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Search Results (143)

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20 pages, 12851 KiB  
Article
Evaluation of a Vision-Guided Shared-Control Robotic Arm System with Power Wheelchair Users
by Breelyn Kane Styler, Wei Deng, Cheng-Shiu Chung and Dan Ding
Sensors 2025, 25(15), 4768; https://doi.org/10.3390/s25154768 - 2 Aug 2025
Viewed by 165
Abstract
Wheelchair-mounted assistive robotic manipulators can provide reach and grasp functions for power wheelchair users. This in-lab study evaluated a vision-guided shared control (VGS) system with twelve users completing two multi-step kitchen tasks: a drinking task and a popcorn making task. Using a mixed [...] Read more.
Wheelchair-mounted assistive robotic manipulators can provide reach and grasp functions for power wheelchair users. This in-lab study evaluated a vision-guided shared control (VGS) system with twelve users completing two multi-step kitchen tasks: a drinking task and a popcorn making task. Using a mixed methods approach participants compared VGS and manual joystick control, providing performance metrics, qualitative insights, and lessons learned. Data collection included demographic questionnaires, the System Usability Scale (SUS), NASA Task Load Index (NASA-TLX), and exit interviews. No significant SUS differences were found between control modes, but NASA-TLX scores revealed VGS control significantly reduced workload during the drinking task and the popcorn task. VGS control reduced operation time and improved task success but was not universally preferred. Six participants preferred VGS, five preferred manual, and one had no preference. In addition, participants expressed interest in robotic arms for daily tasks and described two main operation challenges: distinguishing wrist orientation from rotation modes and managing depth perception. They also shared perspectives on how a personal robotic arm could complement caregiver support in their home. Full article
(This article belongs to the Special Issue Intelligent Sensors and Robots for Ambient Assisted Living)
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18 pages, 8744 KiB  
Article
A User-Centered Teleoperation GUI for Automated Vehicles: Identifying and Evaluating Information Requirements for Remote Driving and Assistance
by Maria-Magdalena Wolf, Henrik Schmidt, Michael Christl, Jana Fank and Frank Diermeyer
Multimodal Technol. Interact. 2025, 9(8), 78; https://doi.org/10.3390/mti9080078 (registering DOI) - 31 Jul 2025
Viewed by 180
Abstract
Teleoperation emerged as a promising fallback for situations beyond the capabilities of automated vehicles. Nevertheless, teleoperation still faces challenges, such as reduced situational awareness. Since situational awareness is primarily built through the remote operator’s visual perception, the graphical user interface (GUI) design is [...] Read more.
Teleoperation emerged as a promising fallback for situations beyond the capabilities of automated vehicles. Nevertheless, teleoperation still faces challenges, such as reduced situational awareness. Since situational awareness is primarily built through the remote operator’s visual perception, the graphical user interface (GUI) design is critical. In addition to video feed, supplemental informational elements are crucial—not only for the predominantly studied remote driving, but also for emerging desk-based remote assistance concepts. This work develops a GUI for different teleoperation concepts by identifying key informational elements during the teleoperation process through expert interviews (N = 9). Following this, a static and dynamic GUI prototype was developed and evaluated in a click dummy study (N = 36). Thereby, the dynamic GUI adapts the number of displayed elements according to the teleoperation phase. Results show that both GUIs achieve good system usability scale (SUS) ratings, with the dynamic GUI significantly outperforming the static version in both usability and task completion time. However, the results might be attributable to a learning effect due to the lack of randomization. The user experience questionnaire (UEQ) score shows potential for improvement. To enhance the user experience, the GUI should be evaluated in a follow-up study that includes interaction with a real vehicle. Full article
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49 pages, 3444 KiB  
Article
A Design-Based Research Approach to Streamline the Integration of High-Tech Assistive Technologies in Speech and Language Therapy
by Anna Lekova, Paulina Tsvetkova, Anna Andreeva, Georgi Dimitrov, Tanio Tanev, Miglena Simonska, Tsvetelin Stefanov, Vaska Stancheva-Popkostadinova, Gergana Padareva, Katia Rasheva, Adelina Kremenska and Detelina Vitanova
Technologies 2025, 13(7), 306; https://doi.org/10.3390/technologies13070306 - 16 Jul 2025
Viewed by 530
Abstract
Currently, high-tech assistive technologies (ATs), particularly Socially Assistive Robots (SARs), virtual reality (VR) and conversational AI (ConvAI), are considered very useful in supporting professionals in Speech and Language Therapy (SLT) for children with communication disorders. However, despite a positive public perception, therapists face [...] Read more.
