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When an infant dies in a neonatal intensive care unit in Norway, healthcare professionals provide bereaved parents with objects intended to help them processing their loss. Such objects can be clothes, blankets, soft animal toys, hand- and footprints, hair, as well as scrapbooks where the short life is documented through text and photo. By interviewing bereaved parents in three focus groups, we investigated the parents' use of these objects. Applying the method of reflexive thematic analysis, we developed three themes from the data material: (i) the importance of preserving objects, (ii) the approach to the objects, and (iii) the ambivalence concerning the objects. Pertinent to all themes was the parents' feeling of ambivalence toward the objects. On the one hand, the parents experienced the objects to affirm parenthood and manifest that the infant existed as a family member. Further, the objects were important in ritualization while according the child its status as deceased. Also, the objects helped the bereaved establish and keep continuing bonds with the deceased and to integrate their traumatic experience of losing a child. On the other hand, the bereaved parents shared that they were ambivalent toward the objects as they stirred up both good and painful emotions. The objects reminded them of their shocking and traumatic loss and the bereaved did not want to be confronted with this all the time. Therefore, through a preference for some objects and indifference toward others as time passed, the parents worked on transforming their bonds with the lost infant.
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BACKGROUND: Collaborative storytelling can be a helpful tool to promote cognitive and social skills in adolescents with neurodevelopmental disorders. AIMS: The current study aimed to explore the benefits of collaborative storytelling using traditional (TST), digital (DST), and tangible digital (TDST) methodologies. MATERIALS AND METHODS: Fourteen Spanish students with mild to moderate intellectual disability and other neurodevelopmental comorbid disorders participated in collaborative storytelling sessions in the classroom, following an experimental, mixed, and cross-sectional design. The study comprised three individual assessments of narrative skills and eight collaborative storytelling sessions using different storytelling methodologies. Individual and collaborative stories were videotaped, transcribed verbatim, and analysed for formal and content characteristics. Behaviours and interactions during the collaborative storytelling were analysed for each group and session. RESULTS: The results show a positive effect of collaboration on students' stories, compared to individual performance, regardless of the methodology used. CONCLUSION: Collaboration, technological device handling, and shared storytelling did not present a barrier for the participants.
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Deficiência Intelectual , Humanos , Adolescente , Estudos Transversais , Comunicação , Narração , EstudantesRESUMO
Next-generation sequencing (NGS), also known as massively sequencing, enables large dense SNP panel analyses which generate the genetic component of forensic investigative genetic genealogy (FIGG). While the costs of implementing large SNP panel analyses into the laboratory system may seem high and daunting, the benefits of the technology may more than justify the investment. To determine if an infrastructural investment in public laboratories and using large SNP panel analyses would reap substantial benefits to society, a cost-benefit analysis (CBA) was performed. This CBA applied the logic that an increase of DNA profile uploads to a DNA database due to a sheer increase in number of markers and a greater sensitivity of detection afforded with NGS and a higher hit/association rate due to large SNP/kinship resolution and genealogy will increase investigative leads, will be more effective for identifying recidivists which in turn reduces future victims of crime, and will bring greater safety and security to communities. Analyses were performed for worst case/best case scenarios as well as by simulation sampling the range spaces with multiple input values simultaneously to generate best estimate summary statistics. This study shows that the benefits, both tangible and intangible, over the lifetime of an advanced database system would be huge and can be projected to be for less than $1 billion per year (over a 10-year period) investment can reap on average > $4.8 billion in tangible and intangible cost-benefits per year. More importantly, on average > 50,000 individuals need not become victims if FIGG were employed, assuming investigative associations generated were acted upon. The benefit to society is immense making the laboratory investment a nominal cost. The benefits likely are underestimated herein. There is latitude in the estimated costs, and even if they were doubled or tripled, there would still be substantial benefits gained with a FIGG-based approach. While the data used in this CBA are US centric (primarily because data were readily accessible), the model is generalizable and could be used by other jurisdictions to perform relevant and representative CBAs.
