Assistive Technologies and Computer Access for Motor Disabilities - Advances in Medical Technologies and Clinical Practice
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9781466644380, 9781466644397

Author(s):  
Chamin Morikawa ◽  
Michael J. Lyons

Interaction methods based on computer-vision hold the potential to become the next powerful technology to support breakthroughs in the field of human-computer interaction. Non-invasive vision-based techniques permit unconventional interaction methods to be considered, including use of movements of the face and head for intentional gestural control of computer systems. Facial gesture interfaces open new possibilities for assistive input technologies. This chapter gives an overview of research aimed at developing vision-based head and face-tracking interfaces. This work has important implications for future assistive input devices. To illustrate this concretely the authors describe work from their own research in which they developed two vision-based facial feature tracking algorithms for human computer interaction and assistive input. Evaluation forms a critical component of this research and the authors provide examples of new quantitative evaluation tasks as well as the use of model real-world applications for the qualitative evaluation of new interaction styles.


Author(s):  
Klaus Miesenberger ◽  
Gerhard Nussbaum ◽  
Roland Ossmann

The authors outline the potential of sensor technology for people with disabilities and those people with motor disabilities in general. First the authors describe how people with disabilities interact with the environment using specialized Assistive Technologies (AT) to interface modern Information and Communication Technology (ICT) via the standardized Human-Computer Interface (HCI). The authors discuss the state-of-the-art and emerging sensor technology and how it enhances the potential of AT facilitated interaction with ICT/HCI regarding two domains: a) Sensor technology embedded in the environment providing flexible and adaptable means of interaction and b) sensor technology for better, more flexible and efficient application of skills of people with disabilities as AT solutions. Based on this analysis the authors advocate for changing AT practice in terms of assessment and service provision, but also R&D to recognize the extended potential provided by sensor technology to exploit presently unused or neglected skills of users. The authors underline the need to make AT solutions more flexible, adaptable, and affordable. the authors argue, in view of the potential of sensor technology, that there is an increasing need for an efficient software framework allowing an easy integration of sensor technology into AT solutions or even individual AT service provision. Finally the authors present the AsTeRICS framework as an example of an extendable AT construction set for an open source and crowed sourcing approach for a more user-centered, easy, fast, and economic implementation of sensor based or sensor enhanced AT solutions.


Author(s):  
Luis Alberto Rivera ◽  
Guilherme N. DeSouza

The goal of this chapter is to explain how haptic and gesture-based assistive technologies work and how people with motor disabilities can interact with computers, cell phones, power wheelchairs, and so forth. The interaction is achieved through gestures and haptic feedback interfaces using bioelectrical signals such as in surface Electromyography. The chapter also provides a literature survey on ElectroMyoGraphic (EMG) devices and their use in the design of assistive technology, while it covers typical techniques used for pattern recognition and classification of EMG signals (including Independent Component Analysis, Artificial Neural Networks, Fuzzy, Support Vector Machines, Principle Component Analysis, the use of wavelet coefficients, and time versus frequency domain features) the main point driven by this literature survey is the frequent use of multiple sensors in the design and implementation of assistive technologies. This point is contrasted with the state-of-the-art, more specifically the authors’ current work, on the use of a single sensor as opposed to multiple sensors.


Author(s):  
Jason Colman ◽  
Paul Gnanayutham

This chapter surveys assistive technologies which make video games more accessible for people who have an Acquired Brain Injury (ABI). As medical care improves, an increasing number of people survive ABI. Video games have been shown to provide therapeutic benefits in many medical contexts, and rehabilitation for ABI survivors has been shown to be facilitated by playing some types of video game. Therefore, technologies which improve the accessibility of games have the potential to bring a form of therapy to a larger group of people who may benefit. Hardware technologies which may make games more accessible for brain injury survivors are considered. Complementing these devices is the inclusion of accessibility features into games during the development process. The creation of best practice accessibility guidelines among game development practitioners is a nascent field, considered important by the authors. Play testing is common practice during game development. We consider the ethical issues involved when the play testers are brain injury survivors. Overall, the aim of this chapter is to improve the accessibility of future games, and thus their therapeutic potential, for brain injured and other disabled gamers.