Currently, high-tech assistive technologies (ATs), particularly Socially Assistive Robots (SARs), virtual reality (VR) and conversational AI (ConvAI), are considered very useful in supporting professionals in Speech and Language Therapy (SLT) for children with communication disorders. However, despite a positive public perception, therapists face difficulties when integrating these technologies into practice due to technical challenges and a lack of user-friendly interfaces. To address this gap, a design-based research approach has been employed to streamline the integration of SARs, VR and ConvAI in SLT, and a new software platform called “ATLog” has been developed for designing interactive and playful learning scenarios with ATs. ATLog’s main features include visual-based programming with graphical interface, enabling therapists to intuitively create personalized interactive scenarios without advanced programming skills. The platform follows a subprocess-oriented design, breaking down SAR skills and VR scenarios into microskills represented by pre-programmed graphical blocks, tailored to specific treatment domains, therapy goals, and language skill levels. The ATLog platform was evaluated by 27 SLT experts using the Technology Acceptance Model (TAM) and System Usability Scale (SUS) questionnaires, extended with additional questions specifically focused on ATLog structure and functionalities. According to the SUS results, most of the experts (74%) evaluated ATLog with grades over 70, indicating high acceptance of its usability. Over half (52%) of the experts rated the additional questions focused on ATLog’s structure and functionalities in the A range (90–100), while 26% rated them in the B range (80–89), showing strong acceptance of the platform for creating and running personalized interactive scenarios with ATs. According to the TAM results, experts gave high grades for both perceived usefulness (44% in the A range) and perceived ease of use (63% in the A range). Full article
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13 pages, 1400 KiB  
Article
Development and Feasibility of a Smartphone Application for Promoting Healthy Heart Behaviors Following Open-Heart Surgery: A Mixed-Method Pilot Study
by Preeyaphorn Songsorn, Pawarat Nontasil, Kornanong Yuenyongchaiwat, Noppawan Charususin, Jitanan Laosiripisan, Sasipa Buranapuntalug and Khanistha Wattanananont
Healthcare 2025, 13(14), 1647; https://doi.org/10.3390/healthcare13141647 - 8 Jul 2025
Viewed by 387
Abstract
Background/Objectives: Adherence to healthy behaviors after open-heart surgery is crucial for recovery and long-term health. Traditional patient education methods can be enhanced by using technology to improve engagement and self-care. This study aimed to develop and assess the feasibility of the “Term-Jai” smartphone [...] Read more.
Background/Objectives: Adherence to healthy behaviors after open-heart surgery is crucial for recovery and long-term health. Traditional patient education methods can be enhanced by using technology to improve engagement and self-care. This study aimed to develop and assess the feasibility of the “Term-Jai” smartphone application for promoting healthy heart behaviors in open-heart surgery patients. Methods: The “Term-Jai” psychological theory-based application was tested quantitatively and qualitatively over a 30-day period with 13 patients (age 44–78 years) following open-heart surgery between November 2023 and March 2024. Participant engagement, healthy behaviors, user experience, and usability were assessed using the System Usability Scale (SUS), satisfaction ratings, healthy behavior questionnaires, and semi-structured interviews. Results: The application was feasible, with 70% of participants remaining engaged during the intervention. The average SUS score was 80.2 ± 10.3, indicating good usability. Participants found the application’s information useful, clear, and easy to understand, showing improvements in health behaviors following application usage. The qualitative analysis highlighted the application’s intuitive design and potential for supporting cardiac rehabilitation. High satisfaction scores suggested its effectiveness despite some barriers to application usage around technical support and personalized exercise progression. Conclusions: The “Term-Jai” application is a promising tool for promoting healthy behaviors in patients following open-heart surgery. The application shows good usability and participant satisfaction, indicating its potential for broader implementation after further refinements. Full article
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22 pages, 9762 KiB  
Article
A Map Information Collection Tool for a Pedestrian Navigation System Using Smartphone
by Kadek Suarjuna Batubulan, Nobuo Funabiki, Komang Candra Brata, I Nyoman Darma Kotama, Htoo Htoo Sandi Kyaw and Shintami Chusnul Hidayati
Information 2025, 16(7), 588; https://doi.org/10.3390/info16070588 - 8 Jul 2025
Viewed by 386
Abstract
Nowadays, a pedestrian navigation system using a smartphone has become popular as a useful tool to reach an unknown destination. When the destination is the office of a person, a detailed map information is necessary on the target area such as the room [...] Read more.