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Impressões Digitais de DNA , DNA , Humanos , Análise Custo-Benefício , DNA/análise , Sequenciamento de Nucleotídeos em Larga Escala , Crime , Polimorfismo de Nucleotídeo ÚnicoRESUMO
The elderly population has grown significantly in recent years, requiring strategies focused on promoting active aging to improve health and well-being. It may be achieved in many ways, including using technology for this population. We propose an interactive system for older adults based on a tangible user interface. A group of 10 experts conducted a heuristic evaluation of a system of this type utilizing a questionnaire and obtaining satisfactory results. This study evaluated the older adult population's fun and pervasive game experience. The results will provide a basis for continuing to build this interactive system to promote active aging in older adults, either at the cognitive or physical level, depending on the applied approach.
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Motivação , Interface Usuário-Computador , Humanos , Idoso , Envelhecimento , Inquéritos e QuestionáriosRESUMO
Laboratories and their criminal justice systems are confronted with challenges for implementing new technologies, practices, and policies even when there appears to be demonstrative benefits to operational performance. Impacting decisions are the often higher costs associated with, for example, new technologies, limited current budgets, and making hard decisions on what to sacrifice to take on the seemingly better approach. A prospective cost-benefit analysis (CBA) could help an agency better formulate its strategies and plans and more importantly delineate how a relatively small increase to take on, for example, a new technology can have large impact on the system (e.g., the agency, other agencies, victims and families, and taxpayers). To demonstrate the process and potential value a CBA was performed on the use of an alternate and more expensive swab with reported better DNA yield and being certified human DNA free (i.e., nylon 4N6FLOQSwabs®), versus the traditional less costly swab (i.e., cotton swab). Assumptions are described, potential underestimates and overestimates noted, different values applied (for low and modest to high), and potential benefits (monetary and qualitative) presented. The overall outcome is that the cost of using the more expensive technology pales compared with the potential tangible and intangible benefits. This approach could be a guide for laboratories (and associated criminal justice systems) worldwide to support increased funding, although the costs and benefits may vary locally and for different technologies, practices, and policies. With well-developed CBAs, goals of providing the best services to support the criminal justice system and society can be attained.
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Nylons , Análise Custo-Benefício , Humanos , Estudos ProspectivosRESUMO
Ambient Intelligence is a vision of daily life in which intelligent devices interact with humans to make their lives easier, and the technology is invisible. Artificial Intelligence (AI) governs this smart environment and must interact with humans to best meet their needs and demands. Although voice assistants are very popular and efficient as conversational AI, under some conditions they cannot be used. Therefore, this work proposed a complementary tactile and tangible interface to converse with AI, creating new Tactile Signs. A prototype of TactCube, a wireless cube-shaped device that can interact with AI using only the tactile sense, is presented. The hypothesis is that TactCube can be manipulated with one hand and generate a sequence of numbers that can be interpreted as a new tactile language by a neural network solution. The paper describes the initial research made to define how these sequences can be generated and demonstrates how TactCube is able to do it.
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Inteligência Artificial , Percepção do Tato , HumanosRESUMO
BACKGROUND: Antenatal depression and antenatal anxiety adversely affect several obstetric and foetal outcomes, and increase the rate of postnatal mental illness. Thus, to tackle these challenges the need for social support during pregnancy is vital. However, an extensive literature search failed to show a published study on the relationship between domains of social support and antenatal depressive, as well as antenatal anxiety symptoms in Australia. This study examined the association between domains of social support and antenatal depressive and anxiety symptoms among Australian women. METHODS: The current study used data obtained from the 1973-78 cohort of the Australian Longitudinal Study on Women's Health (ALSWH), focusing upon women who reported being pregnant (n = 493). Depression and anxiety were assessed using the 10 item Center for Epidemiological Studies Depression (CES-D-10) scale, and the 9-item Goldberg Anxiety and Depression scale (GADS) respectively. The 19 item-Medical Outcomes Study Social Support index (MOSS) was used to assess social support. A logistic regression model was used to examine the associations between domains of social support and antenatal depressive and anxiety symptoms after adjusting for potential confounders. RESULT: The current study found 24.7 and 20.9% of pregnant women screened positive for depressive and anxiety symptoms respectively. After adjusting for potential confounders, our study found that the odds of antenatal depressive symptoms was about four and threefold higher among pregnant women who reported low emotional/informational support (AOR = 4.75; 95% CI: 1.45, 15.66; p = 0.010) and low social support (overall support) (AOR = 3.26; 95%CI: 1.05, 10.10, p = 0.040) respectively compared with their counterpart. In addition, the odds of antenatal anxiety symptoms was seven times higher among pregnant women who reported low affectionate support/positive social interaction (AOR = 7.43; 95%CI: 1.75, 31.55; p = 0.006). CONCLUSION: A considerable proportion of pregnant Australian women had depressive symptoms and/or anxiety symptoms, which poses serious health concerns. Low emotional/informational support and low affectionate support/positive social interaction have a significant association with antenatal depressive and anxiety symptoms respectively. As such, targeted screening of expectant women for social support is essential.
