 |
Market Needs |
Current Technology |
Needed Technology |
Barriers to Achieving Needed Technology |
References
The following is the raw data collected during the T2RERC's
Stakeholder Forum. It reflects the comments and needs as expressed by
the Forum participants.
1. Needs (Unmet needs of consumers, clinicians, etc.)
GENERAL
- Alternative input systems are needed for individuals who are severely
involved and cannot efficiently use direct selection methods.
- Advanced input systems are needed for individuals who do not have
a method of communication because physical, cognitive, and/or sensory
deficits prevent use of current input interfaces (e.g. individual
has no reliable way to access AAC device).
- Advanced input is needed for individuals with hand or wrist issues
such as carpal tunnel syndrome or arthritis who cannot use traditional
keyboard access methods.
- Input systems are needed that create the highest performance (i.e.
rate) of human machine interface.
- Input system performance should not prevent a user from communicating
efficiently.
- Improved input systems are needed for persons with a wide range
of physical, sensory, and cognitive abilities (e.g. persons now
using scanning vs. direct selection).
- When assessing selection of an input system it is important to
take into account the difference between an individual's input rate
for typing dictation vs. typing for composition (i.e. typing for
composition is usually slower).
- Input capabilities need to be customizable to end users physical,
cognitive, sensory, and speech abilities.
- Input systems should be self-calibrating for changing abilities
throughout the day (i.e. fatigue, cognitive, or other human factors).
- Input systems selection should be based upon several
factors including etiology of disability (i.e. congenital or acquired),
use of device (i.e. for verbal communication or writing), environment
of use (i.e. home, work, school), level of functioning (i.e. physical,
cognitive, and sensory abilities), and/or access needs (i.e. AAC
device, computer, phone).
GESTURE RECOGNITION
- Individuals who have severe speech impairments such as apraxia
or dysarthria may benefit from gesture recognition as an input system.
- Gesture recognition systems are needed for individuals who have
limited movement, and the system should be able to recognize even
small discreet movements.
- Non-traditional AAC users, such as, tracheotomy patients would
benefit from gesture recognition.
- Gesture recognition systems should be highly transparent
so as to allow users to communicate with "natural" gestures.
BIOSIGNAL BASED
- Biosignal based systems are needed for individuals with extremely
limited or no physical control (e.g. High Quadriplegics, ALS,
TBI, MS, BSS, Locked in syndrome).
- Biosignal based systems could have a large market including
individuals without disability (e.g. hand free computer control,
gaming) to individuals with severe disabilities (e.g. control of
AAC systems).
EYEGAZE
- Eye gaze systems are needed for people who lack the capacity to
generate or communicate using voice or gesture (e.g. ALS, high
level quads, TBI, MS, BSS, Locked in syndrome).
- Eye gaze systems could benefit young children even before they
were able to use head pointing devices such as a head stick or wand.
- Eye gaze systems could assist in reading development, especially
for children with dyslexia and Attention Deficit Hyperactivity
Disorder (ADHD).
- People with significant cognitive disabilities could benefit from
eye gaze technology as an input system because the system relies
on a person's innate tendency to look at what they want.
- Eye gaze systems could benefit individuals who maintain the ability
to control eye movement (i.e. stroke and autism).
- Eye gaze systems may not benefit individuals with poor eye control
(i.e. CP, TBI).
- Pilots unable to complete complex motions because of reacting
G-forces, could utilize eye gaze systems as an alternative input
interface.
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2. State-of-the-Practice (current technology, strengths, weaknesses, etc.)
GENERAL (Current input systems include the following)
- Optical Head Pointer (e.g. used to establish mouse position on
display)
- Direct access technology (e.g. touch screen on AAC system with
dynamic display).