Nowadays, a pedestrian navigation system using a smartphone has become popular as a useful tool to reach an unknown destination. When the destination is the office of a person, a detailed map information is necessary on the target area such as the room number and location inside the building. The information can be collected from various sources including Google maps, websites for the building, and images of signs. In this paper, we propose a map information collection tool for a pedestrian navigation system. To improve the accuracy and completeness of information, it works with the four steps: (1) a user captures building and room images manually, (2) an OCR software using Google ML Kit v2 processes them to extract the sign information from images, (3) web scraping using Scrapy (v2.11.0) and crawling with Apache Nutch (v1.19) software collects additional details such as room numbers, facilities, and occupants from relevant websites, and (4) the collected data is stored in the database to be integrated with a pedestrian navigation system. For evaluations of the proposed tool, the map information was collected for 10 buildings at Okayama University, Japan, a representative environment combining complex indoor layouts (e.g., interconnected corridors, multi-floor facilities) and high pedestrian traffic, which are critical for testing real-world navigation challenges. The collected data is assessed in completeness and effectiveness. A university campus was selected as it presents a complex indoor and outdoor environment that can be ideal for testing pedestrian navigations in real-world scenarios. With the obtained map information, 10 users used the navigation system to successfully reach destinations. The System Usability Scale (SUS) results through a questionnaire confirms the high usability. Full article
(This article belongs to the Special Issue Feature Papers in Information in 2024–2025)
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26 pages, 397 KiB  
Article
Digital Health and Primary Health Care Quality: A Survey Case Study
by Renan Cabral de Figueirêdo, Ísis de Siqueira Silva, Pedro Bezerra Xavier, Aguinaldo José de Araújo, Amanda Jéssica Bernardo da Silva, Cícera Renata Diniz Vieira Silva, Walterlânia Silva Santos, Josemario de Abreu Silva and Severina Alice da Costa Uchôa
Int. J. Environ. Res. Public Health 2025, 22(7), 1015; https://doi.org/10.3390/ijerph22071015 - 27 Jun 2025
Viewed by 492
Abstract
Background: Digital health, especially in Primary Health Care (PHC), has been expanding rapidly, encompassing various technologies to improve care. This study aims to evaluate the integration of digital technologies in PHC, identifying barriers and facilitators in a Brazilian capital in an urban context. [...] Read more.
