Practical Examples of Using Switch-Adapted and Battery-Powered Technology to Benefit Persons With Disabilities

2022 ◽  
pp. 736-753
Author(s):  
Cindy L. Anderson ◽  
Kevin M. Anderson

Handmade switch-adapted toys and LED lights were created by a first grader student as part of a makerspace activity to aid a person with disabilities. Commercial toys and light strings were adapted for ease of use by interrupting the electrical current by use of a handmade battery interrupter and the addition of remote switches. In addition, an illuminated glove was created using conductive thread, LED lights, and an Arduino LilyTiny controller to enable the person with disabilities to signal turns on a disability scooter using hand signs. Basic information on the creation of these materials and their possible use are presented in this chapter.

Author(s):  
Cindy L. Anderson ◽  
Kevin M. Anderson

Handmade switch-adapted toys and LED lights were created by a first grader student as part of a makerspace activity to aid a person with disabilities. Commercial toys and light strings were adapted for ease of use by interrupting the electrical current by use of a handmade battery interrupter and the addition of remote switches. In addition, an illuminated glove was created using conductive thread, LED lights, and an Arduino LilyTiny controller to enable the person with disabilities to signal turns on a disability scooter using hand signs. Basic information on the creation of these materials and their possible use are presented in this chapter.


Author(s):  
Douglas A. Agar ◽  
Philip J. Chappell

This chapter reports on the creation and evaluation of the Language Education Videogame Evaluation Rubric (LEVER) which, it is hoped, will be of benefit to those involved in the teaching and learning of foreign languages. Based upon a sociocultural model of language development, this research is unique in the manner in which it draws on up-to-date best practice in the domains of both language pedagogy and videogame design. This chapter will then report on the application of the LEVER to two titles which have been created to teach a foreign language, in order to both to test the games for quality and the rubric itself for rigour and ease-of-use.


Author(s):  
Shigeru Ikuta ◽  
Masamichi Watanuki ◽  
Shinya Abe

Grid Onput is a set of novel two-dimensional codes comprising extremely small dots. The present authors recently developed software to overlap the dot codes on the user's designed sheet, to create a content to replay audios, to create a standalone application to replay multimedia, and to create an application to replay multimedia on iPad. Simply touching the dot codes with a speaking-pen and/or a dot-code reader enables users to directly access the corresponding digital information; a maximum of four mediums can be easily linked to each dot code icon. In collaboration with schoolteachers all over the world, one of the authors, Shigeru Ikuta, has been creating a variety of original self-made content and conducting various activities at both general and special needs schools. This chapter outlines the recent development of the state-of-the-art Grid Onput dot code technology and presents basic information regarding the creation of original teaching materials using newly developed software and the use at both general and special needs schools.


2021 ◽  
Vol 4 (4) ◽  
Author(s):  
Ivan A. Khyzhniak

The potential use of digital laboratories is constantly growing every year, as such a device allows you to conduct research in such fields as biology, physics, chemistry and other natural sciences. It is proved that the use of modern equipment increases the efficiency of laboratory classes in schools. Today, there are a large number of educational digital laboratories, which find many areas of use, from laboratory work at school to laboratories at universities. However, if you analyze these digital labs, you can see that they do not have a user-friendly interface and settings. The purpose of this work is to review existing solutions, as well as find solutions to create an improved version of digital training laboratories. The main disadvantage of existing solutions is the lack of data transfer via Wi-Fi or Bluetooth, as well as connection to a computer or smartphone, which could significantly improve the process of working with such a device. One of the solutions to this problem is the creation of digital training laboratories based on the ESP-32 microcontroller. After analyzing the existing digital laboratories, we can conclude that this area needs improvement, as existing technologies allow to create much better devices in terms of ease of use and opportunities for educational purposes. Bluetooth and Wi-Fi are the main elements, the addition of which will significantly improve digital laboratories. One such solution is the ESP-32 microcontroller, as it includes these modules, and its technical characteristics allow you to create a device that will collect data simultaneously from many connected sensors. The creation of a digital laboratory with such characteristics will significantly improve the process of laboratory work in schools and universities, as well as allow more organized distance learning online, which will have a positive impact on the educational process in schools and universities.


Author(s):  
Douglas A. Agar ◽  
Philip J. Chappell

This chapter reports on the creation and evaluation of the Language Education Videogame Evaluation Rubric (LEVER) which, it is hoped, will be of benefit to those involved in the teaching and learning of foreign languages. Based upon a sociocultural model of language development, this research is unique in the manner in which it draws on up-to-date best practice in the domains of both language pedagogy and videogame design. This chapter will then report on the application of the LEVER to two titles which have been created to teach a foreign language, in order to both to test the games for quality and the rubric itself for rigour and ease-of-use.


Author(s):  
Shigeru Ikuta

The author has been using new dot codes developed independently by Gridmark, Inc. and Apollo Japan and conducting school activities with original handmade teaching materials overlaid with these dot codes in collaboration with schoolteachers all over the world. In the chapter, just touching the “invisible” dot codes printed on the paper or symbol icons by using a sound pen clearly reproduces voices and sounds. By using a scanner pen connected to a tablet or PC, multimedia sources such as movies, web pages, and PowerPoint files, in addition to voices and sounds, can be reproduced on its screen. In this chapter, state-of-the-art dot code technology including a recently developed new application for a smart phone is outlined, and basic information regarding the creation of original handmade materials using dot codes and the use at both general and special needs schools is presented.