- Morse code with single switch
- Jouse (e.g. joystick mouse) [Note: Jouse is a rate proportional
joystick that is controlled with your mouth. Moving the joystick
moves the cursor. The further you move the joystick, the faster
the cursor moves. Mouse button activations can be made with the
sip, puff, and bite switches built into the JOUSE. Typing and
other keyboard functions can be achieved through an on-screen
keyboard such as WiViK or through Morse code.][1,2]
- Intraoral dental form (e.g. tongue touch keypad)
- Virtual Reality Technology [Note: Virtual Reality technology is
currently found in a variety of areas, including gaming, animation,
and web design. Software is available for areas such as automotive,
aviation, defense, industrial, medical, visualization, etc. Hardware
for virtual technology includes data gloves (i.e. Cyberglove [3],
5DT Data Glove [4]), virtual reality glasses (i.e. 3D-MAX [5],
EyeFX VRS), etc.
- Voice Recognition [Note: Voice recognition is currently being
used in a variety of industries, including automated phone answering
services, automatic dialing on cell phones, TV remote control
access via the voice, computer access including typing, and Internet
Voice Portals, etc.
- Neural Implant [Note: Neural Implant includes a variety of technologies
such as cochlear implants, neural prosthesis, implants for animals,
etc.]
- Neural Implant [Note: Cochlear implants are hearing prosthesis
designed to help severe to profoundly deaf individuals who gain
little to no benefit from hearing aids. The cochlear implant system
converts acoustic sound waves into weak electric currents, which
are delivered to the immediate vicinity of the auditory nerve
in the inner ear or cochlea. The auditory nerve is stimulated
by these electric currents and transmits nerve impulses to the
brain, where they are understood as acoustic sensations.][6]
- Neural Implant [Note: Neural implants in animals are currently
being done. University at Washington is conducting research with
the aim of developing the techniques and tools for intracellular
recording in live, freely behaving animals. The goal is to develop
surgically implantable silicon microchips that record from, and
communicate with, nervous tissue in intact behaving animals, to
develop neurophysiological preparations and techniques to implant
and utilize computers in neuronal investigations, and to develop
the physical interface between silicon and nervous tissue. ] [7]
- Neural Implant [Note: Neural prosthesis is being researched and
developed to restore function in neurologically impaired individuals
through functional neuromuscular stimulation. National Institute
of Neurological Disorders and Stroke is developing an initiative
to research a system for people afflicted with paraplegia that
would allow them to independently rise and remain standing so
that they can do activities that they cannot accomplish in a wheelchair.
][8]
- Two-dimensional controls (e.g. PC, Mouse, rate proportional joystick,
isometric joystick).
- Force feedback joysticks and mice (i.e. used in gaming, personal
computers, industrial design, aircraft flight control).
GESTURE
RECOGNITION
- Gesture recognition can be defined as the recognition and interpretation
of voluntary movements (i.e. head, shoulders, etc.) for the purpose
of controlling and providing input to the AAC device.
- A gesture can be defined as any movement of the body whether idiosyncratic
or iconic that is used to convey some sort of meaning to an interactant
or input interface.
- Universal gestures are defined as gestures that can be understood
by the general population, usually consisting of iconic representations
of actions or ideas (e.g. a person pretending to lift a glass
to there mouth meaning to drink).
- Idiosyncratic gestures are defined as gestures that represent
an idea but are not transparent to the general population (e.g.
a child may shake fist to indicate hunger, which only the mother
understands).
- Gestures have also been used to create whole languages (i.e. American
Indian Sign, ASL).
- Gesture recognition can employ universal or idiosyncratic gestures.
- Gestures are part of a natural form of communication, they are
more likely to be socially accepted as a communication
attempt, thereby increasing social interactions and enhancing the
quality of communication. · Gestures are a part of the natural communication
system (e.g. allows you to pay more attention to
your communication partner through eye contact).
- Gesture recognition systems employ video cameras to record gestures.
These gestures are interpreted through signal processing techniques.
- Gesture recognition systems require a lot of concentration and
vigilance (the process of paying close and continuous attention).
- Gesture recognition systems are subject to environmental factors
(e.g. movement, distance to video, head angle, involuntary reflexes,
body posture).
- Gesture recognition systems involve no physical contact (e.g.
the person is not tethered to the device eliminating possible
skin breakdown with systems requiring continuous contact).
- Gesture recognition systems can increase potential for employment,
by facilitating verbal communication.
