回顧教導身心障礙者交通安全
Lindsay, S., & Lamptey, D. L. (2019). Pedestrian navigation and public transit training interventions for youth with disabilities: a systematic review. Disability and rehabilitation, 41(22), 2607-2621.
VR 在行人交通安全的運用
Jiang, Y., O'Neal, E. E., Rahimian, P., Yon, J. P., Plumert, J. M., & Kearney, J. K. (2018). Joint action in a virtual environment: Crossing roads with risky vs. safe human and agent partners. IEEE transactions on visualization and computer graphics, 25(10), 2886-2895.
VR 科技用來教導自閉症兒童行人安全
Dixon, D. R., Miyake, C. J., Nohelty, K., Novack, M. N., & Granpeesheh, D. (2019). Evaluation of an Immersive Virtual Reality Safety Training Used to Teach Pedestrian Skills to Children With Autism Spectrum Disorder. Behavior Analysis in Practice, 1-10.
父母路上教導自閉症兒童行人安全技能
Harriage, B., Blair, K. S. C., & Miltenberger, R. (2016). An evaluation of a parent implemented in situ pedestrian safety skills intervention for individuals with autism. Journal of autism and developmental disorders, 46(6), 2017-2027.
應用Kinect 培養特殊小孩交通安全技能,使用紅綠燈,過馬路應該注意事項,以及不遵守交通規則的駕駛者
Chang, Y. J., Kang, Y. S., Chang, Y. S., Liu, H. H., Chiu, Y. L., & Kao, C. C. (2016, October). Designing a Kinect2Scratch game to help teachers train children with intellectual disabilities for pedestrian safety. In Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility (pp. 269-270). ACM.
回顧教導發展障礙者交通安全
Dixon, D. R., Bergstrom, R., Smith, M. N., & Tarbox, J. (2010). A review of research on procedures for teaching safety skills to persons with developmental disabilities. Research in developmental disabilities, 31(5), 985-994.
星期四, 3月 26, 2020
星期四, 3月 19, 2020
健康照護科技研究報導 No. 14
使用Kinect 發展腦麻上肢復健遊戲,並且使用單一個案研究法邀請參與者驗證輔具
Chang, Y. J., Han, W. Y., & Tsai, Y. C. (2013). A Kinect-based upper limb rehabilitation system to assist people with cerebral palsy. Research in developmental disabilities, 34(11), 3654-3659.
Hung, J. W., Chang, Y. J., & Han, W. Y. (2017). Game technology to increase range of motion for adolescents with cerebral palsy: a feasibility study. International Journal on Disability and Human Development, 16(3), 267-274.
Chang, Y. J., Han, W. Y., & Tsai, Y. C. (2013). A Kinect-based upper limb rehabilitation system to assist people with cerebral palsy. Research in developmental disabilities, 34(11), 3654-3659.
Hung, J. W., Chang, Y. J., & Han, W. Y. (2017). Game technology to increase range of motion for adolescents with cerebral palsy: a feasibility study. International Journal on Disability and Human Development, 16(3), 267-274.
星期五, 3月 13, 2020
健康照護科技研究報導 No. 13
Brain Power 公司運用Google智慧型眼鏡開發出自閉症兒童的輔助科技,不僅可以辨識對方的情緒,甚至當媽媽叫小孩的時候,如果小孩不去看媽媽的臉,程式會把媽媽的臉畫成喜愛的卡通人物(例如比卡丘),吸引小孩子的目光,當小孩子把臉對準媽媽時,媽媽的臉就會重現,用這種誘導的方式訓練小孩子表現出正向的社會行為,用遊戲的方式協助兒童融入社會。
Sahin, N. T., Abdus-Sabur, R., Keshav, N. U., Liu, R., Salisbury, J. P., & Vahabzadeh, A. (2018, September). Case Study of a Digital Augmented Reality Intervention for Autism in School Classrooms: Associated With Improved Social Communication, Cognition, and Motivation via Educator and Parent Assessment. In Frontiers in Education (Vol. 3, p. 57). Frontiers.
