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Applications of virtual reality (VR) in autism research: current trends and taxonomy of definitions 虚拟现实(VR)在自闭症研究中的应用:当前趋势和定义分类
IF 2.2 Q2 Medicine Pub Date : 2022-08-02 DOI: 10.1108/jet-05-2022-0038
Sarune Savickaite, Tammy-Ann Husselman, Rebecca Taylor, Elliot Millington, Emma Hayashibara, T. Arthur
PurposeRecent work could further improve the use of VR technology by advocating the use of psychological theories in task design and highlighting certain properties of VR configurations and human – VR interactions. The variety of VR technology used in the trials prevents us from establishing a systematic relationship between the technology type and its effectiveness. As such, more research is needed to study this link, and our piece is an attempt to shed a spotlight on the issue.Design/methodology/approachTo explore recent developments in the field, the authors followed the procedures of scoping review by Savickaite et al. (2022) and included publications from 2021 to 2022.FindingsIn this updated analysis, it was clear that the research themes emerging over the last two years were similar to those identified previously. Social training and intervention work still dominates the research area, in spite of recent calls from the autism community to broaden the scientific understanding of neurodivergent experiences and daily living behaviours. Although, autism is often characterised by difficulties with social interactions, it is just one part of the presentation. Sensory differences, motor difficulties and repetitive behaviours are also important facets of the condition, as well as various wider aspects of health, wellbeing and quality of life. However, many of these topics appear to be understudied in research on VR applications for autism.Originality/valueVR stands out from other representational technologies because of its immersion, presence and interactivity and has grown into its own niche. The question of what constitutes a truly immersive experience has resurfaced. We can no longer deny that VR has established itself in autism research. As the number of studies continues to grow, it is a perfect time to reconsider and update our notion of definitions of immersion and its reliance on hardware.
通过提倡在任务设计中使用心理学理论,并强调VR配置和人- VR交互的某些特性,近期的工作可以进一步提高VR技术的使用。试验中使用的虚拟现实技术种类繁多,使我们无法在技术类型与其有效性之间建立系统的关系。因此,需要更多的研究来研究这一联系,我们的文章试图让人们关注这个问题。为了探索该领域的最新发展,作者遵循了Savickaite等人(2022)的范围审查程序,并纳入了2021年至2022年的出版物。在这项最新的分析中,很明显,过去两年出现的研究主题与之前确定的研究主题相似。社会训练和干预工作仍然主导着研究领域,尽管最近自闭症社区呼吁拓宽对神经发散经验和日常生活行为的科学理解。尽管自闭症通常以社交困难为特征,但这只是演讲的一部分。感觉差异、运动困难和重复行为也是这种疾病的重要方面,以及健康、福祉和生活质量的各种更广泛方面。然而,在自闭症的VR应用研究中,许多这些主题似乎都没有得到充分的研究。独创性/价值evr因其沉浸感、存在感和交互性而从其他代表性技术中脱颖而出,并已发展成为自己的利基市场。什么构成真正的沉浸式体验的问题重新浮出水面。我们不能再否认VR已经在自闭症研究中确立了自己的地位。随着研究数量的持续增长,这是一个重新考虑和更新我们对沉浸感的定义及其对硬件的依赖的绝佳时机。
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引用次数: 1
How digital fabrication technologies within digitalized innovation environments lead to participative aid development 数字化创新环境中的数字制造技术如何导致参与式援助发展
IF 2.2 Q2 Medicine Pub Date : 2022-07-14 DOI: 10.1108/jet-01-2022-0013
Lukas Hellwig, Lisa Preissner, J. Pawlowski, W. Deiters