- Gesture recognition systems could augment and improve current
telecommunication systems (i.e. video conferencing, telephones).
- Gesture recognition systems can utilize (respond to) a variety
of different gestures thereby eliminating repetitive motion injuries
(i.e. carpal tunnel ) that sometimes accompany some input systems.
- Gesture recognition system performance can be affected by proximity
(e.g. the distance of the user to the device).
- Gesture recognition systems require the user to remain still in
order to record and translate more discrete movements.
- Video capture of gestures is dependent upon available lighting
(i.e. environmental, ambient). · Gesture recognition
systems can create privacy issues (e.g. people in
the environment may be able to interpret gestures
that are being used for input).
- Individuals may access the AAC system video field which might
disrupt the device's ability to read the AAC users
gestures. "Background
gestures" may result in the wrong message being input.
- Gesture recognition systems need to distinguish between "input
gestures" and continuous movement. · Gestures used
as input to gesture recognition systems must be precise
- a point of activation and a point of termination.
- Gesture recognition systems need to select and abstract gestures
suitable for each individual. · Gesture recognition
systems need to custom adapt to each individual.
- The gesture recognition system should have automatic/smart adaptation,
which do not require assistance for customization.
- Artificial Intelligence research is incorporating gesture recognition
in projects (i.e. MIT Media Lab) [Note: OPERA is technology that
is being developed by the MIT Media Lab, which focuses on creating
music. Systems have been developed for people of all abilities,
ranging from professional composers to children. The user provides
input to the system by touching sensors found in a variety of
forms from balls to bowls. The system interprets the information
and translates it into music.][9].
- Gaming technology is incorporating gesture recognition technology
[Note: Immersion TouchSenseT used with Black & White
game play supplements visual and audio feedback by
providing tactile feedback through the mouse. This
capability adds realism to the game experience while
the player explores the virtual world and interacts
with objects].[10]
- Handwriting recognition systems are closely related to gesture
recognition systems.
BIOSIGNAL BASED
- Biosignal based technologies are currently used with AAC systems
to provide single switch access.
- MCTOS technology uses biosignals to access AAC devices using a
switch system that is activated by biosignals. [Note: Mind Controlled
Tool Operating System is a switch that is controlled by bioelectrical
impulses measured at the forehead. These include: brainwaves,
electrical impulses from eye movement and muscle activity.][11]
- Biosignal based technologies are currently used in myoelectric
prosthetics and EMG testing for heart problems.
- Biosignal based technologies utilize Electroencephalogram (EEG),
Electrooculogram (EOG), and Electromyogram (EMG) signals.
- Perspiration can affect biosignal system reliability (e.g. sensor
sensitivity is affected by skin conditions). · Biosignal-based
technologies can respond to a signal within 10 milliseconds.
This is much faster than an individual can volitionally move
their hand, thereby saving 100-150 milliseconds (the time it
takes for volitional muscle movement to be produced by the brain). · Biosignal
controlled synthesizers could benefit musicians and composers.
- Game developers could incorporate biosignals as a way of controlling
gaming systems (e.g. creating games that require concentration
such as Jedi Mind tricks).
- Emotions produce non-communicative biosignals that may decrease
the reliability of biosignal-based technologies (i.e. interface,
false inputs, etc.).
- Biosignal based systems may not require direct contact with the
body (e.g. wires, headband, worn sensors). However, use of remote
sensing makes the device more susceptible to external interference.
- Future biosignal based systems may support multi-tasking (allowing
other activities to occur simultaneously). · Biosignals
could provide multi-channel input. Separate channels
could provide signal redundancy, help reduce noise,
make a biosignal interface more applicable for users
with differing needs, and make access more reliable.
- Biosignal based systems may be difficult to control by people
lacking a high level of control over volitional movement due to
degeneration, tremoring, or involuntary spasticity.
- Depending upon sensor placement, persons with some disabilities
(i.e. MS) may be unable to reliably generate some biosignals (e.g.
EMG for voluntary muscle).
- Lack of voluntary muscle control (e.g. ALS, MS) may be an advantage
for some biosignal systems (e.g. EOG, EEG based) because it reduces
interference.
