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Technology Solutions and Programs to Promote Leisure and Communication Activities with People with Intellectual and other Disabilities
Published in Christopher M. Hayre, Dave J. Muller, Marcia J. Scherer, Everyday Technologies in Healthcare, 2019
Giulio E. Lancioni, Nirbhay N. Singh, Mark F. O’Reilly, Jeff Sigafoos
Shih et al. (2009) assessed whether an adolescent and an adult with profound intellectual disabilities and extensive motor impairment would learn to use thumb poke responses to control preferred environmental stimulation. The microswitch used for the participants was an adapted computer mouse and their response consisted of poking with their thumb the mouse’s scroll wheel. The responses were transmitted wirelessly to a mini computer, which was connected to (and arranged to regulate) a television set. The television set was inactive during the baseline phases and presented brief music events and videos contingent on the participants’ response during the intervention and post-intervention phases. Data showed that both participants increased their response levels during the intervention and post-intervention periods, indicating their ability to pursue stimulation events independently and their consistent interest for the stimulation.
Motor Skills and Control
Published in Nancy J. Stone, Chaparro Alex, Joseph R. Keebler, Barbara S. Chaparro, Daniel S. McConnell, Introduction to Human Factors, 2017
Nancy J. Stone, Chaparro Alex, Joseph R. Keebler, Barbara S. Chaparro, Daniel S. McConnell
The scaling between the movement of the controller (e.g., a computer mouse or joystick) and the displayed movement of a cursor or pointer determines the control–display ratio. In most computer interfaces, the speed and distance of the display is larger than the actual movement produced by the hand. Fortunately, this difference does not decrease performance, as most computer users have no problem controlling a pointer that moves faster than the mouse.
Controlling
Published in John Flach, Fred Voorhorst, A Meaning Processing Approach to Cognition, 2019
The critical experimental manipulation in the study was the plant dynamics. Three different plant dynamics were used: A position control in which the plant was simply a proportional element or gain. In this case, a step change in control position resulted in a proportional step change in the plant position (e.g., 1-degree displacement in stick position resulted in a 10-pixel change in cursor position). This is analogous to a position-sensitive computer mouse controlling a cursor on the screen. A velocity control in which the plant was a gain and an integrator. In this case, a step change in control position resulted in a proportional change in the plant velocity (e.g., 1-degree displacement of the stick position resulted in a cursor velocity of 10 pixels per sec). Some controllers for scanning documents use this type of control, where the scan rate is proportional to displacement of the control icon.An acceleration control in which the plant was a gain plus two integrators. In this case, a displacement in control position resulted in a proportional acceleration (e.g., 1-degree displacement of the stick position resulted in an acceleration of 10 pixels per sec2). This is roughly analogous to the initial response of pressing the accelerator in a car. Although the acceleration of the car would not remain constant for a fixed displacement, as it would for the simple acceleration control used in these experiments. The different plants are illustrated in Figure 7.6 using a sketch of their open-loop frequency response using the Bode plot format described in the previous section and the Laplace transform6 of the transfer function.
Three-dimensional interactive cursor based on voxel patterns for autostereoscopic displays
Published in Journal of Information Display, 2022
Vladimir Saveljev, Jung-Young Son, Choonsik Yim, Gwanghee Heo
However, in creating, developing, improving, and modifying 3D images in the 3D space, real-time 3D interaction becomes necessary. The papers [10,11] present reviews on 3D interaction. To implement an interactive control in 3D, a 3D display is needed. In addition, a 3D pointing device (in the operator’s hands) becomes necessary together with a 3D marker, which shows the current position in space. The book [12] covers many related issues, such as an interactively controlled 3D marker. In this context, a marker is a geometrical object (e.g. a line, a circle, an arrow, an alphabetic character, etc.). For example, in [13], they used a small cube as a marker. A 3D marker should be controlled dynamically, similar to a conventional mouse cursor interactively controlled by a computer mouse in 2D. In this research, we added a controllable cursor to the existing 3D content.
Exploration of Assistive Technologies Used by People with Quadriplegia Caused by Degenerative Neurological Diseases
Published in International Journal of Human–Computer Interaction, 2018
Wenxin Feng, Mehrnoosh Sameki, Margrit Betke
Two of the participants use assistive technologies to work. One participant (P11) is a landscape architect, who uses software programs including Microsoft Office Suite and Adobe Photoshop, paired with assistive pointing interfaces, to edit pictures. The other participant (P15) works as an engineer and relies on a joystick to control the computer mouse.