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Using a Social Robot to Engage Older Adults Living in Residential Care Homes in Cognitive Training: Preliminary Results from the SHAPES Project. 使用社交机器人让住在养老院的老年人参与认知训练:来自SHAPES项目的初步结果。
Q3 Health Professions Pub Date : 2023-08-23 DOI: 10.3233/SHTI230588
Lisa Cesario, Arianna Gherardini, Marco Pasin, Laura Bugo, Massimiliano Malavasi, Evert-Jan Hoogerwerf, Valentina Fiordelmondo, Esperança Lladó Pascual, Lorenzo Desideri

The employment of socially assistive robotics (SAR) is increasingly being considered a credible solution to support healthcare systems in dealing with an aging society. In this contribution, we explore the experience of older adults (n = 11) living in a residential facility with a cognitive training intervention conducted with the support of a SAR. Within the HORIZON2020 Project SHAPES, a mixed-method study has been conducted to collect preliminary evidence on users' engagement and acceptance of the proposed SAR-based intervention. The results suggest that the SAR-based cognitive training intervention conducted was accepted by all stakeholders. Data on enjoyment of participants indicate that users did not experience a "novelty effect" of the proposed innovation, but longer sessions are needed to confirm this result.

社会辅助机器人(SAR)的就业越来越被认为是一个可靠的解决方案,以支持医疗系统在处理老龄化社会。在这篇文章中,我们探讨了生活在住宅设施中的老年人(n = 11)在SAR支持下进行认知训练干预的经验。在HORIZON2020项目SHAPES中,进行了一项混合方法研究,以收集用户参与和接受拟议的基于SAR的干预的初步证据。结果表明,基于sar的认知训练干预被所有利益相关者所接受。关于参与者享受的数据表明,用户并没有体验到拟议创新的“新奇效应”,但需要更长的时间来证实这一结果。
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引用次数: 0
Understanding the Potential of Home-Based Digital Voice Assistants for People with Disabilities. 了解残疾人家庭数字语音助手的潜力。
Q3 Health Professions Pub Date : 2023-08-23 DOI: 10.3233/SHTI230626
Bryan Boyle, Fiona Loudoun, Fiachra Ó'Brolcháin

As the numbers of people with disabilities actively using technology to support their day-to-day activities increases the benefits afforded by these technologies are ever more evident. Much of the technology used by people with disabilities is often characterised as Assistive Technology (AT) which is designed and developed to address the specific needs of people with disabilities. In contrast to AT which is focused on serving the needs of people with disabilities, consumer digital technology refers to those technologies that are developed for use by the general public. The aim of this study was to explore the assistive potential of a range of exemplar consumer digital technology, namely, digital voice assistants and internet of things. A qualitative study was conducted in the context of a field-trial of a range of digital consumer technologies which included a Digital Voice Assistant alongside voice-operated Internet of Things technologies.

随着越来越多的残疾人积极使用技术来支持他们的日常活动,这些技术带来的好处也越来越明显。残疾人使用的许多技术通常被定性为辅助技术(AT),这些技术是为满足残疾人的特定需求而设计和开发的。与专注于满足残疾人需求的数字技术不同,消费者数字技术是指为公众使用而开发的技术。本研究的目的是探索一系列典型消费者数字技术的辅助潜力,即数字语音助手和物联网。一项定性研究是在一系列数字消费技术的现场试验背景下进行的,其中包括数字语音助手和语音操作的物联网技术。
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引用次数: 0
I'm in Tales MOOC on Tangible User Interfaces and the UDL Model: A Case Study Design. 我参加了《有形用户界面和UDL模型:案例研究设计》的MOOC课程。
Q3 Health Professions Pub Date : 2023-08-23 DOI: 10.3233/SHTI230671
Silvio Pagliara, Katerina Mavrou, Chrystalla Papademetri, Maria Mouka, Lorenzo Desideri, Inge Piedfort, Eliana Brunetti, Raffaele Di Fuccio, Giulia Mignardi, Riccardo Magni, Marianna Efstathiadou, Vilma Ferrari, Silvia Mazzoni

This paper presents the design and implementation of a Massive Open Online Course (MOOC) developed on Universal Design for Learning (UDL) principles within the I'm in Tales Erasmus Project, focused on Tangible User Interfaces (TUIs) and their potential in enhancing storytelling for inclusive education. The MOOC aims to equip educators with the knowledge and skills necessary to design and implement TUIs in educational settings, promoting their understanding of TUIs as tools for creating accessible and engaging storytelling experiences for all learners. The course follows a self-paced and independent learning approach, incorporating active, contextual, social, and reflective learning methods. Preliminary evaluation results are discussed, and further evaluation methods are planned to assess the MOOC's impact on educators' understanding of TUIs and their potential for inclusive education. The use case presented illustrates the practical application of TUIs in universally designed learning experiences. The study concludes that the MOOC provides a valuable resource for educators and learners interested in TUIs and their role in enhancing inclusive education.