PurposeFacilities such as FabLabs and Makerspaces are characterized by the facilities' wide range of digital fabrication technologies as well as facilities' interdisciplinary user base and collaborative problem solving and product development. These possibilities can also hold great potential for people with disabilities who have a specific need for assistive technology. Since there are no established models of such participatory development processes (PDP) within digitalized innovation environments (DIE), this study intends to provide a comprehensive understanding of these processes along with the influencing factors.Design/methodology/approachThrough a cooperation with a Thalidomide Association, various PDPs were accompanied within a DIE and interviews were conducted with 16 stakeholders involved. Hereby, the perspective of thalidomide-affected people (5) as well as the supporting makers (6) and experts (5) were taken into account. Through a subsequent structured analysis, various dimensions as well as relevant influencing factors could be identified.FindingsIn total, 33 paraphrases could be formed in 8 categories and four dimensions concerning the PDPs investigated. In addition, 17 paraphrases on potentials and challenges could be extracted through generalization.Originality/valueDue to findings' holistic approach, the findings form an empirical basis for further research into this still very young research topic and represent a first step toward theory building. By the applicability of the identified influencing factors an important contribution can be made to the supply of aids and the inclusion of people with disabilities.Peer reviewThe peer review history for this article is available at: https://publons.com/publon 10.1108/JET-01-2022-0013
FabLabs和Makerspaces等设施的特点是设施具有广泛的数字制造技术,以及设施的跨学科用户群和协作解决问题和产品开发。对于特别需要辅助技术的残疾人来说,这些可能性也具有巨大的潜力。由于数字化创新环境(DIE)中参与式开发过程(PDP)尚未建立模型,本研究旨在全面了解这些过程及其影响因素。设计/方法/方法通过与沙利度胺协会的合作,在DIE中陪同各种pdp,并与16个相关利益相关者进行了访谈。因此,我们考虑了沙利度胺受影响者(5)的观点,以及支持制造商(6)和专家(5)的观点。通过后续的结构化分析,可以识别出各个维度以及相关的影响因素。研究发现,在调查的pdp中,共形成8类4个维度的33个释义。此外,通过归纳可以提取出17条关于潜力和挑战的意译。原创性/价值由于研究结果的整体方法,研究结果为进一步研究这个仍然非常年轻的研究课题奠定了实证基础,并代表了理论建设的第一步。通过适用已确定的影响因素,可以对艾滋病的供应和残疾人的融入作出重要贡献。同行评议本文的同行评议历史可在:https://publons.com/publon 10.1108/JET-01-2022-0013
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引用次数: 0
The application of augmented reality in the learning of autistic students: a systematic and thematic review in 1996–2020 增强现实在自闭症学生学习中的应用:1996-2020年的系统和主题综述
IF 2.2 Q2 Medicine Pub Date : 2022-06-06 DOI: 10.1108/jet-12-2021-0068
G. Lorenzo, Alba Gilabert Cerdá, A. Lorenzo-Lledó, A. Lledó
PurposeMore and more diversity is present in our classrooms. As teachers, we must be able to respond to the different levels of learning presented by our students. Therefore, it is necessary to use the new emerging technologies as elements of response. Thus, the purpose of this paper is to develop a systematic and thematic review of the application of augmented reality (AR) in the learning of autistic students in the educational setting during the period 1996–2020 using the Web of Science and Scopus databases.Design/methodology/approachFor this purpose, one of the bibliometric techniques called systematic and thematic review has been used. This technique is supported by the preferred reporting items for systematic reviews methodology, and it uses a quantitative and qualitative approach. The thematic analysis will be carried out on 28 documents based on a series of indicators, including sample size, hardware devices, way of storing the information and findings obtained in the research.FindingsThe results of the work indicate that the average size of the sample is three participants, and that the most worked area has been social skills using tablets. In addition, bookmarks are often used as an element of information storage in AR.Originality/valueThe main contribution of this work focuses on the establishment of a series of thematic variables that will serve for the later development of an action protocol for the creation of AR activities for autistic students.