- Biosignal-based access currently requires certain skills such
as attention, cognition, and muscle control. · Improved
signal processing algorithms are needed for biosignal-based
systems.
- Algorithms currently to reduce noise also throw out a large part
of the signal that could be used to provide additional information.
- Algorithm processing for biosignals is dependent on the computational
capabilities and memory of the AAC device. Signal extraction currently
takes a lot of processing time.
- Individuals using biosignal-based technologies currently must
be tethered to the device (e.g. a sensor array commonly in a headband
and wires).
- Continuous body contact of the sensors can cause skin breakdown,
discomfort, sores, and/or a rash.
- Biosignal-based systems have the ability to interpret multiple
input signals (i.e. EEG, EOG, EMG).
- Biosignal-based systems may not be dependent on voluntary muscle
control.
- Biosignal based systems based on sensing voluntary muscle movement
may be movement dependent.
- Uncontrolled muscle movement can interfere with the biosignal-based
system (e.g. CP tremors, spasticity).
- Biosignal based technologies could be used in diverse environments
(i.e. inside, outside, work, school, day/night, etc.) and would
not be restricted due to lighting issues.
- The performance, reliability, and precision of a biosignal-based
system may not be as good as an eye gaze system.
- Biosignal based systems may invade privacy. Person may not be
able to stop input to the system. Ideas may be conveyed by the
AAC device without the users intent.
- Biosignal based systems may misinterpret signals from the user
and incorrectly access the AAC device.
- Biosignal system sensitivity can be increased and customized to
each user to improve overall reliability. Increasing sensitivity
might also increase the likelihood of misinterpreting signals.
- Biosignal systems currently cannot prevent or halt signal transmission.
The user is always providing input to the device even when they
don't intend to.
- EMG based biosignal systems don't have the ability to distinguish
between purposeful/intentional or non-intentional movement.
- The military is currently working in the field of Biosignal based
technology
EYEGAZE
- Infrared sensors used in some eye gaze systems can be affected
by the infrared component of ambient lighting (i.e. sunlight).
- Eye gaze systems can benefit a range of individuals from non disabled
to severely disabled.
- Some eye gaze systems are not affected by fluorescent lighting
and can therefore be used in the workplace or at home.
- Eye gaze systems are compatible with other electronic devices
(e.g. do not produce RF interference).
- Eye gaze systems can be used to control a wide array of devices
(i.e. AAC device, PC, environmental controls).
- Eye gaze systems have been used to type at 20 words a minute using
single selection.
- Individuals using eye gaze systems are positioned 2-4 feet from
the display.
- Eye gaze system can be customized and calibrated to suit individual's
posture and/or orientation. Positioning is limited
in that the person must be "in front of" the display.
- Users of eye gaze systems need to stay within the parameters of
customization (for position and orientation) for optimal use.
- Eye gaze systems can be calibrated so that eyeglasses do not interfere
with the IR beam.
- Eye gaze systems generally cannot be calibrated for use with contact
lenses (contacts interfere with the infrared beam).
- Mascara and long eyelashes can interfere with the infrared beam,
thereby decreasing system reliability.
- May be able to utilize eye gaze system to control (speed, direction)
power wheelchairs. [Note: It would not be practical to try to
compose messages on AAC devices while maneuvering a wheelchair].
- Eye gaze system size and cost is expected to decrease in the future,
making them more affordable and accessible to potential users.
- Many persons with CP cannot use eye gaze systems due to postural
and movement difficulties, which make eye movement an inconsistent
and uncontrolled movement. In addition, persons with CP may not
be able to stay within positional parameters because of involuntary
spasms.
- Eye gaze systems require a high degree of concentration and can
be fatiguing to use, especially when first training to use the
system.
- Eye gaze systems can be used to track a person's tendencies to
look at certain areas of a web page and determine what draws the
users attention the most. (For example, if the right upper corner
of the page has an advertisement located there, does the user
look at the advertisement or do they avoid looking at it? Some
approaches may be used to track vocabulary hits on AAC devices.)
