HCD methodologies and simulation for visual rehabilitator’s education in oMERO project

Isabella Nevoso, Niccolò Casiddu, Annapaola Vacanti, Claudia Porfirione, Isabel Leggiero, Francesco Burlando
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In this perspective, the paper shows a practical case study carried out\n through the simulation technique at XXX.The approach that would be applied to this\n course is innovative, as it involves the immersive and experiential participation of\n students and the adoption of the most advanced training technologies in the field of\n simulation.In order to proceed with the implementation of the experiment, the\n contribution of multiple figures, such as expert designers, doctors, ophthalmologists,\n psychologists, and visual rehabilitators, was planned, creating a multidisciplinary and\n interdisciplinary study. The ultimate goal is to provide students with standardized\n criteria for assessing and intervening appropriately within the living spaces of the\n child with visual impairment.Methods:The preliminary phase involved the simulation of a\n typical home environment for the considered target, specifically the set-up of a\n children's bedroom. The set-up of XXX is based on a movie set. Equipped with the most\n advanced technologies, it allows for the recording and creation of digital content\n (real-time recordings) and the configuration of environments, such as the arrangement\n and number of furnishings and the variation of ambient brightness, which are fundamental\n elements to ensure the autonomy of actions such as eating, playing, washing and\n orienting oneself, planned in each educational module.Specifically, the bedroom was set\n up with basic and standard elements, trying to recreate a real context in the most\n realistic way. The furniture included a bed, a bedside table, a small table for playing,\n a small chair, a bookshelf, a desk, various soft toys and games, two closets with\n sliding doors, and a desk chair.The entrance door and a window were also simulated in\n the room.The placement of the various elements within the room was designed based on the\n needs of visually impaired and blind children and the experimentation was divided into\n two moments characterized by two different setups. The first set-up involved a glaring\n light setting and the selection of objects that were difficult to distinguish, then the\n environment was modified through the use of contrasting elements, visual markers, and\n appropriate lighting through dimmable lights.Results:The experiment, which took place as\n part of the activities of TWP4 - Task 4.2 Lesson Plan Development: guides and plans for\n teachers supporting the localization of the curriculum, was carried out by a series of\n students from various European countries who participated in both paths (first the one\n with the impediments and then the simplified one) wearing specific glasses capable of\n simulating visual impairment.During the experimentation, we asked the students to\n complete some tasks, such as writing their names on a sheet of paper, turning off the\n light, searching for some object and taking it to other places in the room.At the end of\n each path, and then once the tasks had been completed, the participants had to fill in\n an accessibility evaluation form through which define the level of difficulty of the\n tasks and give suggestions for improving the existing set-up in terms of placement or\n choice of furniture, materials, lighting, color contrasts, pathways, and\n tactility.Through this experimentation, the data collected enabled the research team to\n understand possible modifications to be made to the environment and to identify elements\n that could make the experiment reproducible in various domestic settings, in order to\n define a protocol for adapting the spaces to the needs of the target audience.","PeriodicalId":383834,"journal":{"name":"Human Interaction and Emerging Technologies (IHIET-AI 2023): Artificial\n Intelligence and Future Applications","volume":"23 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Human Interaction and Emerging Technologies (IHIET-AI 2023): Artificial\n Intelligence and Future Applications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.54941/ahfe1002923","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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Abstract