本文介绍了I'm in Tales Erasmus项目中基于通用学习设计(UDL)原则开发的大规模开放在线课程(MOOC)的设计和实现,重点关注有形用户界面(TUIs)及其在增强全纳教育讲故事方面的潜力。MOOC旨在为教育工作者提供必要的知识和技能,以在教育环境中设计和实施tui,促进他们对tui的理解,使其成为为所有学习者创造无障碍和引人入胜的讲故事体验的工具。本课程采用自定进度和独立的学习方法,结合主动、情境、社交和反思的学习方法。本文对初步评估结果进行了讨论,并规划了进一步的评估方法,以评估MOOC对教育者对tui的理解及其对全纳教育的潜力的影响。所提供的用例说明了tui在通用设计学习体验中的实际应用。该研究的结论是,MOOC为教育者和学习者提供了宝贵的资源,这些教育者和学习者对tui及其在加强全纳教育中的作用感兴趣。
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引用次数: 0
Analysing Italian Inclusive Education Practices in Relation to Universal Design for Learning Principles. 从学习原则的通用设计看意大利全纳教育实践。
Q3 Health Professions Pub Date : 2023-08-23 DOI: 10.3233/SHTI230670
Silvio Marcello Pagliara, Marta Sanchez Utge, Gianmarco Bonavolontà, Antonello Mura

This study aims to investigate how teaching practices in the Italian inclusive education system align with the principles of Universal Design for Learning (UDL), which is aimed at providing access to education for all students, including those with disabilities. In line with Article 2 of the Convention on the Rights of Persons with Disabilities (CRPD), which requires states to promote Universal Design (UD) in all aspects of life, including education, this research examines the extent to which the Italian education system meets this requirement. The study involved teachers who participated in a course on inclusive education. The research was conducted in three phases, including the introduction of UDL, identification of teachers' perceptions and initial reactions to UDL, compilation of a questionnaire related to UDL checkpoints, and a focus group discussion on teachers' attitudes towards UDL and the use of information and communication technologies (ICTs) in the classroom. The analysis focused on the first UDL principle, "Provide Multiple Means of Representation," which emphasizes the need to present information in an accessible way to learners with disabilities. The findings revealed that despite not having previous training on UDL, teachers in the Italian inclusive education system use ICTs in their daily teaching practices to make knowledge accessible, which is in line with the UDL principles. However, the study also highlighted a lack of awareness and reflection on the use of ICTs in teaching, suggesting the need for specific training to enhance inclusive practices. This study contributes to the ongoing dialogue on inclusive education in Italy and highlights the importance of promoting UD principles in education to ensure that all learners, regardless of their abilities, have equal access to education. Furthermore, it underscores the significance of providing adequate training and support to teachers to facilitate inclusive practices and improve learning outcomes for all students.

本研究旨在调查意大利全纳教育系统的教学实践如何与通用学习设计(UDL)原则相一致,该原则旨在为包括残疾学生在内的所有学生提供受教育的机会。《残疾人权利公约》(CRPD)第2条要求各国在包括教育在内的生活的各个方面促进通用设计(UD),本研究考察了意大利教育系统在多大程度上满足了这一要求。这项研究涉及参加全纳教育课程的教师。研究分三个阶段进行,包括引入UDL,确定教师对UDL的看法和初步反应,编写与UDL检查点相关的问卷,以及就教师对UDL的态度和在课堂上使用信息和通信技术(ict)进行焦点小组讨论。分析的重点是UDL的第一个原则“提供多种表示方式”,该原则强调需要以残疾学习者可访问的方式呈现信息。调查结果显示,尽管意大利全纳教育系统的教师之前没有接受过UDL培训,但他们在日常教学实践中使用信息通信技术,使知识易于获取,这符合UDL原则。然而,该研究也强调了对在教学中使用信息通信技术的认识和反思的缺乏,这表明需要进行专门的培训以加强包容性实践。这项研究有助于意大利正在进行的全纳教育对话,并强调了在教育中推广UD原则的重要性,以确保所有学习者,无论其能力如何,都有平等的受教育机会。此外,报告还强调了为教师提供充分培训和支持的重要性,以促进包容性实践并改善所有学生的学习成果。
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引用次数: 0
Barriers to and Facilitators of Participation in Health and Social Care Governance: Categories and Cross-Cutting Themes from a Survey of SHAPES Project Partners. 参与卫生和社会保健治理的障碍和促进因素:来自shape项目合作伙伴调查的类别和跨领域主题。
Q3 Health Professions Pub Date : 2023-08-23 DOI: 10.3233/SHTI230594
Richard Lombard-Vance, Melanie Labor, Alexia Zurkuhlen, Michael Cooke