Author(s):  
Ong Chin Ann ◽  
Lau Bee Theng

This work was motivated by the limitations of the existing Assistive and Augmentative Communication tools to help children with Cerebral Palsy who have Motor Impairments (CP-MI). A novel model was designed, developed, and evaluated in order to help CP-MI children. The proposed model monitors and detects in real time the critical expressions on the CP-MI children’s faces. Subsequently, the critical expression is sent to the caretaker either by an audio alarm or as an SMS message through the mobile phone. Multiple pilot tests on the developed prototype were performed with normal human prior to the evaluation with the CP-MI children. Later, 21 CP-MI children from a special education school were being invited to participate in the evaluation. The evaluation results and findings showed that the idea of adopting the facial expression as an alternate communication medium is workable for the CP-MI children.


Author(s):  
Alexandros Pino

Free assistive technology software can be an answer to various problems of the market, most importantly the products’ high cost. The focus of this chapter is on open source software and freeware available at online repositories like Raising the Floor, EmpTech, Adaptech, ATHENA, OATSoft, and Project:Possibility. The most important features and suggested information fields for each included application are presented, followed by a comparison of the repositories in the context of these features. Finally, brief descriptions and prominent examples of free AT applications are given in the following categories: augmentative and alternative communication, click helpers, content simplification, eye control, games, head control, joystick control, media players, mouse enhancers, on-screen keyboards, scanning, shortcuts and macros, stylus control, switch control, talking browsers, text entry, text readers, voice control, and word prediction.


Author(s):  
Thies Pfeiffer

The eyes play an important role both in perception and communication. Technical interfaces that make use of their versatility can bring significant improvements to those who are unable to speak or to handle selection tasks elsewise such as with their hands, feet, noses or tools handled with the mouth. Using the eyes to enter texts into a computer system, which is called gaze-typing, is the most prominent gaze-based assistive technology. The article reviews the principles of eye movements, presents an overview of current eye-tracking systems, and discusses several approaches to gaze-typing. With the recent advent of mobile eye-tracking systems, gaze-based assistive technology is no longer restricted to interactions with desktop-computers. Gaze-based assistive technology is ready to expand its application into other areas of everyday life. The second part of the article thus discusses the use of gaze-based assistive technology in the household, or “the wild,” outside one’s own four walls.


Author(s):  
Jacob O. Wobbrock

Pointing to targets in graphical user interfaces remains a frequent and fundamental necessity in modern computing systems. Yet for millions of people with motor impairments, children, and older users, pointing—whether with a mouse cursor, a stylus, or a finger on a touch screen—remains a major access barrier because of the fine-motor skills required. In a series of projects inspired by and contributing to ability-based design, we have reconsidered the nature and assumptions behind pointing, resulting in changes to how mouse cursors work, the types of targets used, the way interfaces are designed and laid out, and even how input devices are used. The results from these explorations show that people with motor difficulties can acquire targets in graphical user interfaces when interfaces are designed to better match the abilities of their users. Ability-based design, as both a design philosophy and a design approach, provides a route to realizing a future in which people can utilize whatever abilities they have to express themselves not only to machines, but to the world.


Author(s):  
Ben Tran

The purpose of this chapter is to analyze the history of motor disabled assistive technology. Specifically, this chapter will cover motor disability and the history of assistive technology related to motor disability. As such, this chapter will also include the evolution of technology and its components, resulting in the creation and development of assistive technology. Assistive technology will be defined and analyzed, the history of disabilities will be covered, and the history of motor disability will be discussed. Reasonable accommodations, based on the Americans with Disabilities Act (ADA), in relations to the utilization of assistive technology, in the disabled community, as well as in relations to the independence of the disabled will be covered via the paradigms of assistive technology trainer and job developer for the disabled in the United States of America—capital of technology—Google, Inc., Yahoo! Inc., Microsoft Corporation, Cisco Systems, Inc.—and capital of assistive technology.


Author(s):  
Claudia De Pace ◽  
Fabrizio Stasolla

When the authors talk about Assistive Technology (AT) they refer to all technological solutions that allow persons with multiple disabilities and profound cognitive disability to overcome their isolation and passivity to move around their environment, communicate with others, and to be involved developmentally in appropriate activities that they would be unable to do without this technology. There is an increasing range of AT available and the purpose of this contribution is to provide an overview of different aspects of daily living AT that enables people with multiple disabilities to interact independently with their preferred stimuli. The aim of this chapter is to provide an outline of technological resources used in rehabilitation research with persons with severe/profound and multiple disabilities and discuss the use of such resources. We focus on particular rehabilitation programs that involve the use of technological devices within the framework of conventional behavioral intervention for the acquisition and the maintenance of specific responses.


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