目的我们的课堂呈现出越来越多的多样性。作为教师,我们必须能够对学生的不同学习水平做出反应。因此,有必要利用新兴技术作为应对措施。因此,本文的目的是利用科学网和Scopus数据库,对1996-2020年期间增强现实(AR)在教育环境中自闭症学生学习中的应用进行系统和主题的回顾。设计/方法论/方法为此,使用了一种称为系统和主题综述的文献计量技术。这项技术得到了系统审查方法的首选报告项目的支持,并使用了定量和定性方法。将根据一系列指标对28份文件进行主题分析,这些指标包括样本量、硬件设备、信息存储方式和研究结果。研究结果表明,样本的平均规模为三名参与者,其中工作最多的领域是使用平板电脑的社交技能。此外,书签经常被用作AR中的信息存储元素。Originality/value这项工作的主要贡献集中在建立一系列主题变量上,这些变量将有助于以后制定一项行动方案,为自闭症学生创建AR活动。
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引用次数: 1
Two sides of the same coin: accessibility practices and neurodivergent users' experience of extended reality 同一枚硬币的两面:可访问性实践和神经发散型用户对扩展现实的体验
IF 2.2 Q2 Medicine Pub Date : 2022-05-13 DOI: 10.1108/jet-03-2022-0025
Tamari Lukava, D. Z. Morgado Ramirez, G. Barbareschi
PurposeThis paper explores the accessibility barriers faced by neurodivergent individuals regarding the use of Extended Reality (XR) technologies and the difficulties faced by developers in creating neurodivergent inclusive XR experiences.Design/methodology/approachThe authors carried out a survey with neurodivergent participants, and a series of semi-structured interviews with neurodivergent adults and XR developers.FindingsNeurodivergent individuals experience sensory overload when using XR technologies; these negative experiences are exacerbated by excessive multisensory stimulation. Allowing for the customization of sensory settings was seen as the only way to potentially limit negative experiences. The authors found that XR developers lacked awareness of accessibility requirements and struggled to integrate them in current software development practices.Social implicationsAccessibility understanding regarding neurodivergence is increasingly available and the time has come to bring computing and information services within the reach of all neurodivergent individuals. The power in the design of XR, which is crucial, is decentralized from neurotypical XR developing practices to avoid artificial barriers that decrease the quality of life.Originality/valueThere is a lack of studies exploring how neurodivergent individuals experience XR considering their different sensory processing patterns. There is also no research exploring XR developers' awareness of accessibility needs of neurodivergent individuals. This paper presents an account of the challenges faced by neurodivergent XR users, the difficulties faced by XR developers to integrate neurodivergent accessibility requirements, and proposes specific strategies to overcome challenges.
目的本文探讨了神经分化个体在使用扩展现实(XR)技术方面面临的可访问性障碍,以及开发人员在创建神经分化包容性XR体验方面面临的困难。设计/方法/方法作者对神经分化参与者进行了一项调查,并对神经分化成年人和XR开发人员进行了一系列半结构化访谈。发现神经分化个体在使用XR技术时会经历感觉过载;过度的多感官刺激会加剧这些负面体验。允许定制感官设置被视为潜在限制负面体验的唯一途径。作者发现XR开发人员缺乏对可访问性要求的认识,难以将其集成到当前的软件开发实践中。社会含义关于神经分化的可访问性理解越来越普遍,现在是时候让所有神经分化个体都能获得计算和信息服务了。XR设计中至关重要的力量是从神经典型的XR开发实践中分散出来的,以避免降低生活质量的人为障碍。独创性/价值考虑到不同的感觉处理模式,缺乏探索神经分化个体如何体验XR的研究。也没有研究探讨XR开发人员对神经分化个体无障碍需求的认识。本文介绍了神经发散XR用户面临的挑战,XR开发人员在集成神经发散可访问性需求方面面临的困难,并提出了克服挑战的具体策略。
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引用次数: 5
A new era in psychiatry: the impacts of COVID-19 and the shift to telepsychiatry on clinical practice and clinician well-being 精神病学的新时代:COVID-19的影响以及向远程精神病学的转变对临床实践和临床医生福祉的影响
IF 2.2 Q2 Medicine Pub Date : 2022-04-25 DOI: 10.1108/jet-11-2021-0053
Lauren Celentano, Kristina Brenisin, K. Breen
PurposeThe COVID-19 pandemic has actively changed the face of all medical disciplines, including mental health practices. In a matter of days from the introduction of the lockdown, clinicians have to adapt to new working models with many changing the consultation methods clinicians have utilized for years. To best understand the wider clinical impact, a limited study was carried out to assess the effect of coronavirus disease 2019 (COVID-19) on psychiatric clinical practice.Design/methodology/approachA qualitative study was performed to analyze the impact of COVID-19 on clinician practice at a UK secure care mental health facility. A four-question free-text survey was distributed online to all physicians and seven responses were analyzed using thematic analysis.FindingsFour key themes were identified – use of technology, the importance of face-to-face contact, work/life balance and mental well-being.Practical implicationsOverall, the results of the study reported that although some negative changes to the traditional work–life balance were identified, the clinicians found remote working within a secure care setting cultivated a more efficient working environment while allowing for more effective social distance practices.Originality/valueThis study highlighted some of the challenges faced by clinicians employed in a secure care mental health setting following the introduction of lockdown measures in the UK associated with the COVID-19 pandemic. The study will also inform future work practices, including the potential of longer term remote working in this sector.