- Eye blinks and/or head nods are tracked in automobile applications
to detect if the person is drowsy and provide alarm.
- Many persons who would benefit from an eye gaze system cannot
use it because of fatigue and concentration required.
- Aesthetics may be a concern for eye gaze systems that employ sensors
and wires around the eye. · Currently eye gaze
systems are very expensive (cost is $15-17,000).
- Eye gaze systems require a high level of vigilance, which may
preclude looking at the communication partner.
- As displays become more complex (small targets, or icons) it is
more difficult to select any given target.
- Smooth continuous control of eye gaze systems is initially difficult
but improves with practice.
- Eye gaze systems are currently employed with individuals having
severe disabilities. Other input methods such as direct input
have failed for these individuals.
- Eye gaze systems can augment single switch scanning by adding
a few more channels (e.g. find, select, highlight item).
- Eye gaze technology originated in military applications.
- The Campus School/Eagle Eye project at Boston College develops
computer access technology for people who are
non-verbal with limited voluntary muscle control; and children with
multiple disabilities. Two technologies developed under this project
are the Camera Mouse and Eagle Eyes. The Camera Mouse allows a person
to control the computer with slight movements of the head or thumb
or toe. Eagle Eyes allows a person to control the computer through
electrodes by moving his or her eyes. [12]
SPEECH RECOGNITION
- Speech recognition systems are already incorporated into many
products and applications (e.g. ViaVoice for Macintosh [13], Speech
Works 6.5 [14] for telephony use).
- Speech recognition systems are most applicable for individuals
with high-level spinal cord injuries whose speech quality (i.e.
able to produce consistent speech sound) is not affected but who
may have problems with loudness.
- Persons with apraxia (motor speech disorder associated with inconsistent
speech production caused by neural misfiring in the speech processing
centers of the brain) may not be able to use speech recognition
because of inconsistencies in their speech.
- Speech recognition systems have a narrow tolerance for speech
pattern variability. This limits the applicability and performance
of speech recognition systems.
- Background noise can reduce speech recognition reliability and
increase recognition errors.
- Speech recognition technology currently being used won't allow
for editing (e.g. once the device records your speech you can't
go back and make changes).
- May not be applicable in certain environments and settings (i.e.
work and school) because of the noise level (i.e. student couldn't
silently compose work causing a distraction for other students).
- Comprehensibility (overall understanding of a message) versus
intelligibility (understanding of the speech sounds) is an issue
when discussing dysarthric speech recognition. A human interlocutor
uses a variety of methods to understand or comprehend a speaker's
message (i.e. context, body language), whereas a speech recognition
system functions only on the intelligibility of the message (records
sound patterns, and speech sounds). Therefore speech recognition
systems cannot interpret speech as well as humans.
- Provides good access for people who have perfect speech (articulation).
- Speech recognition systems are transparent in that they are easy
to learn, are natural to the individual, and are widely accepted
by society.
- Systems are relatively inexpensive.
- For a non-disabled individual with regular speech and volume,
speech recognition systems are easy to set up and use.
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3. Needed Technology (refinements, innovations, etc.)
- Need communication to be sustainable for at least 30 minutes without
the person fatiguing.
- Need AAC systems to increase time until user fatigue sets in
(e.g. double time to fatigue at some predefined communication rate).
- Need to significantly improve the selection rate (Communication
rate is dependent upon selection rate.
All other things being equal, doubling selection rate also doubles
communication rate).
- Interlocutor's ability to follow communication diminishes at
very high and very low communication rates.
- Some AAC users will output word by word in order to not be interrupted,
and then complete the phrase at the end.
- The ideal AAC product should be able to use different input
systems (i.e. gesture recognition, switch, head pointer, infrared,
etc.) at different times during the day depending on the needs
of the user (i.e. fatigue, environment, time of day factors).
- An individual using AAC should not be dedicated to one device
(i.e. AAC device, PC, cell phone) at a time.
- Need AAC systems to support multiple input channels (e.g. two
multilevel switches one for the right hand, one
for the left).
- Combining input modalities can increase selection rate for the
AAC device (e.g. if you use one channel
for scanning and one for switch).