Background: Digital health, especially in Primary Health Care (PHC), has been expanding rapidly, encompassing various technologies to improve care. This study aims to evaluate the integration of digital technologies in PHC, identifying barriers and facilitators in a Brazilian capital in an urban context. Methods: A survey with a questionnaire based on a validated model was used, involving physicians and nurses from Basic Health Units. The analysis included descriptive statistics and association tests in the SPSS software, with a significance level of 5%. Results: The findings show the presence of computers and the use of e-SUS/Electronic Citizen Record in all units, highlighting WhatsApp®, telephone calls, and other digital media as the main used tools. It was observed that there was limited digital infrastructure, a lack of adequate training for professionals or specific protocols for the organization of digital actions and statistical associations with the performance of digital health actions. Conclusions: It is recommended to strengthen policies for professional qualification and investments in infrastructure, aiming at the continuity and improvement of the use of Information and Communication Technologies in PHC. These findings offer comparable insights for similar contexts in Brazil in urban PHC settings and countries with equivalent socioeconomic contexts and analogous public health systems. Full article
(This article belongs to the Special Issue Digital Health Education in the Health Professions)
12 pages, 230 KiB  
Article
Person-Centred Care in Association with Psychological Well-Being of Older Adults
by Mateja Lorber, Nataša Mlinar Reljić, Brendan McCormack and Sergej Kmetec
Healthcare 2025, 13(12), 1379; https://doi.org/10.3390/healthcare13121379 - 9 Jun 2025
Viewed by 454
Abstract
Background: As the global population ages, there is an increasing focus on enhancing the psychological well-being of older adults. A key strategy is person-centred care, which emphasises recognising each individual as unique, with their values, needs, and preferences. This study explored older adults’ [...] Read more.
Background: As the global population ages, there is an increasing focus on enhancing the psychological well-being of older adults. A key strategy is person-centred care, which emphasises recognising each individual as unique, with their values, needs, and preferences. This study explored older adults’ perceptions of person-centred care and its relationship with their general health and psychological well-being. Methods: A cross-sectional study involving 632 participants aged 65 to 96 years (mean age = 73.4 ± 6.7) was conducted, comprising 435 (69%) female and 197 (31%) male participants. Of these, 57% lived in home environments, while 43% resided in retirement homes. Data were collected using a self-report questionnaire that included the General Health Questionnaire (GHQ-12), the Warwick–Edinburgh Mental Wellbeing Scale (WEMWBS), and the Person-Centred Practice Inventory for Service Users (PCPI-SU). Data analysis was performed using SPSS Statistics 28.0, and non-parametric tests such as the Kruskal–Wallis test, Mann–Whitney U test, and Spearman’s correlation were used. Results: Older adults who reported more frequent contact with relatives or loved ones (daily or several times per week) and those residing in home environments perceived significantly higher levels of person-centred care compared to those with less frequent contact and those living in retirement homes (p < 0.001 for both variables). General health varied significantly according to gender (p = 0.009), level of education (p < 0.001), and living environment (p = 0.004), while psychological well-being among older adults showed significant differences based solely on their level of education (p < 0.001). Regression analysis revealed that person-centred care (p = 0.017) and monthly income (p < 0.001) were significantly associated with the psychological well-being of older adults, independent of their living environment. Conclusions: The findings suggest that person-centred care and monthly income significantly predict psychological well-being among older adults. Differences in perceived care and health outcomes were also observed based on gender, education level, and living environment. These results underscore the importance of promoting person-centred care practices, particularly in retirement home settings, to enhance psychological well-being in older adult populations. Full article
(This article belongs to the Special Issue Psychological Health and Social Wellbeing Among Older Adults)
15 pages, 1184 KiB  
Article
Video Laryngoscopes in Simulated Neonatal Intubation: Usability Study
by Jasmine Antoine, Kirsty McLeod, Luke Jardine, Helen G. Liley and Mia McLanders
Children 2025, 12(6), 723; https://doi.org/10.3390/children12060723 - 31 May 2025
Viewed by 411
Abstract
Background/Objectives: Neonatal intubation is a complex procedure, often associated with low first-pass success rates and a high incidence of complications. Video laryngoscopes provide several advantages, including higher success rates, especially for novice clinicians, a magnified airway view that can be shared with [...] Read more.