這篇文章介紹了2013~2018 總計16個使用單一個案研究法的擴增實境(AR)特教科技研究
Baragash, R. S., Al-Samarraie, H., Alzahrani, A. I., & Alfarraj, O. (2019). Augmented reality in special education: a meta-analysis of single-subject design studies. European Journal of Special Needs Education, 1-16.
使用AR教導智能障礙與自閉症青年學習科學字彙
McMahon, D. D., Cihak, D. F., Wright, R. E., & Bell, S. M. (2016). Augmented reality for teaching science vocabulary to postsecondary education students with intellectual disabilities and autism. Journal of Research on Technology in Education, 48(1), 38-56.
運用AR協助自閉小孩學習字母與數字,使用統計方法檢驗前後測是否有統計上的顯著性差異,因為是醫學背景的作者,他們用的是統計檢測方法而不是單一個案研究法
Antão, J. Y. F. D. L., Abreu, L. C. D., Barbosa, R. T. D. A., Crocetta, T. B., Guarnieri, R., Massetti, T., ... & Monteiro, C. B. D. M. (2020). Use of Augmented Reality with a Motion-Controlled Game Utilizing Alphabet Letters and Numbers to Improve Performance and Reaction Time Skills for People with Autism Spectrum Disorder. Cyberpsychology, Behavior, and Social Networking, 23(1), 16-22.
比較AR與Google Maps 導航
McMahon, D., Cihak, D. F., & Wright, R. (2015). Augmented reality as a navigation tool to employment opportunities for postsecondary education students with intellectual disabilities and autism. Journal of Research on Technology in Education, 47(3), 157-172.
Sahin, N. T., Abdus-Sabur, R., Keshav, N. U., Liu, R., Salisbury, J. P., & Vahabzadeh, A. (2018, September). Case Study of a Digital Augmented Reality Intervention for Autism in School Classrooms: Associated With Improved Social Communication, Cognition, and Motivation via Educator and Parent Assessment. In Frontiers in Education (Vol. 3, p. 57). Frontiers.
這篇文章介紹了2013~2018 總計16個使用單一個案研究法的擴增實境(AR)特教科技研究
Baragash, R. S., Al-Samarraie, H., Alzahrani, A. I., & Alfarraj, O. (2019). Augmented reality in special education: a meta-analysis of single-subject design studies. European Journal of Special Needs Education, 1-16.
使用AR教導智能障礙與自閉症青年學習科學字彙
McMahon, D. D., Cihak, D. F., Wright, R. E., & Bell, S. M. (2016). Augmented reality for teaching science vocabulary to postsecondary education students with intellectual disabilities and autism. Journal of Research on Technology in Education, 48(1), 38-56.
運用AR協助自閉小孩學習字母與數字,使用統計方法檢驗前後測是否有統計上的顯著性差異,因為是醫學背景的作者,他們用的是統計檢測方法而不是單一個案研究法
Antão, J. Y. F. D. L., Abreu, L. C. D., Barbosa, R. T. D. A., Crocetta, T. B., Guarnieri, R., Massetti, T., ... & Monteiro, C. B. D. M. (2020). Use of Augmented Reality with a Motion-Controlled Game Utilizing Alphabet Letters and Numbers to Improve Performance and Reaction Time Skills for People with Autism Spectrum Disorder. Cyberpsychology, Behavior, and Social Networking, 23(1), 16-22.
比較AR與Google Maps 導航
McMahon, D., Cihak, D. F., & Wright, R. (2015). Augmented reality as a navigation tool to employment opportunities for postsecondary education students with intellectual disabilities and autism. Journal of Research on Technology in Education, 47(3), 157-172.
星期日, 11月 17, 2019
健康照護科技研究報導 2019 No. 12
與AR物件如何互動,一直是個有趣的問題,例如有個虛擬酒瓶,如何用我們的真手拿起這個虛擬酒瓶。多倫多大學運用真實物件來與虛擬世界物件互動
Hettiarachchi, A., & Wigdor, D. (2016, May). Annexing reality: Enabling opportunistic use of everyday objects as tangible proxies in augmented reality. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (pp. 1957-1967). ACM.