- Need redundant input modalities that allow a user to maintain
communication across environments and
activities (e.g. if you were using voice input and you went into a loud
room you could switch to direct selection).
- Multi channel systems should reduce the need for calibration
over time especially for disorders that are progressive in
nature such as MS or ALS (i.e. as person's abilities change over time
they can migrate to other input modalities, or adapt the amount
of time spent with each modality).
- Multiple-channel input systems could benefit individual's who
have improving skills. The amount of
time spent with one input modality or another will vary as their skills
improve. When a person completely outgrows an input device
they should not need to be refit for another input device.
- Smart interface for AAC devices should automatically recognize
the input system (e.g. head pointer,
eye gaze, single switch, etc.).
- Input systems should produce the necessary controls and signals
without calibration or modifications
to the AAC system (i.e. should not have to install or customize software,
shouldn't have to tell the device which input system is being used).
- Input system should be wireless (i.e. no physical tethering
between input device and AAC system).
- Input system should be portable.
- Input system should have no positioning requirements (i.e. no
line of sight, head to be maintained
in a certain position or orientation, use in any position when ambulatory).
- The input system should not be in continuous contact with the
body (i.e. head wands). · Input system
should change as the user's abilities
change.
- Input system should be robust and accommodate a large range
of user abilities (e.g. degenerative diseases or fatigue variance).
- Input systems should be used compatibly with other systems (i.e.
cellphone, ECU, PC) through wireless means.
- Input systems (i.e. Infrared headpointer, gesture recognition,
eye gaze, etc.) should be able to be
set-up, taken-down, and/or calibrated to other electronic devices (i.e.
cellphone, PC) without the intervention of a third party.
- Each input system should be independent of other input systems.
If one input system goes down, it should
be easy to switch over or substitute another input system.
- Input devices should support multi-level switch access. (e.g.
data glove with finger and thumb switch to access
five levels).
- Multiple input channels, with multilevel input devices would
support rapid 2-dimensional access (e.g. two finger presses
to access an item in a five by five grid).
- Depending on the person's abilities you could support different
numbers of channels for each input system
(i.e. Data glove with 5 channels and voice input with 8 channels
can matrix to a display of 40 items. With two inputs you could
select one item out of 40 using the glove as access for the
rows and the voice input as access for the columns).
- Direct selection could be one input channel that can be used
in combination with other input channels or an alternative
input channel.
- Input system should take advantage of the person's residual
physical abilities.
- AAC systems should have a universal interface that is both multi-channel
and multi-modal.
- User should access personal computers through their AAC system
(AAC system capabilities for communication,
composition, and control are adapted to the user).
- AAC system should have a reliable wireless link to the PC system.
- User should be able to independently access (connect, disconnect)
and control (on/off, run software) a
PC through their AAC system.
- Input systems should communicate wirelessly with the "HUB".
- The "HUB" should serve as a universal input interface.
- The "HUB" should interface with an AAC system through the USB
port.
- Input systems (ideally) should have their own power supply.
- Input systems powered from the HUB are less ideal.
- When AAC system is used on power wheelchairs, should be able
to power it off the power wheelchair battery using USB protocol.
- When AAC system is used on power chair, wheelchair battery may
be used to power the HUB.
- Input devices should have their own power source (especially
if they draw a lot of power).
- Systems that don't have their own power supply should be powered
through the HUB (generally can't power
input devices through the HUB if they have a wireless connection).
- Input devices (or HUB) should have automatic power saver capability
(i.e. save power when input device not in use).
- Multi-modal systems should turn off one input device when another
is being used or activated to help prevent
power/battery drainage. This applies to both wired and wireless
systems.
- The HUB should be compatible with a broad range of input systems
(i.e. eye gaze, biosignal based, voice
recognition, keyboard (VT), and gesture recognition technologies.)
- The HUB should increase the effective selection rate (e.g. if
the HUB supports multichannel/multi-input
systems two-dimensional item selection is possible rather than
standard scanning).
- The HUB should recognize the input devices and how to interpret
the signals produced by these devices
without external calibration.