Background/Objectives: Neonatal intubation is a complex procedure, often associated with low first-pass success rates and a high incidence of complications. Video laryngoscopes provide several advantages, including higher success rates, especially for novice clinicians, a magnified airway view that can be shared with supervisors, and the ability to record still or video images for debriefing and education. However, video laryngoscope devices vary, raising the possibility of differences in usability. Methods: The study used mixed methodology, including observations, semi-structured interviews, think-aloud techniques, high-fidelity simulations, function tests, and questionnaires to assess usability, defined by the clinician satisfaction, efficacy, and efficiency of six video laryngoscope devices; (1) C-MAC® with Miller blade, (2) GlideScope® CoreTM with Miller blade, (3) GlideScope® CoreTM with hyperangle LoPro blade, (4) Koala® Vision Ultra with Miller blade, (5) Koala® Handheld with Miller blade, and (6) Parker Neonatal with Miller blade. Clinician satisfaction was determined by the System Usability Scale (SUS), National Aeronautics and Space Administration Task Load Index (NASA-TLX), and clinician preference. Device efficacy was determined by first-pass success, number of attempts, and overall success. Efficiency was assessed by time to successful intubation and function test completion rates. Results: Neonatal video laryngoscopes varied considerably in design, impacting usability. All devices were deemed suitable for neonatal intubation, with the Koala® Handheld, C-MAC®, and GlideScope® Core TM Miller demonstrating the highest usability. Conclusions: This simulation-based study highlights substantial variability in neonatal video laryngoscope usability, indicating the need for further research into usability in the clinical setting. Full article
(This article belongs to the Special Issue New Insights in Neonatal Resuscitation)
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16 pages, 2003 KiB  
Article
Feasibility of an App-Assisted and Home-Based Video Version of the Timed Up and Go Test for Patients with Parkinson Disease: vTUG
by Marcus Grobe-Einsler, Anna Gerdes, Tim Feige, Vivian Maas, Clare Matthews, Alejandro Mendoza García, Laia Comas Fages, Elin Haf Davies, Thomas Klockgether and Björn H. Falkenburger
J. Clin. Med. 2025, 14(11), 3769; https://doi.org/10.3390/jcm14113769 - 28 May 2025
Viewed by 482
Abstract
Background: Parkinson Disease (PD) is a progressive neurodegenerative disorder. Current therapeutic trials investigate treatments that can potentially modify the disease course. Testing their efficiency requires outcome assessments that are relevant to patients’ daily lives, which include gait and balance. Home-based examinations may [...] Read more.
Background: Parkinson Disease (PD) is a progressive neurodegenerative disorder. Current therapeutic trials investigate treatments that can potentially modify the disease course. Testing their efficiency requires outcome assessments that are relevant to patients’ daily lives, which include gait and balance. Home-based examinations may enhance patient compliance and, in addition, produce more reliable results by assessing patients more regularly in their familiar surroundings. Objective: The objective of this pilot study was to assess the feasibility of a home-based outcome assessment designed to video record the Timed up and Go (vTUG) test via a study-specific smartphone app for patients with PD. Methods: 28 patients were recruited and asked to perform at home each week a set of three consecutive vTUG tests, over a period of 12 weeks using an app. The videos were subjected to a manual review to ascertain the durations of the individual vTUG phases, as well as to identify any errors or deviations in the setup that might have influenced the result. To evaluate the usability and user-friendliness of the vTUG and app, the System Usability Scale (SUS) and User Experience Questionnaire (UEQ) were administered to patients at the study end. Results: 19 patients completed the 12-week study, 17 of which recorded 10 videos or more. A total of 706 vTUGs with complete timings were recorded. Random Forest Regression yielded “time to walk up” as the most important segment of the vTUG for predicting the total time. Variance of vTUG total time was significantly higher between weeks than it was between the three consecutive vTUGs at one time point [F(254,23) = 6.50, p < 0.001]. The correlation between vTUG total time and UPDRS III total score was weak (r = 0.24). The correlation between vTUG and a derived gait subscore (UPDRS III items 9–13) was moderate (r = 0.59). A linear mixed-effects model revealed a significant effect of patient-reported motion status on vTUG total time. Including additional variables such as UPDRS III gait subscore, footwear and chairs used further improved the model fit. Conclusions: Assessment of gait and balance by home-based vTUG is feasible. Factors influencing the read-out were identified and could be better controlled for future use and longitudinal trials. Full article
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23 pages, 1427 KiB  
Article
Disparities in Healthcare Utilization Among Vulnerable Populations During the COVID-19 Pandemic in Brazil: An Intersectional Analysis
by Letícia Perticarrara Ferezin, Rander Junior Rosa, Heriederson Sávio Dias Moura, Mônica Chiodi Toscano de Campos, Felipe Mendes Delpino, Murilo César do Nascimento, Juliana Soares Tenório de Araújo, Ione Carvalho Pinto and Ricardo Alexandre Arcêncio
Int. J. Environ. Res. Public Health 2025, 22(6), 831; https://doi.org/10.3390/ijerph22060831 - 25 May 2025
Viewed by 1075
Abstract
Background: Brazil’s Unified Health System (Sistema Único de Saúde—SUS) has played a crucial role in reducing health disparities by providing universal and free healthcare to a diverse population. However, the COVID-19 pandemic exposed significant barriers to healthcare access among vulnerable groups, particularly due [...] Read more.