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Ansiedade/epidemiologia , Depressão/epidemiologia , Gestantes/psicologia , Apoio Social/psicologia , Adulto , Austrália/epidemiologia , Estudos Transversais , Feminino , Humanos , Estudos Longitudinais , GravidezRESUMO
BACKGROUND: Pregnancy is a time for women in which the need for social support is crucial. Social support reduces stressors and improves the emotional and physical well-being of pregnant women. Women receiving low social support during pregnancy are at risk of substances use, developing mental illness, and adverse birth outcomes. The current study aims to determine the prevalence and determinants of low social support during pregnancy among Australian women. METHODS: Data were obtained from the 1973-1978 cohort of Australian Longitudinal Study on Women's Health (ALSWH) and those who report being pregnant (n = 493) were included in the current analyses. Social support was assessed using Medical Outcomes Study Social Support index (MOSS). A logistic regression model was applied to identify determinants of low social support, separately for each MOSS domain. RESULT: The study found that 7.1% (n = 35) of pregnant women reported low social support. Significant determinants of low emotional support were non-partnered (AOR = 4.4, 95% CI: 1.27, 14.99), difficulty managing on available income (AOR = 3.1, 95% CI: 1.18, 8.32), experiencing depressive symptoms (AOR = 8.5, 95% CI: 3.29, 22.27) and anxiety symptoms (AOR = 2.9, 95% CI: 1.26, 7.03). Significant determinants of low affectionate support were suffering from depressive symptoms (AOR = 5.3, 95% CI: 1.59, 17.99), having anxiety symptoms (AOR: 6.9, 95% CI: 2.21, 22.11) and being moderately/very stressed (AOR: 3, 95% CI: 1.17, 7.89). Significant determinants of low tangible support were difficulty managing available income (AOR = 3, 95% CI: 1.29, 6.95), and being depressed (AOR = 2.8, 95% CI: 1.48, 5.34). CONCLUSION: The study revealed that 7.1% of pregnant women reported low social support. Having a mental health problems, being stressed, being from low socio-economic status and being non-partnered were significant determinants of low social support during pregnancy. Maternal health professionals and policymakers can use this information to screen pregnant women at risk of receiving low social support and improve the level of support being provided.
Providing strong social support improves emotional and physical well-being, strengthens social relationships, promotes health, and enhances the stress coping ability of pregnant women. However, pregnant women receiving low social support are at risk of substances use, developing mental illness, and adverse birth outcomes. The current study aims to determine the prevalence and determinants of low social support during pregnancy among Australian women. Data were obtained from Survey 6 of the 19731978 cohort of the Australian Longitudinal Study on Women's Health (ALSWH) (n = 493, pregnant women aged 3439 years). This cohort is one of ALSWH ongoing community-based study focusing on the health of women in Australia. Social support provided for a pregnant woman was the outcome variable, assessed using the 19-item Medical Outcomes Study Social Support index (MOSS). The prevalence of low social support in each domain was calculated for each of the independent variables. A logistic regression model, using a backward stepwise elimination approach, was employed to identify determinants of low social support. In the final model, the strength of association measured by adjusted odds ratios (AOR) with 95% confidence intervals. The significance level was set at p < 0.05. From the total participant pregnant women, 7.1% of them reported low social support. Significant determinants of low social support among pregnant Australian women were, having a mental illness, being stressed and/or being from low socio-economic status and being non-partnered. Maternal health professionals can use this information to screen pregnant women at risk of receiving low social support as well as develop policy to help enhance the social support being given and the psychological wellbeing being of pregnant women.