使用AR Marker設計簡單的遊戲
Burke, J. W., McNeill, M. D. J., Charles, D. K., Morrow, P. J., Crosbie, J. H., & McDonough, S. M. (2010, March). Augmented reality games for upper-limb stroke rehabilitation. In 2010 Second International Conference on Games and Virtual Worlds for Serious Applications (pp. 75-78). IEEE.
AR在特教的應用,這篇文章回顧了近十年的發展
Quintero, J., Baldiris Navarro, S. M., Rubira, R., Cerón, J., & Velez, G. (2019). Augmented Reality in Educational Inclusion. A Systematic Review on the Last Decade. Frontiers in psychology, 10, 1835.
Hettiarachchi, A., & Wigdor, D. (2016, May). Annexing reality: Enabling opportunistic use of everyday objects as tangible proxies in augmented reality. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (pp. 1957-1967). ACM.
使用AR Marker設計簡單的遊戲
Burke, J. W., McNeill, M. D. J., Charles, D. K., Morrow, P. J., Crosbie, J. H., & McDonough, S. M. (2010, March). Augmented reality games for upper-limb stroke rehabilitation. In 2010 Second International Conference on Games and Virtual Worlds for Serious Applications (pp. 75-78). IEEE.
AR在特教的應用,這篇文章回顧了近十年的發展
Quintero, J., Baldiris Navarro, S. M., Rubira, R., Cerón, J., & Velez, G. (2019). Augmented Reality in Educational Inclusion. A Systematic Review on the Last Decade. Frontiers in psychology, 10, 1835.
星期四, 11月 14, 2019
健康照護科技研究報導 2019 No. 11
運用擴增實境教導智能障礙國中生操作提款機
Ya-Shu Kang, Yao-Jen Chang* , “Using an augmented reality game to teach three junior high school students with intellectual disabilities to improve ATM use” , 2019 , Journal of Applied Research in Intellectual Disabilities. (SSCI) (* corresponding author) https://doi.org/10.1111/jar.12683
使用Hololens 協助認知障礙者工作訓練,在Hololens 環境下,使用者可以在周遭環境中操作虛擬物件
Aruanno, B., Garzotto, F., Torelli, E., & Vona, F. (2018, October). HoloLearn: Wearable Mixed Reality for People with Neurodevelopmental Disorders (NDD). In Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility (pp. 40-51). ACM.
Cihak 是美國有名的特教學者,再擴增實境應用上有很多研究,以下是他有關訓練影印機操作的研究 使用智慧型眼鏡 AR 技術教導智能障礙者操作影印機
Ya-Shu Kang, Yao-Jen Chang* , “Using an augmented reality game to teach three junior high school students with intellectual disabilities to improve ATM use” , 2019 , Journal of Applied Research in Intellectual Disabilities. (SSCI) (* corresponding author) https://doi.org/10.1111/jar.12683
使用Hololens 協助認知障礙者工作訓練,在Hololens 環境下,使用者可以在周遭環境中操作虛擬物件
Aruanno, B., Garzotto, F., Torelli, E., & Vona, F. (2018, October). HoloLearn: Wearable Mixed Reality for People with Neurodevelopmental Disorders (NDD). In Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility (pp. 40-51). ACM.
Cihak 是美國有名的特教學者,再擴增實境應用上有很多研究,以下是他有關訓練影印機操作的研究 使用智慧型眼鏡 AR 技術教導智能障礙者操作影印機
Reardon, C., Wright, R., Cihak, D., & Parker, L. E. (2016, March). Intelligent Context-Aware Augmented Reality to Teach Students with Intellectual and Developmental Disabilities. In The Twenty-Ninth International Flairs Conference.