Good governance-aligned with human rights and rights-based care, participation, inclusion, and person-centredness-of digital care systems is integral to their ability to meet their objectives. To gain insight into existing governance structures and processes and participation experiences across Europe and lay foundations for the SHAPES Project's network governance (a healthy and active ageing Innovation Action consortium), our objectives included: 1) expand the list of known stakeholders, 2) explore how the range of stakeholders participate in health and social care governance, 3) develop an inventory of barriers and facilitators. Using an empirical, survey method, we consulted SHAPES Project partner organisations, with respondents invited to suggest specific participation barriers and facilitators. 16 organisations responded. Numerous additional stakeholders were identified. Circa 150 unique barriers and facilitators were reported, rationalised into 20 superordinate categories. Six cross-cutting themes were assembled: dimensionality and flux; power; opportunity and environments; interest, motivation, and choice; valuing governance participation, and duality. This work allows consideration of a wide range of stakeholders for the SHAPES collaborative governance model and future research, and for system design with the benefit of a detailed inventory of barriers and facilitators, and thematic contextualisation. Participation is modifiable and we suggest intervention targets and mechanisms.

数字医疗系统的良好治理与人权和基于权利的护理、参与、包容和以人为本相一致,是实现其目标的必要条件。为了深入了解整个欧洲现有的治理结构和流程以及参与经验,并为SHAPES项目的网络治理(一个健康和积极的老龄化创新行动联盟)奠定基础,我们的目标包括:1)扩大已知利益相关者的名单,2)探索利益相关者如何参与健康和社会护理治理,3)制定障碍和促进因素清单。采用实证调查方法,我们咨询了shape项目的合作伙伴组织,并邀请受访者提出具体的参与障碍和促进因素。16家机构回应。确定了许多其他利益相关者。据报道,大约有150个独特的障碍和促进因素,被合理化为20个上级类别。六个交叉主题组合在一起:维度和流动性;权力;机遇与环境;兴趣、动机和选择;重视治理参与和二元性。这项工作允许在shape协作治理模型和未来研究中考虑广泛的利益相关者,并通过详细的障碍和促进因素清单以及主题背景化来进行系统设计。参与是可以改变的,我们建议干预的目标和机制。
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引用次数: 0
Inclusion for Cultural Education in Museums, Audio and Touch Interaction. 博物馆文化教育的共融、听觉与触觉互动。
Q3 Health Professions Pub Date : 2023-08-23 DOI: 10.3233/SHTI230663
Lilia Djoussouf, Katerine Romeo, Marion Chottin, Hannah Thompson, Alison F Eardley

Inclusive access to culture for all people in institutions, such as museums, is an important issue specified in French laws and is also recognized internationally. This article investigates inclusion of blind and partially blind visitors in museums. The pilot study conducted involves blind, partially blind, and sighted people and observes their perception of audio descriptions and different tactile representations within a museum. 12 participants were asked to experience three different conditions for 3 scenes of the Bayeux Tapestry using inclusive and co-created audio descriptions, simplified swell paper representations, and high relief representations. Overall, a high level of interest was found across all conditions, with multimodality through audio and tactile stimulus found to have enriched participants' experience. However, more guided tactile exploration would be better. From participants' feedback, some observations have emerged which could be explored for the development of new technologies to better respond to museum visitors' expectations.

所有人都能在博物馆等机构中包容性地接触文化,这是法国法律明确规定的一个重要问题,也是国际公认的问题。这篇文章调查了博物馆对盲人和部分盲人游客的包容。这项试点研究涉及盲人、部分盲人和视力正常的人,观察他们对博物馆内音频描述和不同触觉表现的感知。12名参与者被要求在贝叶挂毯的3个场景中体验三种不同的条件,使用包容性和共同创建的音频描述、简化的膨胀纸表示和高浮雕表示。总的来说,在所有条件下都发现了高水平的兴趣,通过音频和触觉刺激发现的多模态丰富了参与者的体验。然而,更多的引导触觉探索将会更好。从参与者的反馈中,我们发现了一些值得探索的新技术,以更好地回应博物馆参观者的期望。
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引用次数: 0
The Design and Implementation of Technology-Based Inclusive Classroom Activities in Inclusive Early Childhood Education and Care: A Pilot Study in Four European Countries. 全纳幼儿教育与关怀中基于技术的全纳课堂活动的设计与实施:欧洲四国的试点研究。
Q3 Health Professions Pub Date : 2023-08-23 DOI: 10.3233/SHTI230674
Jo Daems, Tessa Delien, Bert Bonroy, Hilde Pitteljon, Xanthipi Aristidou, Marianna Efstathiadou, Katerina Mavrou, Arianna Gherardini, Ilaria Valoti, Gordana Blagojevska, Kristijan Lazarev, Dance Todorovska