Background: Brazil’s Unified Health System (Sistema Único de Saúde—SUS) has played a crucial role in reducing health disparities by providing universal and free healthcare to a diverse population. However, the COVID-19 pandemic exposed significant barriers to healthcare access among vulnerable groups, particularly due to the intersection of multiple vulnerabilities. This study aimed to examine how intersectionality—specifically sex/gender, race/ethnicity, and education level—has influenced inequalities in healthcare service utilization among vulnerable populations during the COVID-19 pandemic in Brazil. Methods: This cross-sectional study is part of the “COVID-19 Social Thermometer in Brazil” project, conducted between May 2022 and October 2023 in Brazil’s state capitals and the Federal District, focusing on populations considered socially vulnerable during the pandemic. Participants were selected using sequential sampling and completed a structured questionnaire. Statistical analyses—performed using Excel, RStudio (version 4.3.2), and ArcGIS—included sociodemographic profiling, the construction of the Jeopardy Index (a measure of social vulnerability), and binary logistic regression to explore associations between Jeopardy Index and healthcare service utilization. Results: 3406 participants, the majority were men (60%), aged 30 to 59 years (65.1%), and identified as Black or Brown (72.2%). Most participants were concentrated in the Northeast (26.6%) and North (22.3%) macroregions. A high reliance on public healthcare services (SUS) was observed, particularly in the Southeast (96%). According to the Jeopardy Index, the most socially vulnerable groups—such as women, transgender individuals, Black people, and those with no formal education—were significantly more likely to rely on SUS (OR = 3.14; 95% CI: 1.34–7.35) and less likely to use private healthcare (OR = 0.07; 95% CI: 0.02–0.20), reflecting a 214% higher likelihood of SUS use and a 93% lower likelihood of private service utilization compared to the most privileged group. Conclusions: Our findings reveal that individuals experiencing intersecting social vulnerabilities face marked inequalities in healthcare access. Without SUS, these populations would likely have been excluded from essential care. Strengthening SUS and implementing inclusive public policies are critical to reducing disparities and ensuring equitable healthcare access for historically marginalized groups. Full article
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14 pages, 2535 KiB  
Article
Can Anthropomorphic Interfaces Improve the Ergonomics and Safety Performance of Human–Machine Collaboration in Multitasking Scenarios?—An Example of Human–Machine Co-Driving in High-Speed Trains
by Yunan Jiang and Jinyi Zhi
Biomimetics 2025, 10(5), 307; https://doi.org/10.3390/biomimetics10050307 - 11 May 2025
Viewed by 478
Abstract
High-speed trains are some of the most important transportation vehicles requiring human–computer collaboration. This study investigated the effects of different types of icons on recognition performance and cognitive load during frequent observation and sudden takeover tasks in high-speed trains. The results of this [...] Read more.
