feature for users with SSMI. OBJECTIVE: Present an optimized eye gaze controlled English virtual keyboard that follows both static and dynamic adaptation process. The virtual keyboard can automatically adapt to reduce eye gaze movement distance and dwell time for selection and help users with SSMI type better without any intervention of an assistant. METHODS: Before designing the virtual keyboard, we undertook a pilot study to optimize screen region which would be most comfortable for SSMI users to operate. We then proposed an optimized two-level English virtual keyboard layout through Genetic algorithm using static adaptation process; followed by dynamic adaptation process which tracks users’ interaction and reduces dwell time based on a Markov model-based algorithm. Further, we integrated the virtual keyboard for a web-based interactive dashboard that visualizes real-time Covid data. RESULTS: Using our proposed virtual keyboard layout for English language, the average task completion time for users with SSMI was 39.44 seconds in adaptive condition and 29.52 seconds in non-adaptive condition. Overall typing speed was 16.9 lpm (letters per minute) for able-bodied users and 6.6 lpm for users with SSMI without using any word completion or prediction features. A case study with an elderly participant with SSMI found a typing speed of 2.70 wpm (words per minute) and 14.88 lpm (letters per minute) after 6 months of practice. CONCLUSIONS: With the proposed layout for English virtual keyboard, the adaptive system increased typing speed statistically significantly for able bodied users than a non-adaptive version while for 6 users with SSMI, task completion time reduced by 8.8% in adaptive version than nonadaptive one. Additionally, the proposed layout was successfully integrated to a web-based interactive visualization dashboard thereby making it accessible for users with SSMI.","PeriodicalId":22201,"journal":{"name":"Technology and Disability","volume":"1 1","pages":""},"PeriodicalIF":0.5,"publicationDate":"2021-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.3233/tad-200292","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42385272","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
BACKGROUND: The dominance of a digital wave is being felt in every sphere of the industry, and has been a big boon for online shoppers today. However, companies tend to ignore a section of their customer base, i.e. those who are visually impaired; although there are well-established standards set by WCAG 2.0 (Web Content Accessibility Guidelines). Although most e-commerce companies in India conform to these guidelines, as per the recommendations from the Indian government; however ironically; these are not accessible by the blind. OBJECTIVE: This paper specially focuses on the list of problems that the visually-impaired in India face while trying to access e-commerce sites, as most of the sites haven’t conformed to the WCAG 2.0 guidelines. METHOD: Qualitative analysis through the Repertory technique by Kelly in which, the grid developed for different constructs addressing various problems faced by such users in accessing e-commerce websites. FINDINGS: From the findings, it is evident that these visually impaired people are extremely open to gaining access towards the companies’ strategies, as they also want to be a part of the main segment of the society, and would in turn be a strong contributor to the profits of the companies, if they’re taken seriously. The findings also have a series of managerial as well as social implications. CONCLUSION: Further, the study also looks at lending some suggestions through which, marketing managers would be able to look into this prevailing problem, and thereby address the same, while enhancing their level of engagement with this specially-enabled client base. This would result not only in adding profits to the business at large, but also ensure customer satisfaction and delight, albeit the fact that they’re differently abled.