目的新冠肺炎大流行积极改变了包括心理健康实践在内的所有医学学科的面貌。在实施封锁后的几天内,临床医生必须适应新的工作模式,许多人改变了临床医生多年来使用的咨询方法。为了更好地了解更广泛的临床影响,进行了一项有限的研究,以评估2019冠状病毒病(新冠肺炎)对精神病临床实践的影响。设计/方法/方法进行了一项定性研究,以分析新冠肺炎对英国一家安全护理精神卫生机构临床医生实践的影响。在网上向所有医生分发了一份四个问题的免费文本调查,并使用主题分析对七份回复进行了分析。发现确定了四个关键主题——技术的使用、面对面接触的重要性、工作/生活平衡和心理健康。实践意义总体而言,研究结果表明,尽管传统的工作-生活平衡发生了一些负面变化,临床医生发现,在安全的护理环境中远程工作培养了一个更高效的工作环境,同时允许更有效的社交距离实践。原创/价值这项研究强调了在英国引入与新冠肺炎大流行相关的封锁措施后,受雇于安全护理心理健康环境的临床医生所面临的一些挑战。该研究还将为未来的工作实践提供信息,包括该行业长期远程工作的潜力。
{"title":"A new era in psychiatry: the impacts of COVID-19 and the shift to telepsychiatry on clinical practice and clinician well-being","authors":"Lauren Celentano, Kristina Brenisin, K. Breen","doi":"10.1108/jet-11-2021-0053","DOIUrl":"https://doi.org/10.1108/jet-11-2021-0053","url":null,"abstract":"PurposeThe COVID-19 pandemic has actively changed the face of all medical disciplines, including mental health practices. In a matter of days from the introduction of the lockdown, clinicians have to adapt to new working models with many changing the consultation methods clinicians have utilized for years. To best understand the wider clinical impact, a limited study was carried out to assess the effect of coronavirus disease 2019 (COVID-19) on psychiatric clinical practice.Design/methodology/approachA qualitative study was performed to analyze the impact of COVID-19 on clinician practice at a UK secure care mental health facility. A four-question free-text survey was distributed online to all physicians and seven responses were analyzed using thematic analysis.FindingsFour key themes were identified – use of technology, the importance of face-to-face contact, work/life balance and mental well-being.Practical implicationsOverall, the results of the study reported that although some negative changes to the traditional work–life balance were identified, the clinicians found remote working within a secure care setting cultivated a more efficient working environment while allowing for more effective social distance practices.Originality/valueThis study highlighted some of the challenges faced by clinicians employed in a secure care mental health setting following the introduction of lockdown measures in the UK associated with the COVID-19 pandemic. The study will also inform future work practices, including the potential of longer term remote working in this sector.","PeriodicalId":42168,"journal":{"name":"Journal of Enabling Technologies","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2022-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49072079","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}
引用次数: 1
Using immersive virtual reality with autistic pupils: moving towards greater inclusion and co-participation through ethical practices 对自闭症学生使用沉浸式虚拟现实:通过道德实践实现更大的包容性和共同参与
IF 2.2 Q2 Medicine Pub Date : 2022-03-28 DOI: 10.1108/jet-01-2022-0010
N. Newbutt, Ryan Bradley
PurposeThe potential of head mounted displays based virtual reality (HMD-based VR) for autistic groups has been well documented. However, the deployment and application of this technology, especially in schools, has been extremely limited. One of the main criticisms in this field has been the lack of involvement from practitioners in research on educational approaches for autistic populations and the gap between research and practice in real-life settings.Design/methodology/approachThis conceptual article focuses on our research in a UK-based special needs school that sought to examine the effects and potential use of VR-HMDs, while seeking to establish best practices for safe and ethical application using this technology. This draws upon ethical and participatory research guidance, including British Educational Research Association and Autism Participatory Research.FindingsThe authors make recommendations on planning and implementing a participatory, safe and ethical approach to researching the use of VR-HMDs in special needs schools and engaging with the priorities of autistic children and young people and their teachers.Originality/valueThis conceptual article provides an initial first consideration of ways we can better include autistic people and their views in research that is with and about them. The value in this will mean we are able to better support autistic groups moving ahead using VR HMD-based technologies. Without this paradigm shift and including autistic people (and their stakeholders) the field might continue to build initiatives around medical-based models of disabilities rather that what the community need/want.
