Tactile interaction in the framework of users with special needs

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Table of contents

ACKNOWLEDGEMENTS
ABSTRACT
RÉSUMÉ
TABLE OF CONTENTS
LIST OF ABBREVIATIONS
CHAPTER I INTRODUCTION
1 THESIS CONTEXT
2 THESIS SCOPE
3 THESIS OBJECTIVE
4 THESIS CONTRIBUTION
5 MANUSCRIPT OUTLINE
CHAPTER II STATE OF THE ART
1 INTRODUCTION
2 NEUROMUSCULAR DISEASES
5.1 CATEGORIES OF NEUROMUSCULAR DISEASES
5.2 MANIFESTATIONS OF NEUROMUSCULAR DISEASE
5.2.1 Motor skills
5.2.2 Muscle complaints
5.2.3 Perception
5.2.4 Cognitive functions
5.2.5 Social behavior
5.3 IMPLICATIONS ON THE DESIGN OF INTERACTIVE SYSTEMS
5.3.1 Physical interaction space
5.3.2 Cognitive abilities
5.3.3 Adaptation over time
5.3.4 Multimodality
5.3.5 The case of touch modality
5.3.6 Psychological considerations
6 CEREBRAL PALSY
6.1 DEFINITION
6.2 MOTOR IMPAIRMENT AND CLASSIFICATION OF CP
6.3 MANIFESTATIONS OF CEREBRAL PALSY
6.3.1 General motor impairment and deformities
6.3.2 More specific motor abnormalities
6.3.3 Parasitic movements
6.3.4 Perception
6.3.5 Cognitive functions
6.3.6 Behavioral and social impact
6.4 IMPACT OF CP ON THE DESIGN OF INTERACTIVE SYSTEMS
6.4.1 Accounting for gross motor impairment
6.4.2 Accounting for abnormal arm posture and positioning
6.4.3 Accounting for fine motor impairment
6.4.4 Accounting for cerebellar tremors
6.4.5 Example of motor control: text entry
6.4.6 Dealing with perception deficits
6.4.7 Impact of cognitive impairment
6.4.8 Inclusive design
6.5 SUMMARY
7 SYNTHESIZING USER NEEDS IN USER-WHEELCHAIR INTERACTION: THE CASE OF STEERING
7.1 GENERAL NEEDS IN A WHEELCHAIR STEERING DEVICE
7.1.1 Trajectory correction
7.1.2 Full stop
7.1.3 Multi-User System
7.2 SPECIFIC NEEDS IN A WHEELCHAIR STEERING DEVICE
7.2.1 Minimizing the muscular effort
7.2.2 Ergonomics
7.2.3 Fine motor skills
7.2.4 Learning
7.2.5 Interface customization
7.2.6 Adaptation
7.2.7 Multimodality
7.3 UNIVERSAL DEVICE FOR WHEELCHAIRS CONTROL AND DOMOTICS
7.4 SOCIAL CONSIDERATIONS
8 ALTERNATIVE POWER WHEELCHAIR STEERING TECHNOLOGIES .
8.1 PROPORTIONAL VS. SWITCH CONTROLS
8.2 SIP’N-PUFF
8.3 HEAD MOVEMENT
8.4 MUSCLE CONTRACTION-BASED SYSTEMS
8.5 EYE MOVEMENT-BASED SYSTEMS
8.6 VOICE COMMAND
8.7 BRAIN COMPUTER INTERFACES
8.8 JOYSTICK HANDLE MODIFICATION
8.9 SPECIFIC ALTERNATIVES FOR NEUROMUSCULAR PATIENTS
8.10 TACTILE INTERFACES
8.11 IN-DEPTH LOOK INTO TACTILE INTERFACES
8.11.1 An alternative solution to the joystick for multiple user profiles
8.11.2 Interacting with domotic environments
8.11.3 Scalable interaction
9 MAKING A CHOICE FOR OUR OWN STEERING INTERFACE
9.1 SUMMARY OF USER NEEDS
9.2 USING DESIGN RATIONALE TO MAKE A CHOICE OF TECHNOLOGY
9.2.1 QOC diagram 1
9.2.2 BCI
9.2.3 Eye-gaze tracking
9.2.4 Speech recognition
9.2.5 Button switches
9.2.6 Sip’n-puff