{"title":"An examination on ‘website accessibility’ for active engagement of visually impaired e-commerce customers","authors":"Smita Santoki, Neha Patvardhan","doi":"10.3233/TAD-200293","DOIUrl":"https://doi.org/10.3233/TAD-200293","url":null,"abstract":"BACKGROUND: The dominance of a digital wave is being felt in every sphere of the industry, and has been a big boon for online shoppers today. However, companies tend to ignore a section of their customer base, i.e. those who are visually impaired; although there are well-established standards set by WCAG 2.0 (Web Content Accessibility Guidelines). Although most e-commerce companies in India conform to these guidelines, as per the recommendations from the Indian government; however ironically; these are not accessible by the blind. OBJECTIVE: This paper specially focuses on the list of problems that the visually-impaired in India face while trying to access e-commerce sites, as most of the sites haven’t conformed to the WCAG 2.0 guidelines. METHOD: Qualitative analysis through the Repertory technique by Kelly in which, the grid developed for different constructs addressing various problems faced by such users in accessing e-commerce websites. FINDINGS: From the findings, it is evident that these visually impaired people are extremely open to gaining access towards the companies’ strategies, as they also want to be a part of the main segment of the society, and would in turn be a strong contributor to the profits of the companies, if they’re taken seriously. The findings also have a series of managerial as well as social implications. CONCLUSION: Further, the study also looks at lending some suggestions through which, marketing managers would be able to look into this prevailing problem, and thereby address the same, while enhancing their level of engagement with this specially-enabled client base. This would result not only in adding profits to the business at large, but also ensure customer satisfaction and delight, albeit the fact that they’re differently abled.","PeriodicalId":22201,"journal":{"name":"Technology and Disability","volume":" ","pages":""},"PeriodicalIF":0.5,"publicationDate":"2021-06-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.3233/TAD-200293","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49365959","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Polyxeni Kaimara, A. Oikonomou, I. Deliyannis, Agnes Papadopoulou, George Miliotis, Emmanuel Fokides, A. Floros
BACKGROUND: One of the most serious concerns of parents, caregivers, teachers and therapists is children’s independent living, particularly of those with special educational needs (SEN). Purpose-built programs for the acquisition of independent living skills are considered a priority in special education settings. The main problem is the inefficacy of detached interventions to meet the needs of as many students as possible. OBJECTIVE: Our response is to create transmedia applications for inclusive learning environments. To this end, we have taken a participatory design approach to develop a project for Daily Living Skills Training by combining special education pedagogies, filmic methods, game design and innovative technologies. In this paper, we present the design and development of Waking up In the Morning (WUIM), and its improvement through user-based and expert-based evaluations by students, therapists and developers. The main research purpose is to confirm if: (1) the final products of the WUIM project could be educational resources for students with SEN and (2) the common gaming experience could promote collaborative learning, regardless of students’ cognitive profile. METHODS: During the alpha phase, we developed and improved WUIM. In July 2020, we implemented and evaluated WUIM in special education settings (beta-phase). More specifically, a quantitative and qualitative formative evaluation was conducted with children who have developmental disabilities (N= 11), their therapists (N= 7) and developers (N= 2). Methods of data collection included questionnaires filled in by therapists and developers, participant observation by researchers and interviews with children. RESULTS: The results of the formative evaluation were generally positive regarding four-factor groups that shape the learning experience: Content, Technical characteristics, User state of mind, Characteristics that allow learning. After the design team reviewed the potential users and experts’ comments that were mainly related to the user interface, the application was improved. CONCLUSIONS: The two hypotheses have been largely confirmed. Overall, we propose a simplified development process that showcases the importance of arts-based methods and aesthetics which deliver representational fidelity. The study reveals the necessity of developing transmedia learning materials to meet each individual’s needs.
