A significant challenge on Assistive Technology (AT) relies on the interaction devices' evaluation phase. Generally, the gap between users and devices is revealed during the use. This fact highlights ...the relevance of discussing these barriers early in the design process, mainly, in the evaluation phase. This article explores current practices of evaluation methodologies for AT interaction devices, both considering the usage of computers and TV-sets. Two research stages were performed to achieve this objective: a systematic mapping study of AT evaluation methodologies, and field research in Portugal, with experts in AT Evaluation and end-users. This last step was done through semi-structured interviews, whose results passed by a content analysis process. The findings from these researches suggest that there are vital dimensions that should be addressed when evaluating AT. Firstly, qualification issues remain most important, especially concerning to the developers' awareness of end-user needs as, for example, difficulty in computer access. Other important points are the economic problems, involved in the acquisition of AT interaction devices, and the emotional issues related to using these devices. Finally, the article concludes with a discussion on directions for evaluation methodologies of AT interaction devices.
The evolution in user interfaces has shown a trend in the use of tangible interfaces, especially those that promote a sensory experience. The use of this type of resource is interesting in different ...contexts, among which are the scenarios where the sensory aspect is decisive for interaction, such as in the use of assistive technologies. This study aims to present the results of a research project, which had the main goal to promote the play of children with Cerebral Palsy (CP), using a multisensory device as the main element in games proposed at children with CP. CP refers to a series of clinical syndromes characterized by motor disorders and permanent postural changes that may or may not be associated with cognitive dysfunction and speech disorders. Due to the restricted motor condition, involvement in games and play becomes difficult for children with CP. The challenge is to address the use of assistive technologies, through a multisensory robotic device, in the development of interactive games for children with PC. The use of a robotic device allows the manipulation of the ball remotely, which is useful for children with physical disabilities, proving to be a feasible alternative to promote playing children with CP.
The article presents, through a Systematic Literature Review, the state-of-the-art of research on User Interfaces (UI) applied in Assistive Technology (TA) for users with motor and /or visual ...impairment, presenting patterns, trends and new gaps of research in this field of study of human-computer interaction
This work presents the results achieved from the application of the Systematic Literature Mapping (SLM) methodology on the theme: Development of High-Level Assistive Technology (AT) Solutions. The ...article details the execution of this research technique to map the state-of-the-art on the proposed theme. Based on the obtained results, the paper proposes a taxonomy of the works, characterizing them according to the type of proposed solution and functionalities available in the applications. Additionally, the article highlights the architectural and technological aspects found in these studies. Finally, the paper discusses the main trends perceived throughout this analysis, as well as identifies potential gaps to be explored as a sequence of this research.
Tecnologia Assistiva (TA) refere-se a um conjunto de recursos e serviços destinados a auxiliar pessoas com deficiência, proporcionando ou ampliando suas habilidades, capacitando-as para a realização ...de atividades com conforto e autonomia. Para pessoas com deficiência visual, uma Tecnologia Assistiva (TA) pode garantir o acesso às TICs, já que recursos como tela e mouse podem não ser úteis. Neste sentido, este trabalho descreve um Mapeamento Sistemático da Literatura, buscando identificar trabalhos relacionados à TA desenvolvidos para auxiliar pessoas com deficiência visual no uso de sistemas digitais. Como resultado, foram obtidos 108 artigos relacionados a TA desenvolvidos para auxiliar pessoas com deficiência visual durante a interação com TICs. A leitura dos trabalhos permitiu selecionar 12 artigos relacionados ao aprendizado de programação de computadores e ao uso de ferramentas de desenvolvimento de software por pessoas com deficiência visual. Verificou-se que a maioria dos recursos de AT desenvolvidos focam apenas na extensão da interface visual.
One of the challenges that children with cerebral palsy (CP) face is their inability to enjoy playing. Due to their motor disabilities, it is very difficult for these children to play with toys as ...other kids do. Therefore, disabilities resulting from CP can make childhood games very burdensome. Currently, computer systems are increasingly dedicated to providing users with more sophisticated sensory experiences. Also, games have explored the individual skills of people, in terms of action, interaction and immersion of the game users. Providing these disabled users with an engaging environment could ultimately help them explore the world of movement and motor skills. In this paper, we approach these features by exploring gaming interaction and the potential of sensory stimuli. Our main goal is to discuss the importance of designing games that are considerate of children with cerebral palsy. Many games work with interactivity, but interactivity, alone, is not enough when the goal is to achieve more than entertainment. A better approach may consider sensory stimulation as a gaming interaction. The best way to do this is to introduce synesthesia into the design. Accordingly, we will discuss synesthetic features in virtual environments prior to describing the scenario of how this concept may affect children with cerebral palsy. Accompanying this discussion, a review of related works is described in order to understand the potential use of games in the intervention of children with cerebral palsy.
O artigo apresenta, através de um Mapeamento Sistemático de Literatura, o estado da arte da pesquisa sobre as diversas Interfaces de Usuário (IU) aplicadas em Tecnologia Assistiva (TA) para usuários ...com deficiência motora e/ou visual, apresentando padrões, tendências e novos espaços de pesquisa nesse campo de estudo da interação humano-computador.
A telementoria está trazendo novos recursos em salas de aula, especialmente no que tange a capacitação e ensino a distância. Os tutores têm por meta a troca de experiências e o compartilhamento da ...sua vivência profissional com os alunos. Na Telemedicina, caracterizada pela utilização de Tecnologias de Informação e Comunicação para Saúde, a telementoria é ainda mais interessante, pois expande a capacidade de treinamentos especializados e qualifica residências médicas. Neste artigo são apresentados os resultados iniciais da utilização de Interação Natural como apoio a atividade de telementoria em um ambiente de vídeo colaboração em Saúde suportado pela ferramenta Arthron. Mais especificamente, é detalhado o desenvolvimento de um módulo de Interação Natural como forma alternativa para o controle de objetos 3D neste ambiente.
The digital TV deployment brings to think a new paradigm for the vehicles of mass communication, by inserting mechanisms of interactivity. This means a new way to transmit content and connect the ...people of a nation and, thus, eventually shows up on various social aspects of a country. Brazil is undergoing a period of definitions and experimentations regarding the implementation of these mechanisms in the programs for digital TV. Therefore, many aspects (technicians and mainly socials) must be taken into account in this phase, because due to the interactivity, it is expected that there will be changes in education, industry, social inclusion, among other areas.
Some of the artistic and cultural expressions have an intangible and dynamic representation. UNESCO defines Intangible Cultural Heritage (ICH) as traditions or living expressions inherited from our ...ancestors and passed on to our descendants such as oral traditions, performing arts, social practices, festive events. For UNESCO, an important goal is to guarantee the wealth of knowledge and skills transmitted by them from one generation to the next. This paper shows how digital media can be applied for representation and managing ICH resources. First of all, ICH resource was systematized into its essential properties. Later it was created a mapping between ICH properties and digital features. A study case called PAMIN (Heritage, Memory and Interactivity Project) was developed and illustrates how the digital media features can guarantee the preservation and management of ICH resources. At the end, we discuss the results using PAMIN in communities of the city of Joao Pessoa.