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1.
Persons with intellectual disabilities benefit from participating in the modern information society, especially the World Wide Web, social media and Internet-mediated communication services. Although several computer-based prototypes and commercial systems have been introduced for accessible in-person communication, currently few applications and services exist to support synchronous remote communication for this user group. We introduce SymbolChat, a software platform that supports the creation of multimodal communication applications utilizing picture-based instant messaging. End users and their support personnel can customize the input and output features of the application based on their individual needs and abilities. The interaction is based on touchscreen input and speech output using speech synthesis technology. The SymbolChat platform was developed together with the prospective end users and practitioners in the field of special needs care.We evaluated the prototype application in a field study with nine users with varying degrees of intellectual and other disabilities. The results clearly indicate that the participants were able to express themselves in spontaneous communication using a large-scale picture-based vocabulary (around 2000 symbols) even without prior training in the use of symbols. This finding was supported in the constructive feedback gathered from professionals working in the area. We also successfully applied methodology from other settings, such as child-computer interaction to evaluate interaction in this challenging context.Overall, the results show that social inclusion for people with intellectual disabilities can be improved with customizable communication tools. The implemented communication platform forms a solid basis for further improvements and new communication services. In addition, we found that users with motor impairments would greatly benefit from alternative input and output methods for symbol browsing and selection.  相似文献   

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The research reported here is part of a larger project which seeks to combine serious games (or games-based learning) with location-based services to help people with intellectual disabilities and additional sensory impairments to develop work based skills. Specifically this paper reports on where these approaches are combined to scaffold the learning of new routes and ultimately independent travel to new work and educational opportunities. A phased development methodology is applied in a user sensitive manner, to ensure that user feedback drives the ongoing development process. Methods to structure this include group feedback on conceptual storyboards, expert review of prototypes using usability heuristics relating to the main system goals, and finally co-discovery methods with student pairs exploring all three modes of the system in real world contexts. Aspects of developmental and cognitive psychological theories are also reviewed and it is suggested that combining games-based learning approaches with location-based services is an appropriate combination of technologies for an application specifically designed to scaffold route learning for this target audience.  相似文献   

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This paper discusses the relationship between policy research and policy change, and it provides examples of the policy research outcomes informed by the Rehabilitation Engineering Research Center on Mobile Wireless Technologies for People with Disabilities’ (Wireless RERC) policy research process. In 2005 and 2006, the center conducted empirical research, using the policy Delphi polling methodology, to probe key stakeholders’ opinions on the most significant issues surrounding the adoption and use of wireless communication and information technologies by people with disabilities. Drawing on the results of three rounds of polling, the Wireless RERC developed a set of policy options, and “fine-tuned” them using participating stakeholders from the disability community, wireless industry, and policymakers.  相似文献   

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This study examines the available literature on the effects of serious games on people with intellectual disabilities or autism spectrum disorder. The studies were categorized based on the limitations in skills that these people address. Fifty‐four studies were selected, from different data sources. These studies address limitations in intellectual functioning and adaptive behaviour. The results showed that the majority of studies on the effects of serious games for people with intellectual disabilities or autism spectrum disorder had a positive impact. Also, most studies for people with autism aim to improve social and communicational skills, whereas conceptual and cognitive skills were mainly observed in studies for people with intellectual disabilities. Although this study covers serious games in all platforms or delivery systems, the overwhelming majority of the presented studies include computer serious games. Computer‐assisted learning through serious games is considered quite promising for people with intellectual disabilities or autism spectrum disorder.  相似文献   

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Universal Access in the Information Society - This paper presents a case study regarding the usability evaluation of navigation tasks by people with intellectual disabilities. The aim was to...  相似文献   

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Many people with intellectual disabilities also have physical difficulties which prevent them from using standard computer control devices. Custom made alternative devices for those with special needs can be expensive and the low unit turnover makes the prospect unattractive to potential manufacturers. One solution is to explore the potential of devices used in contemporary gaming technology, such as the Nintendo Wii. The Wii Nunchuk has the potential to replace joystick functions with the advantages of not being surface bound and easier for some individuals to grasp. This study evaluated the feasibility of using the Nunchuk by comparing its performance as a switch with the participant’s usual switch. Twenty three volunteers aged between 17 and 21 with intellectual and physical disabilities completed a Single Switch Performance Test using the new device and their familiar device. For most functions of the switch, there was no significant difference between the participants’ performance using the Nunchuck and their familiar device. Additional analysis found that some participants’ performance did improve whilst using the Nunchuck, but this was not significantly related to physical or cognitive ability. Those whose performance was better with the Nunchuk were more likely to hold it in the conventional way than were those who had better performance with their familiar device. This merits it being offered as a possible alternative to currently available switches for those with physical difficulties affecting their grip.  相似文献   