{"title":"Waking up in the morning (WUIM): A transmedia project for daily living skills training","authors":"Polyxeni Kaimara, A. Oikonomou, I. Deliyannis, Agnes Papadopoulou, George Miliotis, Emmanuel Fokides, A. Floros","doi":"10.3233/TAD-200326","DOIUrl":"https://doi.org/10.3233/TAD-200326","url":null,"abstract":"BACKGROUND: One of the most serious concerns of parents, caregivers, teachers and therapists is children’s independent living, particularly of those with special educational needs (SEN). Purpose-built programs for the acquisition of independent living skills are considered a priority in special education settings. The main problem is the inefficacy of detached interventions to meet the needs of as many students as possible. OBJECTIVE: Our response is to create transmedia applications for inclusive learning environments. To this end, we have taken a participatory design approach to develop a project for Daily Living Skills Training by combining special education pedagogies, filmic methods, game design and innovative technologies. In this paper, we present the design and development of Waking up In the Morning (WUIM), and its improvement through user-based and expert-based evaluations by students, therapists and developers. The main research purpose is to confirm if: (1) the final products of the WUIM project could be educational resources for students with SEN and (2) the common gaming experience could promote collaborative learning, regardless of students’ cognitive profile. METHODS: During the alpha phase, we developed and improved WUIM. In July 2020, we implemented and evaluated WUIM in special education settings (beta-phase). More specifically, a quantitative and qualitative formative evaluation was conducted with children who have developmental disabilities (N= 11), their therapists (N= 7) and developers (N= 2). Methods of data collection included questionnaires filled in by therapists and developers, participant observation by researchers and interviews with children. RESULTS: The results of the formative evaluation were generally positive regarding four-factor groups that shape the learning experience: Content, Technical characteristics, User state of mind, Characteristics that allow learning. After the design team reviewed the potential users and experts’ comments that were mainly related to the user interface, the application was improved. CONCLUSIONS: The two hypotheses have been largely confirmed. Overall, we propose a simplified development process that showcases the importance of arts-based methods and aesthetics which deliver representational fidelity. The study reveals the necessity of developing transmedia learning materials to meet each individual’s needs.","PeriodicalId":22201,"journal":{"name":"Technology and Disability","volume":"1 1","pages":"1-26"},"PeriodicalIF":0.5,"publicationDate":"2021-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.3233/TAD-200326","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43531633","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
BACKGROUND: Web accessibility is one of the most important aspects of building a website. It is important for web developers to ensure that their website is accessible according to WCAG standards for people with different range of abilities. There is plethora of tools for ensuring conformance to WCAG standards but not many studies compared performance of automatic WCAG tools. OBJECTIVE: This paper compares a set of ten WCAG tools and their results in terms of ease of comprehension and interpretation by web developers. We proposed a Common User Profile format to help personalize contents of website making it accessible to people with different range of abilities. METHODS: We selected ten WCAG tools from World Wide Web Consortium (W3C) to evaluate landing pages of two popular websites. For each webpage, we identified accessibility issues and recommended alternate suggestions to help developers improve accessibility. Further, we highlighted accessibility issues that cannot be captured only through conformance to WCAG tools; and proposed additional methods to evaluate accessibility through an Inclusive User Model. We then demonstrated how simulation of user interaction can capture usability and accessibility issues that are not detected through only syntactic analysis of websites’ content. Finally, we proposed a Common User Profile format that can be used to compare and contrast accessibility systems and services, and to simulate and personalize interaction for users with different range of abilities. RESULTS AND CONCLUSIONS: After careful evaluation of two websites using the ten tools, we noted that, both websites lacked color contrast between background and foreground; lack of sign language alternatives; opening of pop-ups without proper warnings and so on. Further, results from comparative analysis of selected web accessibility tools noted that, there is no single tool that can be found ideal in all aspects. However, from our study, Utilitia Validator by Utilitia SP. z O.O was considered the most feasible tool. By rectifying and incorporating issues and alternate suggestions by simulation study and Common User Profile format respectively, developers can improve both websites making it accessible to maximum audience.