目的基于头戴式显示器的虚拟现实(基于HMD的VR)在自闭症群体中的潜力已经得到了充分的证明。然而,这项技术的部署和应用,特别是在学校中,一直非常有限。该领域的主要批评之一是从业者缺乏对自闭症人群教育方法的研究,以及现实生活中研究与实践之间的差距。设计/方法论/方法这篇概念性文章聚焦于我们在英国一所特殊需求学校的研究,该学校试图研究VR头盔的效果和潜在用途,同时寻求建立使用该技术进行安全和合乎道德应用的最佳实践。这借鉴了伦理和参与性研究指导,包括英国教育研究协会和自闭症参与性研究,安全和合乎道德的方法来研究VR头盔在特殊需求学校的使用,并参与自闭症儿童、年轻人及其教师的优先事项。原创性/价值这篇概念性文章首次考虑了如何更好地将自闭症患者及其观点纳入与他们相关的研究中。这将意味着我们能够更好地支持自闭症群体使用基于VR HMD的技术向前发展。如果没有这种范式的转变,包括自闭症患者(及其利益相关者),该领域可能会继续围绕基于医学的残疾模型而不是社区需要/想要的模式建立倡议。
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引用次数: 1
Exploring patient's intention towards e-health consultation using an extended UTAUT model 使用扩展UTAUT模型探索患者对电子医疗咨询的意向
IF 2.2 Q2 Medicine Pub Date : 2022-03-22 DOI: 10.1108/jet-08-2021-0042
Ajitabh Dash, A. Sahoo
PurposeThis research explores the factors that influence patients' willingness to seek digital health advice in developing countries like India by extending the unified theory of acceptance and use of technology (UTAUT) with perceived risk (PR) and trust.Design/methodology/approachStructural equation modeling (SEM) was used to test the hypotheses proposed for this study. The primary data for this study were acquired from 578 respondents using a judgmental sampling procedure.FindingsResults of this investigation reflected a positive and significant connexion of the intention of a patient towards e-health consultation with effort expectancy (EE), performance expectancy (PE), trust and social influence (SI); conversely, factors like facilitating condition (FC) and PR are not significantly connected with the same.Originality/valueThe findings of this study will not only add to the existing literature on the behavioral intention (BI) by introducing new dimensions in the context of digital health consultation, but they will also aid service providers in developing strategies to encourage the use of e-health consultation services in emerging economies such as India.