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Using social psychology, this study discursively explores barriers limiting the online experiences of people with disabilities. Twenty-one people in New Zealand with physical and sensory disabilities volunteered to participate in an online interview. Data demonstrated a disabling differentials repertoire (pattern), comprising four linguistic resources: negative reactions (when disability was disclosed), exclusion, gatekeeping, and disability costs. In addition to the technology alone, human values embedded in the construction of online technology, and participants’ cultural competency, as well as stereotyped attitudes and economic factors prevalent offline, define and restrain people with disabilities’ online experience. The social identity model of deindividuation is discussed.  相似文献   

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A general formalism, called the general dependencies, is presented. The multivalued, mutual, join and functional dependencies can be expressed in this formalism. Some properties of general dependencies are stated and their influence on the decompositionand the partial decomposition of a relation is studied.The class of general dependencies is compared with other classes of dependencies.It is proved that every set of functional dependencies can be expressed by a single general dependency. The same property holds for the multivalued dependencies.Finally the concept of functional dependency is generalized.  相似文献   

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The relationship between knowledge and action is a fundamental one: a processor in a computer network (or a robot or a person, for that matter) should base its actions on the knowledge (or information) it has. One of the main uses of communication is passing around information that may eventually be required by the receiver in order to decide upon subsequent actions. Understanding the relationship between knowledge, action, and communication is fundamental to the design of computer network protocols, intelligent robots, etc. By looking at a number of variants of thecheating husbands puzzle, we illustrate the subtle relationship between knowledge, communication, and action in a distributed environment. Yoram Moses received a B.Sc. in mathematics from the Hebrew University, Jerusalem, in 1981, and a Ph.D. in computer science from Stanford University in 1986. He will be spending the 1985/6 school year as a post-doctoral fellow at MIT. His major research interests are distributed systems, artificial intelligence, and the methodological foundations of computer science. Danny Dolev received a B.Sc. in physics from the Hebrew University Jerusalem in 1971, an M.Sc. in applied mathematics from the Weizmann Institute of Science, Israel in 1973, and a Ph.D. in computer science from the Weizmann Institute of Science in 1979. After two years as a post-doctoral fellow at Stanford and a year as a visiting scientist at IBM, he joined the Hebrew University, Jerusalem, in 1982. His major research interests are distributed computing, reliability of distributed systems, and algorithms. Joe Halpern received a B.Sc. in mathematics from the University of Toronto in 1975, and a Ph.D. in mathematics from Harvard University in 1981. In between, he spent two years as the head of the mathematics department at Bawku Secondary School, in Ghana. After a year as a visiting scientist at MIT, he joined IBM in 1982. His major research interests are reasoning about knowledge, distributed computing, and logics of programs.The work of this author was supported in part by DARPA contract N00039-82-C-0250  相似文献   

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Despite the seeming ubiquity of young people's Internet use, there are still many for whom access to the Internet and online social networking remains inequitable and patterned by disadvantage. The connection between information technology and young people with disabilities is particularly under‐researched. This article contributes to the field of critical information systems research by exposing significant barriers and facilitators to Internet accessibility for young people with disabilities. It uses Bourdieu's critical theory to explore how the unequal distribution of resources shapes processes of digital inclusion for young people with disabilities. It highlights access needs and experiences that are both disability and non‐disability related. The article draws on interviews in South Australia with 18 young people aged 10–18 years with a physical disability (such as cerebral palsy) or acquired brain injury and with 17 of their family members. Interviews evaluated participants' and parents' reflections on the benefits of a home‐based, goal‐oriented intervention to increase the young person's Internet use for social participation purposes. The Bourdieuian analysis demonstrated how varying levels of accrued individual and family offline capital resources are related to digital/online resources and disability‐specific online resources. This revealed how unequal resources of capital can influence technology use and hence digital inclusion for young people with disabilities. Our study demonstrates that young people with particular types of disabilities require intensive, personalised and long‐term support from within and beyond the family to ‘get online’. We conclude that Internet studies need to more frequently adopt critical approaches to investigate the needs of users and barriers to information technology use within sub‐groups, such as young people with disabilities. © 2016 John Wiley & Sons Ltd  相似文献   

