Autism Spectrum Disorder (ASD) is a set of developmental disorders involving impairments in languages, cognitive, and social functions. Computer technologies such as affective computing, virtual reality, robotics and multitouch interfaces have been developed to support people with ASD. These innovative technologies, alone or in conjunction, can be used beneficially in a number of critical areas affecting individuals with autism, their families and professional who support them. This paper considers and reflects on existing researches on multitouch tabletop technology for ASD and identifies opportunities and challenges with designing and applying multitouch tabletop applications for people with ASD
29 March 2022 in Universal Access in the Information Society
Purpose Students in higher education are a diverse group comprising people with different backgrounds and abilities. Regulations require that digital learning materials and platforms employed in higher education accommodate this diversity. Furthermore, they require faculty members to have an understanding of universal design and digital accessibility, as well as practical knowledge of how to make learning materials and courses accessible for more students. The goal of this research is to gain insight into the status of such knowledge among faculty members. Methods The research presented in this paper involved a qualitative study. Semi-structured interviews were conducted with 35 faculty members employed in higher education institutions (HEIs) in Norway and Poland. The participants worked in the computer science and engineering disciplines. The data was analysed using thematic analysis, and two main themes and six sub-themes were identified. Results We found that most participants lack sufficient understanding of digital barriers and assistive technologies. Very few were aware of legislation and guidelines related to universal design. Most importantly, the majority lack practical knowledge on how to make digital learning materials and courses accessible. Furthermore, the solutions they propose for addressing the barriers are intuitive and only encompass barriers that are easy to recognise and identify. Conclusion The findings indicate that there is a gap between legislation and implementation in practice when it comes to making digital learning materials accessible in higher education. The lack of knowledge among faculty members shows that training is necessary to increase understanding and practical knowledge, and HEIs should prioritise this in strategies and action plans going forward.
Learning analytics open up a complex landscape of privacy and policy issues, which, in turn, influence how learning analytics systems and practices are designed. Research and development is governed by regulations for data storage and management, and by research ethics. Consequently, when moving solutions out the research labs implementers meet constraints defined in national laws and justified in privacy frameworks. This paper explores how the OECD, APEC and EU privacy frameworks seek to regulate data privacy, with significant implications for the discourse of learning, and ultimately, an impact on the design of tools, architectures and practices that now are on the drawing board. A detailed list of requirements for learning analytics systems is developed, based on the new legal requirements defined in the European General Data Protection Regulation, which from 2018 will be enforced as European law. The paper also gives an initial account of how the privacy discourse in Europe, Japan, South-Korea and China is developing and reflects upon the possible impact of the different privacy frameworks on the design of LA privacy solutions in these countries. This research contributes to knowledge of how concerns about privacy and data protection related to educational data can drive a discourse on new approaches to privacy engineering based on the principles of Privacy by Design. For the LAK community, this study represents the first attempt to conceptualise the issues of privacy and learning analytics in a cross-cultural context. The paper concludes with a plan to follow up this research on privacy policies and learning analytics systems development with a new international study.
Background: Falling is one of the most common and serious age-related issues, and falls can significantly impair the quality of life of older adults. Approximately one-third of people over 65 experience a fall annually. Previous research has shown that physical exercise could help reduce falls among older adults and improve their health. However, older adults often find it challenging to follow and adhere to physical exercise programs. Interventions using mixed reality (MR) technology could help address these issues. MR combines artificial augmented computer-generated elements with the real world. It has frequently been used for training and rehabilitation purposes. Objective: The aim of this systematic literature review and meta-analysis was to investigate the use of the full spectrum of MR technologies for fall prevention intervention and summarize evidence of the effectiveness of this approach. Methods: In our qualitative synthesis, we analyzed a number of features of the selected studies, including aim, type of exercise, technology used for intervention, study sample size, participant demographics and history of falls, study design, involvement of health professionals or caregivers, duration and frequency of the intervention, study outcome measures, and results of the study. To systematically assess the results of the selected studies and identify the common effect of MR interventions, a meta-analysis was performed. Results: Seven databases were searched, and the initial search yielded 5838 results. With the considered inclusion and exclusion criteria, 21 studies were included in the qualitative synthesis and 12 were included in meta-analysis. The majority of studies demonstrated a positive effect of an MR intervention on fall risk factors among older participants. The meta-analysis demonstrated a statistically significant difference in Berg Balance Scale score between the intervention and control groups (ES: 0.564; 95% CI 0.246-0.882; P<.001) with heterogeneity statistics of I2=54.9% and Q=17.74 (P=.02), and a statistical difference in Timed Up and Go test scores between the intervention and control groups (ES: 0.318; 95% CI 0.025-0.662; P<.001) with heterogeneity statistics of I2=77.6% and Q=44.63 (P<.001). The corresponding funnel plot and the Egger test for small-study effects (P=.76 and P=.11 for Berg Balance Scale and Timed Up and Go, respectively) indicate that a minor publication bias in the studies might be present in the Berg Balance Scale results. Conclusions: The literature review and meta-analysis demonstrate that the use of MR interventions can have a positive effect on physical functions in the elderly. MR has the potential to help older users perform physical exercises that could improve their health conditions. However, more research on the effect of MR fall prevention interventions should be conducted with special focus given to MR usability issues.
While Universal Design principles have been adopted in many areas to ensure that products and services are usable for the broadest possible diversity of users, there is still an open area when it comes to the emergency management domain. This article aims at providing a systematic overview of the current state of the emerging research field of Universal Design of Information and Communication Technology (ICT) for Emergency Management, and to highlight high-impact research opportunities to ensure that the increasing introduction of ICT in Emergency Management can contribute to removing barriers instead of adding more barriers, in particular for the elderly and people with disabilities. A systematic review on relevant literature on Universal Design, ICT and Emergency Management between 2008 and 2020 was employed using predefined frameworks, to answer the following questions: (1) Who are the target audiences (stakeholders) in research on Universal Design of ICT in Emergency Management in the different categories of Emergency Management ICT tools, and to what degree is Human-Centred Design and Universal Design taken into account? (2) What are the most important challenges and gaps in research on Universal Design of ICT in Emergency Management? We identify a set of gaps in the literature, indicating that there are some challenges where Universal Design is still limitedly addressed in technology development. We also derive promising future research topics based on areas that are missing in the literature.
2 October 2015 in Journal of Location Based Services
This article describes an explorative study of a prototype for visualisation of locative information from Wikipedia. PediaCloud is a smartphone app that uses word clouds for graphical display of links to text and photos relating to a particular place. This approach to accessing location-based information is different from more common approach of using interactive maps to visualise the information. PediaCloud gives you a word cloud representing your location, and the words are links to Wikipedia articles. In addition to reading the Wikipedia entries, you can re-centre your information probe by getting a topical word cloud weighting the located information content in relation to that particular word. This results in word cloud visualisations that could bring the user into a variety of topics. In this article, we explore the potential use value of a service like this and identify opportunities for further design and development. PediaCloud was tested in 2014 in a field trial in London, a big city with large amounts of located information, with eight participants from the city. The data collected indicate that PediaCloud will be experienced as an explorative locative service, where you discover nearby information by coincidence rather than after searching for it instrumentally. The analysis has explored the nuances and potentials of this ‘sideways’ search that is embedded in PediaCloud, and shows how this can be considered a serendipitous search approach, giving the users information in a manner that can be considered fun, surprising and interesting.