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星期日, 10月 06, 2019
健康照護科技研究報導 2019 No. 10
使用擴增實境進行組裝工作導引
Evans, G., Miller, J., Pena, M. I., MacAllister, A., & Winer, E. (2017, May). Evaluating the Microsoft HoloLens through an augmented reality assembly application. In Degraded Environments: Sensing, Processing, and Display 2017 (Vol. 10197, p. 101970V). International Society for Optics and Photonics. 全文
IEEE Transactions 是電機領域的重要期刊,有很嚴謹的審核制度和極高的品質要求,以下是一篇關於使用擴增實境作為引發自閉兒童參與早療遊戲的研究
Bai, Z., Blackwell, A. F., & Coulouris, G. (2014). Using augmented reality to elicit pretend play for children with autism. IEEE transactions on visualization and computer graphics, 21(5), 598-610.
Evans, G., Miller, J., Pena, M. I., MacAllister, A., & Winer, E. (2017, May). Evaluating the Microsoft HoloLens through an augmented reality assembly application. In Degraded Environments: Sensing, Processing, and Display 2017 (Vol. 10197, p. 101970V). International Society for Optics and Photonics. 全文
IEEE Transactions 是電機領域的重要期刊,有很嚴謹的審核制度和極高的品質要求,以下是一篇關於使用擴增實境作為引發自閉兒童參與早療遊戲的研究
Bai, Z., Blackwell, A. F., & Coulouris, G. (2014). Using augmented reality to elicit pretend play for children with autism. IEEE transactions on visualization and computer graphics, 21(5), 598-610.
星期五, 4月 12, 2019
健康照護科技研究報導 2019 No. 9
使用體感技術教導四位小學生增進洗手技能
Ya-Shu Kang, Yao-Jen Chang* , “Using a motion-controlled game to teach four elementary school children with intellectual disabilities to improve hand hygiene” , 2019 , Journal of Applied Research in Intellectual Disabilities. (SSCI) (* corresponding author) Vol. 32, No. 4, Jul. 2019, pp. 942-951 https://doi.org/10.1111/JAR.12587
應用Kinect 培養特殊小孩交通安全技能,使用紅綠燈,過馬路應該注意事項,以及不遵守交通規則的駕駛者
Chang, Y. J., Kang, Y. S., Chang, Y. S., Liu, H. H., Chiu, Y. L., & Kao, C. C. (2016, October). Designing a Kinect2Scratch game to help teachers train children with intellectual disabilities for pedestrian safety. In Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility (pp. 269-270). ACM.
Ya-Shu Kang, Yao-Jen Chang* , “Using a motion-controlled game to teach four elementary school children with intellectual disabilities to improve hand hygiene” , 2019 , Journal of Applied Research in Intellectual Disabilities. (SSCI) (* corresponding author) Vol. 32, No. 4, Jul. 2019, pp. 942-951 https://doi.org/10.1111/JAR.12587
應用Kinect 培養特殊小孩交通安全技能,使用紅綠燈,過馬路應該注意事項,以及不遵守交通規則的駕駛者
Chang, Y. J., Kang, Y. S., Chang, Y. S., Liu, H. H., Chiu, Y. L., & Kao, C. C. (2016, October). Designing a Kinect2Scratch game to help teachers train children with intellectual disabilities for pedestrian safety. In Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility (pp. 269-270). ACM.
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星期二, 4月 02, 2019
健康照護科技研究報導 2019 No. 8
以Kinect體感遊戲訓練腦麻與智能障礙國中生,增進上肢的活動範圍,以便於用餐,更衣與抓取物品
Jen-Wen Hung, Yao-Jen Chang*, Wen-Ying Han, “Game technology to increase range of motion for adolescents with cerebral palsy: a feasibility study ” , International Journal on Disability and Human Development , 16 (3), 267-274. 2017.
Jen-Wen Hung, Yao-Jen Chang*, Wen-Ying Han, “Game technology to increase range of motion for adolescents with cerebral palsy: a feasibility study ” , International Journal on Disability and Human Development , 16 (3), 267-274. 2017.