Objectives:The presented work arises in the context of designing for individuals with visual impairment, specifically we refer to a target group of children from two to seven years of age. The study was conducted with the contribution of the XXX research group within the XXX project funded by the European Community (2020-2023), with the aim of creating a specific curriculum for training the profession of a visual rehabilitator for children. In this perspective, the paper shows a practical case study carried out through the simulation technique at XXX.The approach that would be applied to this course is innovative, as it involves the immersive and experiential participation of students and the adoption of the most advanced training technologies in the field of simulation.In order to proceed with the implementation of the experiment, the contribution of multiple figures, such as expert designers, doctors, ophthalmologists, psychologists, and visual rehabilitators, was planned, creating a multidisciplinary and interdisciplinary study. The ultimate goal is to provide students with standardized criteria for assessing and intervening appropriately within the living spaces of the child with visual impairment.Methods:The preliminary phase involved the simulation of a typical home environment for the considered target, specifically the set-up of a children's bedroom. The set-up of XXX is based on a movie set. Equipped with the most advanced technologies, it allows for the recording and creation of digital content (real-time recordings) and the configuration of environments, such as the arrangement and number of furnishings and the variation of ambient brightness, which are fundamental elements to ensure the autonomy of actions such as eating, playing, washing and orienting oneself, planned in each educational module.Specifically, the bedroom was set up with basic and standard elements, trying to recreate a real context in the most realistic way. The furniture included a bed, a bedside table, a small table for playing, a small chair, a bookshelf, a desk, various soft toys and games, two closets with sliding doors, and a desk chair.The entrance door and a window were also simulated in the room.The placement of the various elements within the room was designed based on the needs of visually impaired and blind children and the experimentation was divided into two moments characterized by two different setups. The first set-up involved a glaring light setting and the selection of objects that were difficult to distinguish, then the environment was modified through the use of contrasting elements, visual markers, and appropriate lighting through dimmable lights.Results:The experiment, which took place as part of the activities of TWP4 - Task 4.2 Lesson Plan Development: guides and plans for teachers supporting the localization of the curriculum, was carried out by a series of students from various European countries who participated in both paths (first the one with the impediments and then the simplified one) wearing specific glasses capable of simulating visual impairment.During the experimentation, we asked the students to complete some tasks, such as writing their names on a sheet of paper, turning off the light, searching for some object and taking it to other places in the room.At the end of each path, and then once the tasks had been completed, the participants had to fill in an accessibility evaluation form through which define the level of difficulty of the tasks and give suggestions for improving the existing set-up in terms of placement or choice of furniture, materials, lighting, color contrasts, pathways, and tactility.Through this experimentation, the data collected enabled the research team to understand possible modifications to be made to the environment and to identify elements that could make the experiment reproducible in various domestic settings, in order to define a protocol for adapting the spaces to the needs of the target audience.
oMERO项目中视觉康复者教育的HCD方法与模拟
目的:提出的工作是在为有视力障碍的人设计的背景下产生的,具体来说,我们指的是一个目标群体,从2到7岁的儿童。该研究由欧洲共同体资助的XXX项目(2020-2023年)XXX研究小组进行,目的是为培训儿童视力康复专业人员创建一个具体的课程。从这个角度来看,本文展示了通过XXX的模拟技术进行的实际案例研究。应用于本课程的方法是创新的,因为它涉及到学生的沉浸式和体验式参与,并采用了模拟领域最先进的培训技术。为了继续进行实验的实施,计划了专家设计师、医生、眼科医生、心理学家和视觉康复专家等多人的贡献,创造了一个多学科和跨学科的研究。最终目标是为学生提供标准化的标准,以评估和适当干预视力障碍儿童的生活空间。方法:初步阶段包括为考虑的目标模拟一个典型的家庭环境,特别是儿童卧室的设置。《极限特工》的背景是基于一部电影。它配备了最先进的技术,允许记录和创建数字内容(实时记录)和环境配置,例如家具的排列和数量以及环境亮度的变化,这些都是确保每个教育模块中计划的进食、玩耍、洗涤和自我定位等行为自主性的基本要素。具体来说,卧室设置了基本和标准的元素,试图以最现实的方式重建真实的环境。家具包括一张床、一张床头柜、一张用来玩的小桌子、一把小椅子、一个书架、一张桌子、各种软玩具和游戏、两个带推拉门的壁橱和一把办公椅。房间的入口门和窗户也进行了模拟。房间内各种元素的放置是根据视障儿童和盲童的需求设计的,实验分为两个时刻,以两种不同的设置为特征。第一个设置包括刺眼的灯光设置和难以区分的物体的选择,然后通过使用对比元素、视觉标记和通过可调光的适当照明来修改环境。结果:该实验是作为TWP4 - Task 4.2课程计划开发:教师支持课程本地化的指南和计划的一部分,由来自欧洲各国的一系列学生进行,他们戴着能够模拟视觉障碍的特定眼镜,参加了两个路径(首先是障碍路径,然后是简化路径)。在实验过程中,我们要求学生完成一些任务,比如在一张纸上写下自己的名字,关掉灯,寻找一些物体并把它带到房间的其他地方。在每条路径的终点,一旦任务完成,参与者必须填写可访问性评估表格,通过该表格定义任务的难度级别,并就家具的放置或选择、材料、照明、颜色对比、路径和触感等方面提出改进现有设置的建议。通过这次实验,收集的数据使研究小组能够了解对环境可能进行的修改,并确定可以在各种家庭环境中重复实验的元素,以便定义一个使空间适应目标受众需求的协议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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