Access to inclusive and qualitative education on an equal basis is a clear right of every child, even from the very beginning in Early Childhood Education and Care (ECEC). However, inclusive education is often not possible without access to appropriate (assistive) technologies. Notwithstanding the opportunities of technology to enhance inclusion of all children, it is still limitedly integrated by educators and teachers into their curriculum. Therefore, the SKATE project aims in gearing innovative technology as resource for inclusive education. This study describes and evaluates the preparation, the design, the implementation, and the effects of technology-based classroom activities in inclusive ECEC. The classroom activities are developed and implemented by school teams of 14 preschools spread over four European (EU) countries. A total of 50 school team members participated in a SKATE Learning Programme. This resulted in more than 20 technology-based inclusive class activities, created by school teams together with technology experts. Across the four countries, approximately 330 pre-schoolers, with and without special educational needs (SEN), participated. At this moment, 13 school team members from four EU countries and 45 parents from two EU countries evaluated the technology-based inclusive classroom activities. Nearly all teachers agreed that the activity promoted the inclusion of all children. Teachers reported that most of the children enjoyed the activity. This was confirmed in the evaluation by the parents. Most parents had the impression that the activity was meaningful, joyful and inclusive for all children.

在平等的基础上获得包容性和高质量的教育是每个儿童的明确权利,甚至从幼儿教育和护理(ECEC)的一开始就是如此。然而,如果不能获得适当的(辅助)技术,包容性教育往往是不可能的。尽管技术有机会加强所有儿童的融合,但教育工作者和教师将技术有限地纳入他们的课程。因此,SKATE项目旨在将创新技术作为全纳教育的资源。本研究描述并评估了包容性教育中基于技术的课堂活动的准备、设计、实施和效果。课堂活动是由分布在四个欧洲国家的14所幼儿园的学校团队开发和实施的。共有50名学校队员参加了滑板学习计划。这导致了20多个基于技术的包容性课堂活动,由学校团队和技术专家共同创建。在这四个国家,大约有330名学龄前儿童参加了这项研究,他们有或没有特殊教育需要。此时此刻,来自4个欧盟国家的13名学校团队成员和来自2个欧盟国家的45名家长对基于技术的包容性课堂活动进行了评估。几乎所有的老师都认为这个活动促进了所有孩子的融合。老师们报告说,大多数孩子都喜欢这项活动。这一点在家长的评价中得到了证实。大多数家长的印象是,这个活动对所有的孩子来说都是有意义的、快乐的和包容的。
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引用次数: 0
Empirical Evaluation of Metaverse Accessibility for People Who Use Alternative Input/Output Methods. 使用替代输入/输出方法的人的元可及性的实证评价。
Q3 Health Professions Pub Date : 2023-08-23 DOI: 10.3233/SHTI230646
Jeanne Choi, Hyun W Ka

This research has analyzed the accessibility of the current metaverse platforms from the perspective of screen reader and switch scanning interface users, using the mixture of quantitative and qualitative assessments. To this end, the two representative metaverse platforms, ZEPETO and Roblox, were targeted. As a result, it was found that the current metaverse platforms are not carefully designed with accessibility in mind. Many content elements and controls in the metaverse environment suffers from the lack of alternative text description and appropriate markups which are essential to make it perceivable and recognizable by assistive technology. People with severe disabilities are very likely to find it difficult or impossible to independently navigate the current metaverse environment, because they do not provide any viable means of orientation and mobility in the 3D virtual space at all. The UI/UX of the current metaverse platforms also do not provide adequate feedback to help people with limited sensory/motor functions to understand the purpose and function of it. Overall, thereby, the current metaverse environment is not robust enough to reliably work with a wide range of assistive technologies.