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Apoio Social , Austrália/epidemiologia , Estudos Transversais , Feminino , Humanos , Estudos Longitudinais , Gravidez , PrevalênciaRESUMO
A tangible user interface or TUI connects physical objects and digital interfaces. It is more interactive and interesting for users than a classic graphic user interface. This article presents a descriptive overview of TUI's real-world applications sorted into ten main application areas-teaching of traditional subjects, medicine and psychology, programming, database development, music and arts, modeling of 3D objects, modeling in architecture, literature and storytelling, adjustable TUI solutions, and commercial TUI smart toys. The paper focuses on TUI's technical solutions and a description of technical constructions that influences the applicability of TUIs in the real world. Based on the review, the technical concept was divided into two main approaches: the sensory technical concept and technology based on a computer vision algorithm. The sensory technical concept is processed to use wireless technology, sensors, and feedback possibilities in TUI applications. The image processing approach is processed to a marker and markerless approach for object recognition, the use of cameras, and the use of computer vision platforms for TUI applications.
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Jogos e Brinquedos , Interface Usuário-Computador , HumanosRESUMO
Sports technology enhances athletes' performance by providing feedback. However, interaction techniques of current devices may overwhelm athletes with excessive information or distract them from their performance. Despite previous research, design knowledge on how to interact with these devices to prevent such occasions are scarce. To address this gap, we introduce subtle displays as real-time sports performance feedback output devices that unobtrusively present low-resolution information. In this paper, we conceptualize and apply subtle displays to tennis by designing Tactowel, a texture changing sports towel. We evaluate Tactowel through a remote user study with 8 professional tennis players, in which they experience, compare and discuss Tactowel. Our results suggest subtle displays could prevent overwhelming and distracting athletes through three distinct design strategies: (1) Restricting the use excluding duration of performance, (2) using the available routines and interactions, and (3) giving an overall abstraction through tangible interaction. We discuss these results to present design implications and future considerations for designing subtle displays.
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Desempenho Atlético , Tênis , Atletas , Retroalimentação , Humanos , TecnologiaRESUMO
Virtual training systems are in an increasing demand because of real-world training, which requires a high cost or accompanying risk, and can be conducted safely through virtual environments. For virtual training to be effective for users, it is important to provide realistic training situations; however, virtual reality (VR) content using VR controllers for experiential learning differ significantly from real content in terms of tangible interactions. In this paper, we propose a method for enhancing the presence and immersion during virtual training by applying various sensors to tangible virtual training as a way to track the movement of real tools used during training and virtualizing the entire body of the actual user for transfer to a virtual environment. The proposed training system connects virtual and real-world spaces through an actual object (e.g., an automobile) to provide the feeling of actual touch during virtual training. Furthermore, the system measures the posture of the tools (steam gun and mop) and the degree of touch and applies them during training (e.g., a steam car wash.) User-testing is conducted to validate the increase in the effectiveness of virtual job training.
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Realidade Virtual , Movimento , Interface Usuário-ComputadorRESUMO
This paper adds to an increasing body of social science literature, which engages with the research practice of "co-production." It aims to make a distinctive contribution by suggesting that what is produced under this process should be given greater attention. Previous literature has focused on the "co" (cooperative) element: debating whether and under what conditions wider participation between academic and non-academic actors can be genuinely emancipatory, and the degree to which more radical research approaches centred on empowering marginalised groups have been usurped through management discourses of participatory governance. Drawing on a case study of a pilot project that developed support resources for new fathers under the auspices of a co-production research design, the paper highlights the dynamics and limitations of the process, but additionally and distinctively suggests an important way in which the success of co-production can be judged that includes practical and tangible outputs beyond academic knowledge and takes objects and materiality seriously as a dimension of co-production in an academic setting.