星期六, 3月 30, 2019
健康照護科技研究報導 2019 No. 7
Kinect & Scratch 復健遊戲於腦性麻痺小孩上肢復健的臨床應用
Jen-Wen Hung*, Yao-Jen Chang, Chiung-Xia Chou , Wen-Chi Wu, Stephen Howell, Wei-Peng Lu , “Developing a Suite of Motion-controlled Games for Upper Extremity Training in Children with Cerebral Palsy: A proof of concept study” , 2018 , Games for Health , vol.7 , p.327-334.
Kinect & Scratch 特教訓練遊戲於自閉症兒童洗澡訓練的應用,六位集中式國小特教班參與遊戲訓練。
Ya-Shu Kang, Yao-Jen Chang* , “Using game technology to teach six elementary school children with autism to take a shower independently” , 2019 , Developmental Neurorehabilitation , 22(5), 329-337.
星期三, 3月 27, 2019
健康照護科技研究報導 2019 No. 6
以擴增實境技術訓練認知障礙青年,增進認知能力以執行資源回收的職能
*Yao-Jen Chang, Ya-Shu Kang, Fang-Lin Liu, A computer-based interactive game to train persons with cognitive impairments to perform recycling tasks independently, Research in Developmental Disabilities, Volume 35, Issue 12, December 2014, Pages 3672–3677(SSCI)
以擴增實境技術訓練認知障礙青年,增進認知能力以執行備餐的職能
Chang, Y. J., Kang, Y. S., & Huang, P. C. (2013). An augmented reality (AR)-based vocational task prompting system for people with cognitive impairments. Research in developmental disabilities, 34(10), 3049-3056.
運用 AR 技術協助特殊學生建立刷牙技能
作者在研究中建立了刷牙五大步驟,每個步驟由一張照片代表,例如第一張照片是擠牙膏,用平板電腦掃描照片後,平板自動播放己牙膏的示範影片,作為一種訓練提示。
Cihak, D. F., Moore, E. J., Wright, R. E., McMahon, D. D., Gibbons, M. M., & Smith, C. (2016). Evaluating augmented reality to complete a chain task for elementary students with autism. Journal of Special Education Technology, 31(2), 99-108.
星期一, 3月 25, 2019
健康照護科技研究報導 No. 5
Kinect 體感遊戲對中風病人上肢復健的成效
Hung, J. W., Chou, C. X., Chang, Y. J., Wu, C. Y., Chang, K. C., Wu, W. C., & Howell, S. (2019). Comparison of Kinect2Scratch game-based training and therapist-based training for the improvement of upper extremity functions of patients with chronic stroke: a randomized controlled single-blinded trial. European journal of physical and rehabilitation medicine.
Hung, J. W., Chou, C. X., Chang, Y. J., Wu, C. Y., Chang, K. C., Wu, W. C., & Howell, S. (2019). Comparison of Kinect2Scratch game-based training and therapist-based training for the improvement of upper extremity functions of patients with chronic stroke: a randomized controlled single-blinded trial. European journal of physical and rehabilitation medicine.
星期日, 3月 24, 2019
健康照護科技研究報導 No. 4
設計復健遊戲常常需要醫學研究驗證,例如這篇就是針對打地鼠遊戲。
打地鼠遊戲用來評估長照老人的認知能力 Wilkinson, A., Tong, T., Zare, A., Kanik, M., & Chignell, M. (2018). Monitoring Health Status in Long Term Care Through the Use of Ambient Technologies and Serious Games. IEEE journal of biomedical and health informatics, 22(6), 1807-1813.
以可愛度來說,小海豹 Paro 比 Zenbo 可愛,不過Zenbo的互動性比Paro 佳 長者們覺得Zenbo 跟隨功能還不錯 與Siri 比起來,長者們覺得iPhone Siri 比較好用,Zenbo 語音稍微遲鈍
白麗. (2018). 陪伴型機器人使用者經驗評估─ 以智慧居家機器人 Zenbo 為例. 福祉科技與服務管理學刊, 6(3).