Author(s):  
Shigeru Ikuta ◽  
Satsuki Yamashita ◽  
Hayato Higo ◽  
Jinko Tomiyama ◽  
Noriko Saotome ◽  
...  

Original teaching materials with dot codes, which can be linked to multimedia such as audio, movies, web pages, html files, and PowerPoint files, were created for use with students with disabilities. Hand-crafted original teaching materials can easily be created by the users themselves—for example, by schoolteachers—with newly developed and easy-to-handle software. A maximum of four multimedia files can be linked to each Post-It sticker icon and/or dot codes overlaid with a specially-designed software (GM Authoring Tool), and such multimedia files are replayed with a specially-designed sound pen (G-Speak) and scanner pen (G-Pen Blue) with Bluetooth functionality just by using the pen to touch the Post-It sticker icon and/or the dot codes on the printed document. Many activities using dot code materials have been successfully conducted, especially at special needs schools. Basic information on the creation of these materials—and on their use in schools—is presented in this chapter.


2021 ◽  
Vol 1022 ◽  
pp. 152-158
Author(s):  
Vitaly Evdokimovich Rogov ◽  
Anna S. Chermoshentseva

In all industries, composite materials with a multilayer structure are widely used. Each layer of the composite material is a directional fiber impregnated with a binder polymer. Layered composite materials, possessing unique properties and high manufacturability, have a significant drawback - the presence of interlayer defects in material, which reduces the scope of their application. One of the perspective directions for reducing the process of interlayer fracture in composite materials is the use of bulk textile material, which is the reinforcement of the entire multilayer material. This article presents an overview of some researches that provide basic information about the creation of perspective composite material made of volume fabric and materials based on them. We provided open information about manufacturers of 3D fabric materials. We carried out experimental tests with composite materials, which showed that material with transverse threads is 30-35% stronger during end impact than a composite material without reinforcement.


2003 ◽  
Vol 32 (3) ◽  
Author(s):  
June M. Besek

The collection and long-term preservation of digital content pose challenges to the intellectual property regime within which libraries and archives are accustomed to working. How to achieve an appropriate balance between copyright owners and users is a topic of ongoing debate in legal and policy circles. This paper describes copyright rights and exceptions and highlights issues potentially involved in the creation of a nonprofit digital archive. The paper is necessarily very general, since many decisions concerning the proposed archive's scope and operation have not yet been made. The purpose of an archive (e.g., to ensure preservation or to provide an easy and convenient means of access), its subject matter, and the manner in which it will acquire copies, as well as who will have access to the archive, from where, and under what conditions, are all factors critical to determining the copyright implications for works to be included in it. The goal of this paper is to provide basic information about the copyright law for those developing such an archive and thereby enable them to recognize areas in which it could impinge on copyright rights and to plan accordingly. After initial decisions have been made, a more detailed analysis will be possible. As the paper indicates, there are a number of areas that would benefit from further research. Such research may not yield definitive legal answers, but could narrow the issues and suggest strategies for proceeding.


Stroke ◽  
2021 ◽  
Vol 52 (Suppl_1) ◽  
Author(s):  
Nina J Solenski ◽  
Heather Haughey ◽  
J. A Allende

Background: Acute telestroke evaluations rely on the ability to rapidly and accurately calculate the NIH Stroke Scale. Remote visual field deficit (VFD) testing is often challenging, requiring trained bedside assistance particularly in rural hospital settings. These deficits account for up to 3 points on the NIHSS, which is enough to affect treatment decisions and impact outcomes. Objective: To create a simple, rapid, and robust screening telemedicine peripheral device to standardize visual field testing during acute telestroke consults and to reduce reliance on bedside assistants for this task. Methods: A one-size-fits-all device was designed such that an LED stimulus is located in each quadrant of the peripheral visual field. Bioengineers, neuro-ophthalmologists, and vascular neurologists collaborated in the development of the prototype. A randomized investigator-blinded pilot clinical trial is in progress. Stroke patients with fully-mapped visual fields were selected. The device, in the form of glasses, is easily placed on the patient’s face, and LED lights are flashed in the standard 8 fields, via a repeatable algorithm, during a simulated acute telestroke encounter. Lights are visible to the remote teleprovider for interpretation of the responses. Patients and examiners will be surveyed for feedback on ease of use of the device (primary outcome). Results from device will be compared to in-person confrontational testing and to previously recorded Humphrey mapped deficits in this same patient population (secondary). Validation is set at a sensitivity of 90% compared to confrontational or to the Humphrey static visual field test results. Results/Conclusion: Remote testing of VFDs in acute telestroke patients is difficult, especially in smaller community rural hospitals. We developed a simple and rapidly applied facial device that can assist the teleprovider in VFD evaluations, potentially affecting treatment options of thrombectomy, thrombolytics, or transfer. An on-going pilot study will test the sensitivity of the device against confrontational and static VF assessments. Innovative telestroke peripherals represent the future of the next generation of diagnostic tools specifically engineered fo remote acute stroke patient evaluations.


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