目的本研究通过将接受和使用技术的统一理论(UTAUT)与感知风险(PR)和信任相结合,探讨了影响印度等发展中国家患者寻求数字健康建议意愿的因素。设计/方法/方法结构方程建模(SEM)用于检验本研究提出的假设。本研究的主要数据是通过判断性抽样程序从578名受访者中获得的。调查结果本研究的结果反映了患者对电子健康咨询的意图与努力预期(EE)、表现预期(PE)、信任和社会影响(SI)之间的积极而显著的联系;相反,促进条件(FC)和PR等因素与促进条件没有显著联系。独创性/价值这项研究的发现不仅将通过在数字健康咨询的背景下引入新的维度来增加现有的行为意向(BI)文献,而且还将帮助服务提供商制定战略,鼓励在印度等新兴经济体使用电子健康咨询服务。
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引用次数: 5
Not perfect but good enough: a primer for creating spherical video-based virtual reality for autistic users 不完美但足够好:为自闭症用户创建基于球形视频的虚拟现实入门
IF 2.2 Q2 Medicine Pub Date : 2022-03-02 DOI: 10.1108/jet-01-2022-0008
N. Newbutt, Noah J. Glaser, Heath Palmer
PurposePrevious research provides promising insights to the role of spherical video-based virtual reality (SVVR) applied with and for autistic users. Work already conducted in this area suggests that SVVR delivered via a range of head-mounted displays (HMDs) are useable, acceptable, can enable skill acquisition, can be relevant for delivering training, can help to reduce discomfort and promote skills generalization. However, to date very little research articulates methods or approaches to the design and development of SVVR. Here, the authors share the experiences of working in this space and designing SVVR content with and for autistic groups.Design/methodology/approachThe authors draw upon two case studies/projects that were previous worked on with the intention to extrapolate key parts of the production process of SVVR development. The authors also outline key theoretical contexts as related to SVVR development in this field.FindingsThe goal of this primer on SVVR is to provide researchers and practitioners with an overview of using this technology. The authors provide a set of recommendations that should inform others in creating their own content and developing SVVR for/with/by autistic people.Originality/valueThis work combines and outlines theoretical, conceptual and practical considerations for practitioners and stakeholders seeking to build and deploy SVVR content; aspects not reported in previous research.
目的以往的研究为球面视频虚拟现实(SVVR)在自闭症患者中的应用提供了有希望的见解。在这一领域已经开展的工作表明,通过一系列头戴式显示器(hmd)提供的SVVR是可用的、可接受的,可以使技能习得,可以与提供培训相关,可以帮助减少不适并促进技能推广。然而,迄今为止,很少有研究阐明了SVVR设计和开发的方法或途径。在这里,作者分享了在这个领域工作的经验,以及为自闭症群体设计SVVR内容的经验。设计/方法论/方法作者借鉴了两个之前工作过的案例研究/项目,目的是推断SVVR开发生产过程的关键部分。作者还概述了与该领域SVVR发展相关的关键理论背景。这篇关于SVVR的入门文章的目的是为研究人员和实践者提供使用该技术的概述。作者提供了一组建议,可以帮助其他人创建自己的内容,并为自闭症患者/与自闭症患者/由自闭症患者开发SVVR。原创性/价值本工作结合并概述了寻求构建和部署SVVR内容的从业者和利益相关者的理论、概念和实践考虑因素;在以前的研究中未报道的方面。
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引用次数: 3
Editing assistance tool validation for English language learners 针对英语学习者的编辑辅助工具验证
IF 2.2 Q2 Medicine Pub Date : 2022-02-15 DOI: 10.1108/jet-04-2021-0020
Bronwyn Lamond, Todd Cunningham
PurposeEditing assistance software programs are computer-based tools that check and make suggestions for the grammar, spelling and style of a piece of writing. These tools are becoming more popular as recommendations for students who struggle with written expression, such as English language learners (ELLs). The purpose of the present study is to compare the performance of four different programs with embedded editing assistance tools in their ability to identify errors in the writing of ELLs.Design/methodology/approachRepeated measures ANOVAs were conducted to determine whether there were differences in the number of errors (i.e. spelling, grammar, punctuation and errors that change the meaning of the text) identified by editing assistance programs (i.e. Grammarly, Ginger, Microsoft Word, Google Docs and human raters) for writing by ELLs.FindingsThe results of the present study indicate that the four programs did not differ in their identification of spelling errors. None of the editing assistance programs identified as many errors as the human raters; therefore, editing assistance cannot yet replace effective human editing for ELLs.Research limitations/implicationsLimitations with the present study include manual verification of errors flagged by editing programs, multiple raters, a small sample size and a young sample of students.Practical implicationsThe paper includes practical factors to consider when integrating editing assistance software into the classroom, including the development needs of students, the impact of students' first language and student training on the technology.Originality/valueThis paper provides school psychologists, teachers and other professionals working with students with specific, evidence-based recommendations for implementation of editing assistance AT.