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Rational drug design is an approach based on detailed knowledge of molecular interactions and dynamic of bio-molecules. This approach involves designing new digital and interactive tools including classical desktop interaction devices as well as advanced ones such as haptic arms or virtual reality devices. These approaches however struggle to deal with flexibility of bio-molecules by simultaneously steering the numerous degrees of freedom. We propose a new method that follows a direct interaction approach by implementing an innovative methodology benefiting from a physical, modular and articulated molecular interface augmented by wireless embedded sensors. The goal is to create, design and steer its in silico twin virtual model and better interact with dynamic molecular models.
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Modelos Moleculares , Realidade Virtual , Simulação por ComputadorRESUMO
Tablets on the shop floor need handles because user requirements for handling differ from tablet usage in leisure time. The ergonomics of such handles is under-researched, resulting in a lack of methods for their design and evaluation. In this paper, we present a multi-method evaluation of handles for a shop floor tablet. We combine and compare results of focus groups and the Comfort Questionnaire for Hand tools (CQH) with electromyography (EMG). With a field and a laboratory study, we evaluate four handles in order to identify (i) the most ergonomically rated handle and (ii) the most efficient evaluation method. Results consist of an evaluated prototype, and data that shows the comparability of results from focus groups and questionnaires to results from EMG measurements. Classifying handles as tangible human machine interfaces, we suggest that subjective evaluation with focus groups and CQH is efficient to evaluate their ergonomic quality. Practitioner summary: A handle for a tablet used in production environment is evaluated with different methods. Results show that data from focus groups and questionnaires can be used for evaluation of usability in the future, rendering complex EMG measurements unnecessary and making usability evaluation more efficient. Abbreviation: CQH: comfort questionnaire for hand tools; EMG: electromyography; tHMI: tangible human-machine interfaces; TUI: tangible user interfaces; GUI: user interface; RMS: root mean square; MVC: maximum voluntary contraction; BB: musculus biceps brachii; FCU: musculus flexor carpi ulnaris; FCR: musculus flexor carpi radialis; BR: musculus brachioradialis; FPB: musculus flexor pollicis brevis.
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Braço/fisiologia , Computadores de Mão , Desenho de Equipamento , Ergonomia/instrumentação , Adolescente , Adulto , Eletromiografia , Humanos , Masculino , Pessoa de Meia-Idade , Inquéritos e Questionários , Adulto JovemRESUMO
Practitioners need validated strategies for teaching children with significant multiple disabilities (e.g., cognitive, motor, and sensory disability) to use tangible symbols for expressive communication. This single-case experimental design study replicated the positive effect of an adapted protocol for teaching Phase 1 of the Picture Exchange Communication System (PECS) using tangible symbols and extended it to a younger group (4-7 years old) of learners with multiple disabilities. It also tested the effect of an adapted protocol for Phase 2 of PECS to incorporate use of a single switch speech-generating device to gain the attention of an adult communication partner. Two of three students who reached mastery in Phase 1 also reached mastery in Phase 2 and may have generalized requesting behavior from the interventionist (i.e., researchers) to their classroom teacher. Results add to the growing evidence base that shows that the adapted PECS Phase 1 procedures are a promising practice for learners with multiple disabilities, including sensory impairment, and provide preliminary evidence for a more efficient and effective approach to adapting PECS Phase 2 than previously studied for this group of learners. Directions for future research and recommendations for practice are provided.