9.2.7 Mini joysticks
9.2.8 Tactile interfaces
9.3 FURTHER REFINING OUR CHOICE
9.3.1 QOC diagram 2
9.3.2 Button switches
9.3.3 Mini joysticks
9.3.4 Tactile interfaces
9.4 SUMMARY
10 TACTILE INTERACTION IN THE FRAMEWORK OF USERS WITH SPECIAL NEEDS
10.1 INTERACTION WITH ELDERLY PEOPLE
10.1.1 Effect of target size
10.1.2 Text entry on a touchscreen
10.1.3 Moving finger on a touchscreen
10.2 AGE EFFECT ON INTERACTION, YOUNGER VS. OLDER CHILDREN
10.3 COMPARING TOUCHSCREEN PERFORMANCE BETWEEN USERS WITH AND WITHOUT MOTOR IMPAIRMENT
10.3.1 Touch characteristics: pressing force
10.3.2 Touch characteristics: pressing pace
10.3.3 Properties of the target of interaction on touchscreen performance
10.4 RECOMMENDATIONS FOR SMARTPHONE APPLICATION DESIGN
10.4.1 Tap interaction
10.4.2 Swipe interaction
10.4.3 display
11 CONCLUSION
CHAPTER III THE ITERATIVE DESIGN OF THE TACTILE INTERFACE TO STEER POWER WHEELCHAIRS
1 METHODOLOGY DESCRIPTION
1.1 SOFTWARE DEVELOPMENT LIFECYCLE
1.1.1 Linear models
1.1.2 Iterative models
1.2 DESIGN STRATEGY
2 ARCHITECTURE OF THE STEERING SYSTEM
3 FIRST PROTOTYPE
3.1 GRAPHICAL DESIGN
3.2 INPUT CONTROL
3.3 OUTPUT MODALITIES
3.4 FIRST PROTOTYPE INFORMAL TEST SESSION
3.4.1 Participants and test setting
3.4.2 Test results
3.4.3 Improvements towards a second prototype
4 THE SECOND PROTOTYPE
4.1 CHOOSING A STEERING METAPHOR
4.1.1 Interaction modalities
4.1.2 The best application configuration for each user
4.1.3 Informal user tests
4.1.4 Preliminary formal tests with able-bodied users
4.2 USER TESTS OF THE 3RD PROTOTYPE
4.2.1 informal tests with cerebral palsy wheelchair users
4.2.2 Informal tests with people with neuromuscular diseases
4.2.3 Preliminary formal tests with real wheelchair users
5 CONCLUSION
CHAPTER IV TESTING THE TACTILE INTERFACE WITH NEUROMUSCULAR USERS
1 INTRODUCTION
2 DEMOGRAPHIC CHARACTERISTICS OF THE USERS
3 TRAINING SESSION
3.1 GENERAL LEARNING PURPOSES
3.2 PROGRESSIVE LEARNING
3.3 STEERING APPLICATION PARAMETERS
3.4 POSITIONING OF THE TABLET
3.5 CO-ADAPTATION
3.6 SUMMARY OF THE TRAINING SESSION
4 KINEMATIC EVALUATION
4.1 TEST PROTOCOL
4.2 APPARATUS
4.3 TEST RESULTS
4.3.1 Task 2: 90° corner
4.3.2 Task 3: Doorway crossing
4.3.3 Task 4: 90° corner followed by a doorway crossing
4.3.4 Task 5: Slalom
4.3.5 Subjective evaluation
4.4 CHALLENGES OF THE STUDY
4.5 DISCUSSION OF THE RESULTS
5 SYNTHESIS OF THE EVALUATION
CHAPTER V TOWARDS A MULTIMODAL AND AUGMENTED WHEELCHAIR .
1 INTRODUCTION
2 BRIEF PRESENTATION
3 USE CASE SCENARIOS
4 REQUIREMENTS
5 GENERAL ARCHITECTURE OF THE WHEELCHAIR
5.1 SENSORS AND ASSISTANCE
5.2 USER AND ASSISTANCE
5.3 CONTROL
5.4 DATA
6 CURRENT STATE OF THE PROJECT AND FUTURE SYSTEM INTEGRATION PERSPECTIVES
6.1 AUTOMATIC ASSISTANCE SYSTEM
6.2 HCI
7 CONCLUSION

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