{"title":"Comparing ten WCAG tools for accessibility evaluation of websites","authors":"Shashank Kumar, Jeevithashree Dv, P. Biswas","doi":"10.3233/TAD-210329","DOIUrl":"https://doi.org/10.3233/TAD-210329","url":null,"abstract":"BACKGROUND: Web accessibility is one of the most important aspects of building a website. It is important for web developers to ensure that their website is accessible according to WCAG standards for people with different range of abilities. There is plethora of tools for ensuring conformance to WCAG standards but not many studies compared performance of automatic WCAG tools. OBJECTIVE: This paper compares a set of ten WCAG tools and their results in terms of ease of comprehension and interpretation by web developers. We proposed a Common User Profile format to help personalize contents of website making it accessible to people with different range of abilities. METHODS: We selected ten WCAG tools from World Wide Web Consortium (W3C) to evaluate landing pages of two popular websites. For each webpage, we identified accessibility issues and recommended alternate suggestions to help developers improve accessibility. Further, we highlighted accessibility issues that cannot be captured only through conformance to WCAG tools; and proposed additional methods to evaluate accessibility through an Inclusive User Model. We then demonstrated how simulation of user interaction can capture usability and accessibility issues that are not detected through only syntactic analysis of websites’ content. Finally, we proposed a Common User Profile format that can be used to compare and contrast accessibility systems and services, and to simulate and personalize interaction for users with different range of abilities. RESULTS AND CONCLUSIONS: After careful evaluation of two websites using the ten tools, we noted that, both websites lacked color contrast between background and foreground; lack of sign language alternatives; opening of pop-ups without proper warnings and so on. Further, results from comparative analysis of selected web accessibility tools noted that, there is no single tool that can be found ideal in all aspects. However, from our study, Utilitia Validator by Utilitia SP. z O.O was considered the most feasible tool. By rectifying and incorporating issues and alternate suggestions by simulation study and Common User Profile format respectively, developers can improve both websites making it accessible to maximum audience.","PeriodicalId":22201,"journal":{"name":"Technology and Disability","volume":" ","pages":""},"PeriodicalIF":0.5,"publicationDate":"2021-04-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.3233/TAD-210329","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46588473","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Joseph Ott, M. Marcus, Travis Henderson, Holly Wilson-Jene, London Lee, J. Pearlman
BACKGROUND: Manual wheelchair users are at a high risk of repetitive strain injuries, carpal tunnel syndrome, and rotator cuff tears due to propelling their wheelchair for mobility. Rolling resistance (RR) is one of the key forces that leads to increased propulsion forces and risk of injuries. OBJECTIVE: To better understand the factors contributing to RR, we iteratively designed, developed, and validated a drum-based testing machine and test method. METHODS: As part of the validation of the system, we tested and compared 4 manual wheelchair wheels under a range of conditions including camber, toe in/out, tire pressure, surfaces, and speed. A treadmill was employed to simulate flat ground RR. RESULTS: A machine was effectively designed, developed, and tested to measure RR. Tire type, surfaces, and toe were found to be the largest contributors to RR. Comparison of the drum-based system to flat ground revealed that an offset can be used to calculate overground RR from drum measurements. CONCLUSIONS: Ongoing work includes performing a comprehensive analysis of the degree to which each factor contributes to RR of commonly used casters and rear-wheels so that the wheelchair sector can work to reduce RR and the associated risk of repetitive strain injuries.
{"title":"Development and calibration of drum-based rolling resistance testing machine for manual wheelchair components","authors":"Joseph Ott, M. Marcus, Travis Henderson, Holly Wilson-Jene, London Lee, J. Pearlman","doi":"10.3233/TAD-200285","DOIUrl":"https://doi.org/10.3233/TAD-200285","url":null,"abstract":"BACKGROUND: Manual wheelchair users are at a high risk of repetitive strain injuries, carpal tunnel syndrome, and rotator cuff tears due to propelling their wheelchair for mobility. Rolling resistance (RR) is one of the key forces that leads to increased propulsion forces and risk of injuries. OBJECTIVE: To better understand the factors contributing to RR, we iteratively designed, developed, and validated a drum-based testing machine and test method. METHODS: As part of the validation of the system, we tested and compared 4 manual wheelchair wheels under a range of conditions including camber, toe in/out, tire pressure, surfaces, and speed. A treadmill was employed to simulate flat ground RR. RESULTS: A machine was effectively designed, developed, and tested to measure RR. Tire type, surfaces, and toe were found to be the largest contributors to RR. Comparison of the drum-based system to flat ground revealed that an offset can be used to calculate overground RR from drum measurements. CONCLUSIONS: Ongoing work includes performing a comprehensive analysis of the degree to which each factor contributes to RR of commonly used casters and rear-wheels so that the wheelchair sector can work to reduce RR and the associated risk of repetitive strain injuries.","PeriodicalId":22201,"journal":{"name":"Technology and Disability","volume":"1 1","pages":"1-13"},"PeriodicalIF":0.5,"publicationDate":"2021-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.3233/TAD-200285","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42242354","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}