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Auxiliares de Comunicação para Pessoas com Deficiência , Transtornos da Comunicação/reabilitação , Deficiências do Desenvolvimento/reabilitação , Fala , Criança , Pré-Escolar , Transtornos da Comunicação/fisiopatologia , Infecções por Citomegalovirus/congênito , Infecções por Citomegalovirus/fisiopatologia , Deficiências do Desenvolvimento/fisiopatologia , Feminino , Perda Auditiva/fisiopatologia , Humanos , Hidrocefalia/fisiopatologia , Síndrome de Lennox-Gastaut/fisiopatologia , Masculino , Transtorno de Movimento Estereotipado/fisiopatologia , Transtornos da Visão/fisiopatologiaRESUMO
This paper studies the problem of tangible assets acquisition within the company by proposing a new hybrid model that uses linear programming and fuzzy numbers. Regarding linear programming, two methods were implemented in the model, namely: the graphical method and the primal simplex algorithm. This hybrid model is proposed for solving investment decision problems, based on decision variables, objective function coefficients, and a matrix of constraints, all of them presented in the form of triangular fuzzy numbers. Solving the primal simplex algorithm using fuzzy numbers and coefficients, allowed the results of the linear programming problem to also be in the form of fuzzy variables. The fuzzy variables compared to the crisp variables allow the determination of optimal intervals for which the objective function has values depending on the fuzzy variables. The major advantage of this model is that the results are presented as value ranges that intervene in the decision-making process. Thus, the company's decision makers can select any of the result values as they satisfy two basic requirements namely: minimizing/maximizing the objective function and satisfying the basic requirements regarding the constraints resulting from the company's activity. The paper is accompanied by a practical example.
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We explore the ways in which animate objects can be used to cue actions as part of coaching in Activities of Daily Living (ADL). In this case, changing the appearance or behavior of a physical object is intended to cue actions which are appropriate for a given context. The context is defined by the intention of the users, the state of the objects and the tasks for which these objects can be used. We present initial design prototypes and simple user trials which explore the impact of different cues on activity. It is shown that raising the handle of a jug, for example, not only cues the act of picking up the jug but also encourages use of the hand adjacent to the handle; that combinations of lights (on the objects) and auditory cues influence activity through reducing uncertainty; and that cueing can challenge pre-learned action sequences. We interpret these results in terms of the idea that the animate objects can be used to create affording situations, and discuss implications of this work to support relearning of ADL following brain damage or injury, such as might arise following a stroke.
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Atividades Cotidianas , Sinais (Psicologia) , Reabilitação/métodos , Atividades Cotidianas/psicologia , Humanos , TutoriaRESUMO
This article presents a pilot study of the use of two new tangible interfaces and virtual worlds for teaching geometry in a secondary school. The first tangible device allows the user to control a virtual object in six degrees of freedom. The second tangible device is used to modify virtual objects, changing attributes such as position, size, rotation and color. A pilot study on using these devices was carried out at the "Florida Secundaria" high school. A virtual world was built where students used the tangible interfaces to manipulate geometrical figures in order to learn different geometrical concepts. The pilot experiment results suggest that the use of tangible interfaces and virtual worlds allowed a more meaningful learning (concepts learnt were more durable).
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Teaching children with intellectual disabilities is a big challenge for most parents and educators. Special education teachers use learning strategies to develop and enhance motivation for complex learning tasks. Literacy acquisition is an essential and life-long skill for a child with intellectual disabilities. In this context, technology can support specific strategies that will help children learn to read. This paper introduces a Tangible User Interface (TUI) system based on Radio Frequency Identification (RFID) technology to support literacy for children with Down syndrome. Our proposed system focuses on the integration of RFID tags in 3D printed objects and low cost toys. The paper describes the experience of using some materials covering the tags and the different problems related to the material and distance of radio wave propagation. The results of a preliminary evaluation in a special education institution showed that the system helps to improve the interaction between teachers and children. The use of a TUI seems to give a physical sensory experience to develop literacy skills in children with Down syndrome.
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Síndrome de Down , Alfabetização , Jogos e Brinquedos , Dispositivo de Identificação por Radiofrequência/métodos , Leitura , Criança , Desenho de Equipamento , Docentes , Humanos , Materiais de Ensino , Interface Usuário-ComputadorRESUMO
In this paper, we present Virtual Touch, a toolkit that allows the development of educational activities through a mixed reality environment such that, using various tangible elements, the interconnection of a virtual world with the real world is enabled. The main goal of Virtual Touch is to facilitate the installation, configuration and programming of different types of technologies, abstracting the creator of educational applications from the technical details involving the use of tangible interfaces and virtual worlds. Therefore, it is specially designed to enable teachers to themselves create educational activities for their students in a simple way, taking into account that teachers generally lack advanced knowledge in computer programming and electronics. The toolkit has been used to develop various educational applications that have been tested in two secondary education high schools in Spain.