目的编辑辅助软件程序是一种基于计算机的工具,用于检查文章的语法、拼写和风格并提出建议。这些工具越来越受欢迎,成为那些难以进行书面表达的学生(如英语学习者)的推荐工具。本研究的目的是比较四种不同程序与嵌入式编辑辅助工具在识别ELL写作中错误的能力方面的表现。设计/方法/方法进行重复测量方差分析,以确定错误数量是否存在差异(即拼写、语法、标点符号和改变文本含义的错误)。没有一个编辑辅助程序识别出与人工评分者一样多的错误;因此,编辑辅助还不能取代ELL的有效人工编辑。本研究的研究局限性/含义包括对编辑程序、多个评分者、小样本量和年轻学生样本标记的错误进行手动验证。实践意义本文包括将编辑辅助软件整合到课堂中需要考虑的实际因素,包括学生的发展需求、学生第一语言和学生培训对技术的影响。原创性/价值本文为学校心理学家、教师和其他与学生合作的专业人员提供了实施编辑辅助AT的具体、循证建议。
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引用次数: 0
Exploratory study on the use of HMD virtual reality to investigate individual differences in visual processing styles 使用HMD虚拟现实调查视觉处理风格的个体差异的探索性研究
IF 2.2 Q2 Medicine Pub Date : 2022-02-14 DOI: 10.1108/jet-06-2021-0028
Sarune Savickaite, K. McNaughton, E. Gaillard, Joseph Amaya, Neil McDonnell, Elliot Millington, D. Simmons
PurposeGlobal and local processing is part of human perceptual organisation, where global processing helps extract the “gist” of the visual information and local processing helps perceive the details. Individual differences in these two types of visual processing have been found in autism and ADHD (Attention-Deficit Hyperactivity Disorder). Virtual reality (VR) has become a more available method of research in the last few decades. No previous research has investigated perceptual differences using this technology.Design/methodology/approachThe objective of the research is to threefold: (1) identify if there is association between ADHD and autistic traits and the performance on the Rey-Osterrieth complex figure (ROCF) task, (2) investigate practical effects of using VR drawing tools for research on perceptual experiences and (3) explore any perceptual differences brought out by the three-dimensional nature of the VR. The standard ROCF test was used as a baseline task to investigate the practical utility of using VR as an experimental platform. A total of 94 participants were tested.FindingsAttention-to-detail, attention switching and imagination subscales of autism quotient (AQ) questionnaire were found to be predictors of organisational ROCF scores, whereas only the attention-to-detail subscale was predictive of perceptual ROCF scores.Originality/valueThe current study is an example of how classic psychological paradigms can be transferred into the virtual world. Further investigation of the distinct individual preferences in drawing tasks in VR could lead to a better understanding of individual differences in the processing of visuospatial information.
目的:全局和局部处理是人类感知组织的一部分,其中全局处理有助于提取视觉信息的“要点”,局部处理有助于感知细节。这两种类型的视觉处理的个体差异已经在自闭症和多动症(注意缺陷多动障碍)中被发现。在过去的几十年里,虚拟现实(VR)已经成为一种更可行的研究方法。以前没有研究使用这种技术来调查感知差异。设计/方法/方法本研究的目的有三个方面:(1)确定ADHD和自闭症特征与Rey-Osterrieth复杂图形(ROCF)任务的表现之间是否存在关联;(2)研究使用VR绘图工具进行感知体验研究的实际效果;(3)探索VR的三维特性带来的任何感知差异。标准的ROCF测试被用作基线任务,以调查使用VR作为实验平台的实际效用。共有94名参与者接受了测试。发现自闭症商数问卷的注意细节、注意转换和想象分量表可以预测组织型ROCF得分,而只有注意细节分量表可以预测知觉型ROCF得分。当前的研究是经典心理学范式如何被转移到虚拟世界的一个例子。进一步研究虚拟现实中不同个体在绘制任务中的偏好,有助于更好地理解视觉空间信息处理中的个体差异。
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引用次数: 3
期刊
Journal of Enabling Technologies
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