High-speed trains are some of the most important transportation vehicles requiring human–computer collaboration. This study investigated the effects of different types of icons on recognition performance and cognitive load during frequent observation and sudden takeover tasks in high-speed trains. The results of this study can be used to improve the efficiency of human–computer collaboration tasks and driving safety. In this study, 48 participants were selected for a simulated driving experiment on a high-speed train. The recognition reaction time, operation completion time, number of recognition errors, number of operation errors, SUS scale, and NASA-TLX questionnaire for the icons were all analyzed using analysis of variance (ANOVA) and the nonparametric Mann–Whitney U test. The results show that anthropomorphic icons can reduce the drivers’ visual fatigue and mental load in frequent observation tasks due to the anthropomorphic facial features attracting driver attention through simple lines and improving visual search efficiency. However, for the sudden takeover human–computer collaboration task, the facial features of the anthropomorphic icons were not recognized in a short period of time. Additionally, due to the positive emotions produced by the facial features, the drivers did not perceive the suddenness and danger of the sudden takeover human–computer collaboration task, resulting in the traditional icons being more capable of arousing the drivers’ alertness and helping them take over the task quickly. At the same time, neither type of icon triggered misrecognition or operation for sufficiently skilled drivers. These research results can provide guidance for the design of icons in human–computer collaborative interfaces for different types of driving tasks in high-speed trains, which can help improve the recognition speed, reaction speed, and safety of drivers. Full article
(This article belongs to the Special Issue Intelligent Human–Robot Interaction: 3rd Edition)
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12 pages, 239 KiB  
Article
Usability Evaluation of a Board Game for Learning Robotics of Care
by Blanca Gonzalo-de Diego, Alexandra González-Aguña, Marta Fernández-Batalla, Enrique Monsalvo-San Macario, Andrea Sierra-Ortega, Roberto Barchino-Plata, María Lourdes Jiménez-Rodríguez and José María Santamaría-García
Educ. Sci. 2025, 15(4), 484; https://doi.org/10.3390/educsci15040484 - 13 Apr 2025
Viewed by 629
Abstract
Gamification and game-based learning provide the opportunity to acquire knowledge and skills on a given subject in a practical and interactive way. They are an innovative teaching methodology that could be used for competence acquisition in a variety of fields. This study focuses [...] Read more.
Gamification and game-based learning provide the opportunity to acquire knowledge and skills on a given subject in a practical and interactive way. They are an innovative teaching methodology that could be used for competence acquisition in a variety of fields. This study focuses on two domains: technology (including robotics) and care. This study evaluates the usability of RobotCareMaker®, a board game designed to teach care robotics, a branch of robotics oriented towards the study of human care. RobotCareMaker® consists of 106 elements. The playing cards are the engine of the game and the element of interaction between players. A convenience sample was selected. Usability was evaluated by the System Usability Scale (SUS) questionnaire modified for the game, and three questions about the game experience were used. Using a modified SUS questionnaire, 21 participants rated it with an excellent score of 80.36. Over 90% found the instructions clear and error-free. RobotCareMaker® allows teachers, professionals, and nursing students to integrate curricular competencies in novel topics such as care robotics. The result suggests that RobotCareMaker® enhances learning in assistive robotics, improving competencies in education and healthcare. Full article
(This article belongs to the Special Issue Technology-Enhanced Nursing and Health Education)
23 pages, 1931 KiB  
Article
A Study on Chatbot Development Using No-Code Platforms by People with Disabilities for Their Peers at a Sheltered Workshop
by Sara Hamideh Kerdar, Britta Marleen Kirchhoff, Lars Adolph and Liane Bächler
Technologies 2025, 13(4), 146; https://doi.org/10.3390/technologies13040146 - 4 Apr 2025
Viewed by 954
Abstract
No-code (NC) platforms empower individuals without IT experience to create tailored applications and websites. While these platforms are accessible to a broader audience, their usability for people with disabilities remains underexplored. This study investigated whether, with targeted training, people with disabilities could effectively [...] Read more.
