40 resultados para Touchscreen


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Dominic Upton, Jennifer Bray, Tim Jones and Penney Upton report on research that confirms that touchscreen devices can be of great benefit in engaging and supporting people with dementia.

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TESSA is a toolkit for experimenting with sensory augmentation. It includes hardware and software to facilitate rapid prototyping of interfaces that can enhance one sense using information gathered from another sense. The toolkit contains a range of sensors (e.g. ultrasonics, temperature sensors) and actuators (e.g. tactors or stereo sound), designed modularly so that inputs and outputs can be easily swapped in and out and customized using TESSA’s graphical user interface (GUI), with “real time” feedback. The system runs on a Raspberry Pi with a built-in touchscreen, providing a compact and portable form that is amenable for field trials. At CHI Interactivity, the audience will have the opportunity to experience sensory augmentation effects using this system, and design their own sensory augmentation interfaces.

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Debates continue about the access young children have to technological devices, given the increasingly accessible and available technology in most developed countries. Concerns have been expressed by parents/caregivers and researchers, and questions have been raised about possible risks and benefits of these devices on young children who, in some instances, may be accessing these devices daily. Levin (2013) states that it is as if children are being remote controlled by the scripts of others (television, videos, electronic toys) which undermine children’s abilities to create their own learning scripts. This study investigated 1,058 parents’/caregivers’ views of their children’s (aged below 7 years) access and time spent on technology devices. Parents’/caregivers’ views on risks and benefits associated with the use of the emerging touch screen devices were also sought. The context for this research was Singapore which, according to a survey in 2012 by Ericsson, has one of the highest usage rates of smartphones and touchscreen devices in the world. The findings may help researchers, parents/caregivers and teachers to further their understanding of young children’s development in the twenty-first century.

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Este trabalho investigou em três bebês, que tinham entre 10 e 14 meses no início do estudo, a aprendizagem de discriminações simples com mudanças sucessivas na função dos estímulos (DSMS), considerando que esse repertório pode facilitar a aprendizagem de discriminações condicionais por identidade (DCI), um possível pré-requisito no desenvolvimento de repertórios simbólicos mais complexos. A tarefa consistia na apresentação de figuras animadas (GIFs) em uma tela sensível ao toque, com um arranjo que simulava a configuração de um treino de DCI: em uma tentativa de discriminação simples, primeiro um estímulo (estímulo isolado EI) era apresentado e responder a ele produzia seu desaparecimento, reforço e a apresentação simultâneas de dois ou três estímulos, um deles o EI, o estímulo correto (S+). Foram programadas oito tentativas por sessão. O treino foi planejado para iniciar com uma discriminação simples com dois estímulos, com mudança na função dos estímulos, até que três estímulos diferentes tivessem funcionado uma vez como S+ e outra como S-. Após essa etapa passaria a ser apresentado três estímulos na mesma tentativa, até que cada um deles tivesse funcionado como S+ e S- (um ciclo de treino de DSMS). Depois disso o mesmo procedimento seria repetido com a redução de 50% do reforçamento nas apresentações do EI a cada ciclo de treino, até sua retirada total. Os resultados mostraram que as crianças somente alcançaram a etapa inicial do treino de DSMS planejado: duas mostraram evidência de aprendizagem de DSMS com dois estímulos e uma de discriminação simples também com dois estímulos. Das diversas manipulações que foram feitas procurando favorecer a permanência das crianças na tarefa e a aprendizagem da mesma, a que pareceu gerar melhores resultados foi a substituição dos conjuntos de estímulos ao longo do treino. Discute-se como essa manipulação, caracterizada como um treino de múltiplos exemplares de determinado repertório discriminativo, pode ser usada para ensinar DCI para crianças com menos de dois anos.

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Objetiva ensinar a três macacos-prego adultos jovens, um macho e duas fêmeas, experimentalmente ingênuos, relações condicionais de identidade (IDMTS) com quatro comparações, identificando e produzindo topografias de controle de estímulo supostamente facilitadoras da formação de relações de equivalência. Analisada a persistência comportamental, apoiando-se nas teorias da coerência de topografia de controle de estímulos e do momento comportamental, e nos estudos já realizados na Escola Experimental de Primatas. Os participantes foram treinados a tocar estímulos projetados na tela sensível de um computador acoplado a uma câmara experimental e passaram por: 1) Treino de discriminações simples simultâneas e mudanças de discriminações, no qual alternaram-se tentativas com uma e quatro escolhas, imitando o display de sessões de IDMTS; 2) Treino de IDMTS com quatro modelos e duas ou três comparações, alternando os estímulos com função de S-; 3) Treino de IDMTS com quatro comparações. O responder persistente do M21 nas mudanças de discriminações simples foi resolvido com a retirada do S+ anterior quando um novo estímulo passava a funcionar como S+. A semelhança estrutural entre as sessões de discriminação simples e IDMTS não foi suficiente para o estabelecimento de um responder sob controle do modelo. M18 e M21 chegaram ao desempenho de IDMTS, enquanto M20 passou por treino com exigência de razão randômica ao modelo e vem apresentando melhora gradual de desempenho.