打地鼠遊戲用來評估長照老人的認知能力 Wilkinson, A., Tong, T., Zare, A., Kanik, M., & Chignell, M. (2018). Monitoring Health Status in Long Term Care Through the Use of Ambient Technologies and Serious Games. IEEE journal of biomedical and health informatics, 22(6), 1807-1813.
以可愛度來說,小海豹 Paro 比 Zenbo 可愛,不過Zenbo的互動性比Paro 佳 長者們覺得Zenbo 跟隨功能還不錯 與Siri 比起來,長者們覺得iPhone Siri 比較好用,Zenbo 語音稍微遲鈍
白麗. (2018). 陪伴型機器人使用者經驗評估─ 以智慧居家機器人 Zenbo 為例. 福祉科技與服務管理學刊, 6(3).
星期五, 3月 22, 2019
健康照護科技研究報導 No. 3
居家行走式機器人Rovio 協助家人尋找地上的物品,像是蠟燭,玩具熊
Ramírez De La Pinta, J., Maestre Torreblanca, J., Jurado, I., & Reyes De Cozar, S. (2017). Off the shelf cloud robotics for the smart home: Empowering a wireless robot through cloud computing. Sensors, 17(3), 525.
使用Zenbo 機器人紀錄居家老人行為影像並製作影像摘要
Yang, C. Y., Yun, H., & Hsu, J. Y. J. (2019). Video Summarization through Human Detection on a Social Robot. arXiv preprint arXiv:1901.10713.
Ramírez De La Pinta, J., Maestre Torreblanca, J., Jurado, I., & Reyes De Cozar, S. (2017). Off the shelf cloud robotics for the smart home: Empowering a wireless robot through cloud computing. Sensors, 17(3), 525.
使用Zenbo 機器人紀錄居家老人行為影像並製作影像摘要
Yang, C. Y., Yun, H., & Hsu, J. Y. J. (2019). Video Summarization through Human Detection on a Social Robot. arXiv preprint arXiv:1901.10713.
星期一, 3月 18, 2019
健康照護科技研究報導 No. 2
運用自走式機器人,提升自閉症兒童社交與人際互動能力。機器人具備以下七種功能:
- 見面打招呼
- 幫忙自閉症兒童撿球
- 行進遇到障礙時會請求自閉症兒童移除障礙
- 協助自閉症兒童完成拼圖遊戲
- 與自閉症兒童一起玩七巧板遊戲
- 提醒自閉症兒童協助治療師整理積木
- 說再見
Melo, F. S., Sardinha, A., Belo, D., Couto, M., Faria, M., Farias, A., ... & Luz, L. (2018). Project INSIDE: towards autonomous semi-unstructured human–robot social interaction in autism therapy. Artificial intelligence in medicine.
星期四, 3月 07, 2019
健康照護科技研究報導 No. 1
AR運動遊戲可以促進生理機能(心肺功能,體溫,出汗)
Wiederhold, M. D., Crisci, M., Patel, V., Nonaka, M., & Wiederhold, B. K. (2019). Physiological Monitoring During Augmented Reality Exercise Confirms Advantages to Health and Well-Being. Cyberpsychology, Behavior, and Social Networking.
Kinect 體感遊戲的確可以增進老人平衡與行動能力
Ku, J., Kim, Y. J., Cho, S., Lim, T., Lee, H. S., & Kang, Y. J. (2018). Three-dimensional augmented reality system for balance and mobility rehabilitation in the elderly: a randomized controlled trial. Cyberpsychology, Behavior, and Social Networking.
Wiederhold, M. D., Crisci, M., Patel, V., Nonaka, M., & Wiederhold, B. K. (2019). Physiological Monitoring During Augmented Reality Exercise Confirms Advantages to Health and Well-Being. Cyberpsychology, Behavior, and Social Networking.
Kinect 體感遊戲的確可以增進老人平衡與行動能力
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