No-code (NC) platforms empower individuals without IT experience to create tailored applications and websites. While these platforms are accessible to a broader audience, their usability for people with disabilities remains underexplored. This study investigated whether, with targeted training, people with disabilities could effectively use NC platforms to develop customized tools for their workplace, and whether these tools would be adopted by their peers. Conducted in collaboration with a sheltered workshop in Germany, the study had three phases. Phase I involved a brainstorming session with employees, which shaped the study design and product development. In Phase II, six participants with disabilities received a one-week training to develop chatbots. Phase III implemented the chatbots in the workshop. In Phase II, each participant successfully developed four chatbots, which increased the participants’ skills and motivation. Based on the phase III results, users rated the developed chatbots highly (the System Usability Scale (SUS) questionnaire was delivered in the form of a chatbot), indicating their user-friendliness (M = 88.9, SD = 11.2). This study suggests that with appropriate training, individuals with disabilities can use NC platforms to create impactful, customized tools that are user-friendly and accessible to their peers. Full article
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32 pages, 4278 KiB  
Article
The Design Process in the Development of an Online Platform for Personalizing Wearable Prostheses: A Preliminary Approach
by Sara Peixoto, Nuno Martins, Daniel Miranda, Demétrio Matos and Vítor Carvalho
Designs 2025, 9(2), 39; https://doi.org/10.3390/designs9020039 - 31 Mar 2025
Viewed by 739
Abstract
This study is part of the research project Dep-Project: Design and Embodiment of Wearable Prostheses, funded by the Foundation for Science and Technology (FCT), whose main objective is the development of wearable myoelectric prostheses for upper limbs, which are economically accessible, socially [...] Read more.
This study is part of the research project Dep-Project: Design and Embodiment of Wearable Prostheses, funded by the Foundation for Science and Technology (FCT), whose main objective is the development of wearable myoelectric prostheses for upper limbs, which are economically accessible, socially accepted, and personalizable. In this context, the need arose to create an online platform with an intuitive interface, which would facilitate the access to persons with upper limb amputation to information about prosthetics and allow them to personalize their prosthesis, according to their aesthetic preferences. Thus, this work aims to demonstrate the importance of designing interfaces for greater inclusion, as well as demonstrating and describing the efficiency of the design process adopted with the aim of potentially being adopted in similar cases. The methodology adopted was Design Thinking, an approach centered on user needs. The development of the platform involved the creation of user personas, information architecture, user flows, wireframes, wireflows, and a design system. The interactive prototype underwent usability testing to evaluate the user experience and identify possible areas for improvement. The results, obtained through the System Usability Scale (SUS) post-test questionnaire, revealed a high success rate, which confirmed the efficiency of the designed solution. Full article
(This article belongs to the Section Smart Manufacturing System Design)
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27 pages, 2646 KiB  
Article
Feasibility of Augmented Reality-Based Cognitive Training for Older Adults: The MarketMind AR Approach
by Konstantinos Kakoutopoulos, Emmanouil Drakakis, Anastasia Papadopoulou and Christos Goumopoulos
Sensors 2025, 25(7), 2081; https://doi.org/10.3390/s25072081 - 26 Mar 2025
Viewed by 1512
Abstract
The aging population increases the need for accessible interventions for cognitive training of the elderly to preserve cognitive health. Serious games have been widely used for this purpose, with many existing applications leveraging virtual reality (VR) technology. In contrast, this study explores the [...] Read more.
The aging population increases the need for accessible interventions for cognitive training of the elderly to preserve cognitive health. Serious games have been widely used for this purpose, with many existing applications leveraging virtual reality (VR) technology. In contrast, this study explores the potential of augmented reality (AR) for cognitive training. The literature review shows that cognitive training interventions typically employ supermarket-themed serious games that are used extensively in such interventions. MarketMind AR is a supermarket-themed serious game that was created to train memory, attention, and executive function using mobile phone sensors such as cameras, accelerometers, and gyroscopes to interact and recognize the environment. Fifteen older adults participated in a three-attempt trial and completed the System Usability Scale (SUS), the in-game Game Experience Questionnaire (iGEQ), and an adapted version of the Unified Theory of Acceptance and Use of Technology (UTAUT) questionnaires. Qualitative interviews and in-game data (e.g., completion times, PIN recall) were also examined. The results indicated that participants had a positive experience, confirming ease of use, immersive appeal, and perceived cognitive benefits, despite some difficulties with environment scanning and object detection. The results provide evidence that an AR supermarket game leveraging mobile sensors has the potential to be an effective cognitive training tool for older adults. Full article
(This article belongs to the Section Intelligent Sensors)
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