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Pós-graduação em Desenvolvimento Humano e Tecnologias - IBRC

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Restricted stimulus control refers to discrimination learning with atypical limitations in the range of controlling stimuli or stimulus features In the study reported here 4 normally capable individuals and 10 individuals with Intellectual disabilities (ID) performed two-sample delayed matching to sample Sample stimulus observing was recorded with an eye tracking apparatus High accuracy scores indicated stimulus control by both sample stimuli for the 4 nondisabled participants and 4 participants with ID and eye tracking data showed reliable observing of all stimuli Intermediate accuracy scores indicated restricted stimulus control for the remaining 6 participants Their eye tracking data showed that errors were related to failures to observe sample stimuli and relatively brief observing durations Five of these participants were then given interventions designed to improve observing behavior For 4 participants the interventions resulted initially in elimination of observing failures increased observing durations and Increased accuracy For 2 of these participants contingencies sufficient to maintain adequate observing were not always sufficient to maintain high accuracy subsequent procedure modifications restored It however For the 5th participant initial improvements in observing were not accompanied by improved accuracy in apparent Instance of observing without attending accuracy improved only after an additional intervention that imposed contingencies on observing behavior Thus interventions that control observing behavior seem necessary but may not always be sufficient for the remediation of restricted stimulus control

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This thesis aimed at addressing some of the issues that, at the state of the art, avoid the P300-based brain computer interface (BCI) systems to move from research laboratories to end users’ home. An innovative asynchronous classifier has been defined and validated. It relies on the introduction of a set of thresholds in the classifier, and such thresholds have been assessed considering the distributions of score values relating to target, non-target stimuli and epochs of voluntary no-control. With the asynchronous classifier, a P300-based BCI system can adapt its speed to the current state of the user and can automatically suspend the control when the user diverts his attention from the stimulation interface. Since EEG signals are non-stationary and show inherent variability, in order to make long-term use of BCI possible, it is important to track changes in ongoing EEG activity and to adapt BCI model parameters accordingly. To this aim, the asynchronous classifier has been subsequently improved by introducing a self-calibration algorithm for the continuous and unsupervised recalibration of the subjective control parameters. Finally an index for the online monitoring of the EEG quality has been defined and validated in order to detect potential problems and system failures. This thesis ends with the description of a translational work involving end users (people with amyotrophic lateral sclerosis-ALS). Focusing on the concepts of the user centered design approach, the phases relating to the design, the development and the validation of an innovative assistive device have been described. The proposed assistive technology (AT) has been specifically designed to meet the needs of people with ALS during the different phases of the disease (i.e. the degree of motor abilities impairment). Indeed, the AT can be accessed with several input devices either conventional (mouse, touchscreen) or alterative (switches, headtracker) up to a P300-based BCI.

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Today, pupils at the age of 15 have spent their entire life surrounded by and interacting with diverse forms of computers. It is a routine part of their day-to-day life and by now computer-literacy is common at very early age. Over the past five years, technology for teens has become predominantly mobile and ubiquitous within every aspect of their lives. To them, being online is an implicitness. In Germany, 88% of youth aged between 12-19 years own a smartphone and about 20% use the Internet via tablets. Meanwhile, more and more young learners bring their devices into the classroom and pupils increasingly demand for innovative and motivating learning scenarios that strongly respond to their habits of using media. With this development, a shift of paradigm is slowly under way with regard to the use of mobile technology in education. By now, a large body of literature exists, that reports concepts, use-cases and practical studies for effectively using technology in education. Within this field, a steadily growing body of research has developed that especially examines the use of digital games as instructional strategy. The core concern of this thesis is the design of mobile games for learning. The conditions and requirements that are vital in order to make mobile games suitable and effective for learning environments are investigated. The base for exploration is the pattern approach as an established form of templates that provide solutions for recurrent problems. Building on this acknowledged form of exchanging and re-using knowledge, patterns for game design are used to classify the many gameplay rules and mechanisms in existence. This research draws upon pattern descriptions to analyze learning game concepts and to abstract possible relationships between gameplay patterns and learning outcomes. The linkages that surface are the starting bases for a series of game design concepts and their implementations are subsequently evaluated with regard to learning outcomes. The findings and resulting knowledge from this research is made accessible by way of implications and recommendations for future design decisions.

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Continuous theta burst stimulation (cTBS) represents a promising approach in the treatment of neglect syndrom. However, it is not known whether cTBS in conjunction with another technique may enhance the therapeutic effects. In the present sham-controlled study, we aimed to combine cTBS with smooth pursuit training (SPT), another method known to effectively improve neglect symptoms, and to evaluate whether this combination would result in a stronger effect than SPT alone. Eighteen patients with left spatial neglect after right-hemispheric stroke were included in the study and performed a cancellation task on a large 54.6" touchscreen monitor. A sequential application of cTBS and SPT induced a significantly greater improvement of neglect than SPT alone. After the combined application of these two methods, patients detected significantly more targets and their cancellation behaviour presented a significantly greater shift towards the contralesional hemispace. We suggest that a combined, sequential application of cTBS and SPT is a promising new approach to treat neglect.