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Although Sweden is one of the most digitalized countries and the Swedish population’s use of the internet is among the most studied in the world, little is known about how Swedes with disabilities use internet. The purpose of this study is to describe use of and perceived difficulties in use of the internet among people with disabilities and to explore digital divides in-between and within disability groups, and in comparison with the general population. This is a cross-sectional survey targeting the same issues as other nationwide surveys but adapted for people with cognitive disabilities. Participants were recruited from May to October 2017 by adaptive snowball sampling. The survey comprised questions on access to and use of devices, and use of and perceived difficulties in use of internet. A total of 771 people responded to the survey, representing 35 diagnoses/impairments. Larger proportions of people with autism, ADHD and bipolar disorder reported using internet than other disability groups. Women with autism used the internet more than any other disability group, and women with aphasia used the internet the least. People with disabilities related to language and understanding reported more difficulties using internet than other disability groups. Larger proportions of participants than the general Swedish population reported not feeling digitally included. In many but not all disability groups, larger proportions of men than women reported not feeling digitally included. Our findings show that there are differences in digital inclusion between sub-groups of diagnoses/impairments. Thus, disability digital divides are preferably investigated by sub-grouping disabilities, rather than studied as one homogeneous group.

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A report by the U.S. Department of Commerce notes that Internet use among African-Americans and Latinos is growing at a substantially faster rate than Internet use among whites or Asians suggesting that the so-called “Digital Divide” may be disappearing. Using data from the Computer and Internet Use Supplement to the October 2003 Current Population Survey (CPS), I explore this hypothesis. I find large disparities in home computer and Internet access across major racial and detailed Latino groups that do not appear as though they will disappear soon. I also find that ethnic and racial disparities in home computer and Internet access rates are larger for children than for adults. The results are mixed for other measurable dimensions of the digital divide. Using regression models and special decomposition techniques, I find that differences in income and education explain part, but not all, of the ethnic and racial disparities in home computer and Internet access. Language is also found to be an important determinant of home computer and Internet access even after controlling for education, family income and immigrant status. Spanish-speaking Latinos have strikingly low rates of computer ownership and home Internet access. In contrast, concerns over privacy on the Internet do not appear to contribute substantially to racial disparities in home Internet access.  相似文献   

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Smart Cities need to be designed to allow the inclusion of all kinds of citizens. For instance, motor disabled people like wheelchair users may have problems to interact with the city. Internet of Things (IoT) technologies provide the tools to include all citizens in the Smart City context. For example, wheelchair users may not be able to reach items placed beyond their arm’s length, limiting their independence in everyday activities like shopping, or visiting libraries. We have developed a system that enables wheelchair users to interact with items placed beyond their arm’s length, with the help of Augmented Reality (AR) and Radio Frequency Identification (RFID) technologies. Our proposed system is an interactive AR application that runs on different interfaces, allowing the user to digitally interact with the physical items on the shelf, thanks to an updated inventory provided by an RFID system. The resulting experience is close to being able to browse a shelf, clicking on it and obtaining information about the items it contains, allowing wheelchair users to shop independently, and providing autonomy in their everyday activities. Fourteen wheelchair users with different degrees of impairment have participated in the study and development of the system. The evaluation results show promising results towards more independence of wheelchair users, providing an opportunity for equality improvement.  相似文献   

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Although more and more expert system shells have begun to provide communication interfaces to conventional procedural languages, the interfaces are basically shell- and language-dependent. This paper presents a simple, shell- and language-independent data communication technique between a shell and a procedural language via a concept analogous to the handshake data transmission used in microprocessors. A control file is used for the action of handshake. The communication interface is between two data files in two different language environments. A program written in a LISP-based expert system shell, OPS 5, and one written in a procedural language, FORTRAN, were tested to verify the presented technique.An expert system for cam motion specification, which needs the following three tasks—symbolic representation, numerical computation, and their communication—is described as one of the possible applications of the technique. These three tasks are essential to automated engineering design and analysis.  相似文献   

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A computer program is described for estimating a simple one or two parameter variance function using approximate conditional likelihood. The inverse of the fitted function provides a smooth weighting function for use in subsequent manipulation of the data. The program is designed for immunoassays, where both the raw experimental observations, and the final results from data reduction, are well known to exhibit nonuniformity of variance, but it may also have application in other areas where the observations follow approximately normal distributions and a weighting function is required. Five variance function forms are optionally available as subroutines, and if necessary, one or more of these can be incorporated into existing software with trivial modification. The test of fit of the assumed function provides an objective criterion for detecting outliers, and the program includes automatic outlier exclusion as an option.  相似文献   

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Assistive technologies and ubiquitous computing can be related since both try to help people in their lives. This common objective motivated us to develop and evaluate a system that puts ubiquitous computing technologies into the rehabilitation process of people with acquired brain injury. Thus, in this paper, we present and evaluate a system that shows adaptive manuals for daily-life activities for people with acquired brain injury. This first evaluation allowed us to validate our approach and also to extract valuable information about these systems as well as environmental factors that may affect the patients.  相似文献   

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