本研究采用定量和定性相结合的评估方法,从屏幕阅读器和切换扫描界面用户的角度分析了当前虚拟世界平台的可访问性。为此,我们瞄准了两个具有代表性的虚拟世界平台ZEPETO和Roblox。因此,我们发现当前的虚拟世界平台在设计时并没有考虑到可访问性。元环境中的许多内容元素和控件都缺乏替代文本描述和适当的标记,而这些都是辅助技术能够感知和识别的必要条件。严重残疾的人很可能会发现很难或不可能独立地在当前的虚拟环境中导航,因为他们根本无法在3D虚拟空间中提供任何可行的定向和移动方式。当前虚拟世界平台的UI/UX也没有提供足够的反馈来帮助那些感觉/运动功能有限的人理解它的目的和功能。因此,总的来说,当前的元环境还不够健壮,无法可靠地使用各种辅助技术。
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引用次数: 0
Unpacking 'What Works': A Commentary of the Key Learnings for ICT from the AT2030 Program. 拆解“什么是有效的”:对ICT从AT2030计划中获得的主要经验教训的评论。
Q3 Health Professions Pub Date : 2023-08-23 DOI: 10.3233/SHTI230632
Diane Bell, Natasha Layton, Victoria Austin, Catherine Holloway

The AT2030 programme was launched in 2018 to test 'what works' in getting assistive technology (AT) to people globally, specifically in low- and middle-income countries (LMIC), where there is often a systematic lack of provision. After four years, this paper reviews the project outcomes, focussing on published material. It provides the backdrop to the AT2030 program, contextualises current developments in global AT global and funding, and unpacks the key learnings of what works to get AT to the people that need it around the world, with a focus on ICT. The paper does this by applying Global Disability Innovation Hub's mission-led and transformative approach, concluding with contemporary actions to improve access to AT to illustrate the value of embracing complexity for AT ecosystem stakeholders, including researchers, practitioners, AT users and policymakers.

“2030年辅助技术”规划于2018年启动,目的是测试在向全球人民提供辅助技术方面“什么有效”,特别是在经常系统性缺乏辅助技术的低收入和中等收入国家。四年后,本文回顾了项目成果,重点关注已发表的材料。报告介绍了AT2030计划的背景,介绍了全球自动驾驶技术、全球和资金的当前发展情况,并揭示了如何将自动驾驶技术提供给世界各地需要它的人的关键经验,重点是信息通信技术。为此,本文采用了全球残疾创新中心以使命为导向的变革性方法,最后提出了改善AT获取的当代行动,以说明拥抱复杂性对AT生态系统利益相关者(包括研究人员、从业者、AT用户和政策制定者)的价值。
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引用次数: 0
Learning About Assistive Technology from High School. 从高中开始学习辅助技术。
Q3 Health Professions Pub Date : 2023-08-23 DOI: 10.3233/SHTI230619
Thais Pousada García, Betania Groba González, Laura Nieto-Riveiro, Nereida Canosa Domínguez, Javier Pereira Loureiro

This communication will present an educative and research project that has linked the creation of 3D Assistive Technology (AT) for people with disabilities with the training of students of secondary education. STEMBach educational program aims to provide quality scientific education to secondary school students in the fields of science, technology, engineering, and mathematics (STEM) through research projects. Specifically, the text focuses on one project proposed by the TALIONIS research group, which uses 3D printers to design and create assistive technology (AT) for people with disabilities. The project involves students from eight different high schools and ten individuals with disabilities from four non-governmental organizations. The students design and print the AT using software such as Tinkercad and Cura Software. After testing the AT, outcome measurement instruments are used to validate their effectiveness. The project is based on a Learning-by-doing methodology with a structure of service-learning, and the involvement of the students is voluntary. The objectives of the project are to involve the students in research and innovation, to generate resources and AT for people with disabilities, and to determine the effects of AT on the lives of its users. Finally, the project leads to identifying new needs of people with disabilities that could be addressed through further research work.

本次交流将介绍一个教育和研究项目,该项目将为残疾人创建3D辅助技术(AT)与中学教育学生的培训联系起来。STEMBach教育计划旨在通过研究项目为中学生提供科学、技术、工程和数学(STEM)领域的优质科学教育。具体来说,本文重点介绍了TALIONIS研究小组提出的一个项目,该项目使用3D打印机为残疾人设计和创建辅助技术(AT)。该项目涉及来自8所不同高中的学生和来自4个非政府组织的10名残疾人。学生们使用Tinkercad和Cura软件等软件进行设计和打印。在测试后,使用结果测量仪器来验证其有效性。该项目采用边做边学的方法,采用服务学习的结构,学生的参与是自愿的。该项目的目标是使学生参与研究和创新,为残疾人创造资源和技术,并确定技术对其使用者生活的影响。最后,该项目将确定残疾人的新需求,这些需求可以通过进一步的研究工作来解决。
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引用次数: 0
期刊
Studies in Health Technology and Informatics
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