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The article investigates the intriguing interplay of digital comics and live-action elements in a detailed performance analysis of TeZukA (2011) by choreographer Sidi Larbi Cherkaoui. This dance theatre production enacts the life story of Osamu Tezuka and some of his famous manga characters, interweaving performers and musicians with large-scale projections of the mangaka’s digitised comics. During the show, the dancers perform different ‘readings’ of the projected manga imagery: e.g. they swipe panels as if using portable touchscreen displays, move synchronously to animated speed lines, and create the illusion of being drawn into the stories depicted on the screen. The main argument is that TeZukA makes visible, demonstrates and reflects upon different ways of delivering, reading and interacting with digital comics. In order to verify this argument, the paper uses ideas developed in comics and theatre studies to draw more specifically on the use of digital comics in this particular performance.

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Advances in solid-state lighting have overcome common limitations on optical wireless such as power needs due to light dispersion. It's been recently proposed the modification of lamp's drivers to take advantages of its switching behaviour to include data links maintaining the illumination control they provide. In this paper, a remote access application using visible light communications is presented that provides wireless access to a remote computer using a touchscreen as user interface

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Durante la realización de este trabajo de fin de grado se realizará el diseño y desarrollo de un juego orientado a niños con necesidades específicas de apoyo educativo. Este grupo de usuarios repercute en el diseño de los elementos del juego los cuales han de ser simples, sin distracciones, textos de ayuda claros y bien definidos, alto contraste en los elementos, ayuda textual y visual, selección de colores evitando referencias conocidas (rojo como referencia a peligro); y una serie de patrones más, que se han tenido que tener en cuenta. El juego es compatible con distintos dispositivos (teclado, pantalla táctil y Kinect), por lo que, como parte del análisis previo, se ha tenido que ver el trabajo realizado anteriormente referente a estos dispositivos (un reconocedor de gestos de pantalla táctil y un reconocedor de gestos de Kinect), que realizaron otros alumnos. En este sentido y como parte de este y otros proyectos, se han tenido que mejorar o complementar las implementaciones de estos reconocedores. Además se han tenido que definir los distintos gestos o teclas, que producirán respuestas en el juego. Como parte de la interacción de los usuarios con el juego mediante los distintos dispositivos, el juego se ha diseñado de tal forma, que es capaz de capturar ciertos datos de forma automática (precisión al realizar un gesto en pantalla, realización de un gesto incorrecto, etc.). Además como soporte adicional a la obtención de datos con el juego, se han planteado distintos formularios (según el dispositivo), los cuales aportan información que el juego no es capaz de recoger de forma automática, y que serán capturados por el pedagogo. Toda esta información recogida será parte de un modelo de datos el cual, en un futuro, servirá para analizar el comportamiento de este grupo de usuarios frente a los distintos dispositivos analizados. Viendo sus ventajas y desventajas tanto en tiempo de respuesta, curva de aprendizaje, dificultad de realización de los gestos, etc.---ABSTRACT---This thesis project will showcase the design and development of a game oriented towards children with special educational needs. This group impacts the design of the game elements, which have to be simple and avoid distractions. There must be clear and well defined help text, high contrast in the elements, text and visual help, color selection that avoids known references (red as a reference to danger), and more series of patterns. The game is compatible with various devices (keyboard, touchscreen and Kinect), by which, as part of the preliminary analysis, the work previously conducted by other students concerning these devices was researched (a touch screen gesture recognizer and a Kinect gesture recognizer). In this regard, and as part of this and other projects, the use of these recognizers must be improved or complemented. In addition the different gestures or keys that will produce answers in the game must be defined. As part of the users’ interaction with the game through the various devices, the game is designed in such a way that it is able to capture certain data automatically (precision making a gesture to the screen, making an improper gesture, etc.). Also as additional support to obtain data with the game, different forms were used (depending on the device), which provide information that the game is not able to pick up automatically, and that will be caught by the teacher. The information collected will be part of a data model which, in the future, will serve to analyze the behavior of this user group with the various devices analyzed. Seeing their advantages and disadvantages both in response time, learning curve and difficulty of making gestures, etc.

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As multifamily homebuilders progress into the 21st century, they have looked to integrate electronics and technology to simplify and enhance their businesses. The use of programs like Yardi and MRI for both property management and accounting have become the standard. Like Moore’s Law – the observation that the number of transistors in a dense integrated circuit will double approximately every two years – the use of technology in multifamily properties must equal both the pace and demand of present and future tenants.

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Thesis (Ph.D.)--University of Washington, 2016-08