The HUB should translate input signals into the language recognized
by the AAC system, without external calibration.
- The HUB and input devices should adapt to the abilities of any
user without external calibration (e.g.
as user tires, selection dwell time might increase).
- The HUB should accommodate simultaneous input channels (i.e.
gesture recognition input signals, virtual reality control
glove, and a camera).
- A gesture recognition system should be able to interpret American
Sign Language (ASL).
- The input system should be able to operate continuously for
eight hours on its own power supply.
- The input system (HUB and input devices with a particular AAC
device) should require minimal attention demands
for the user.
- Input system (HUB and input devices) should provide the user
with a real time communication rate.
AAC systems should have setup capabilities (installation or use
of new input devices through the HUB) that
are easily understood by both the user and the clinician.
- The installation and use of the HUB and input devices should
require little training for both the consumer and the clinician.
- Input devices powered through the HUB should be reliable.
- User should control transfer between input modality (e.g. select
input system when entering different environments).
- The input system should reduce fatigue.
- The input system should not cause the user any pain or discomfort.
- The use of the input devices through the HUB for AAC system
access should be transparent (user should be able to access
the input systems unconsciously).
- Virtual glove technology (perhaps a simplified version, hand
or foot model) might be a good candidate input system.
- Biosignal-based sensors might be a good candidate input system.
- The HUB should communicate with each input device with a standard
protocol (e.g. Bluetooth).
- Participants reported that input technology would be advanced
enough in the next 5-7 years to provide
the user with real time communication abilities.
- Consumers sometimes prefer to use their own voice rather than
an AAC device because they can achieve
a higher communication rate. They use the device as a backup (e.g.
if they have a soft voice in loud environments).
- When developing needed technology it is important to differentiate
between what measure of communication
rate is being used: words/min, person's ability to follow and participate
in dialogue, etc.
- Communication rate might better be measured as the rate at which
ideas are exchanged.
- Communication rate is dependent on selection rate and the language
processing abilities of the device (e.g.
2 selections produce a phrase which gives you a high communication
rate, selecting 2 letters on the other hand would give you
a slow communication rate.)
- Non-disabled persons compose at about 20 words per minute. This
may be the (typical) upper band for
composition rate for disabled individuals using an AAC device.
- Using current technology, high-end AAC users compose at 25 words
per minute (using such things as word
prediction, phrase storage, and semantic compaction).
4. Barriers (to obtaining technology, to developing technology, etc.)
- Input devices (i.e. eye gaze, dysarthric speech recognition,
biosignal-based infrared headpointers, etc.) are still
being perfected and are not able to function without error.
- Running multiple input devices through multiple channels may
create some operating issues and logistical problems (e.g.
may be too much processing for a system to handle efficiently without
errors or significant time expenditures).
- Current input devices (i.e. gesture recognition systems, eye
gaze systems, etc.) are not compatible with systems such
as AAC devices and PC's. Standards need to be created so that any input
device can work with any computer, phone, or AAC system.
- Complex programming of input devices being filtered through
a HUB can cause increased processing time and/or the inability
to have systems function together.
- System complexity may increase the likelihood of system breakdowns.
- System complexity may increase difficulty (and cost) to repair
device (e.g. due to the various
technologies merged into one device). Separate professionals might be required
to fix individual input systems.
- Device complexity creates barriers that need to be simplified
in order to improve performance, durability, and cost.
- High error rate for selection and control will prevent the input system from being accepted.
- The level of sophistication of the pattern recognition system
is a barrier that covers several
different systems (e.g. voice recognition, gesture recognition, biosignal).
- A major barrier in input system development is the cost of the research.
- There are relatively few AAC manufacturers. This creates a barrier
for technology transfer (i.e. who do you transfer to?).
- Market size is not large enough to create drastic and immediate
change in the field of AAC.
- There is little public and national recognition of the need
for AAC research. Without this recognition, public funding
is not readily available for this research (i.e.
people are often unfamiliar with the technology, and the
number of people who use it).
- The AAC industry has evolved incrementally rather than adopting
radical new ideas and taking great leaps forward.
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References
- Prentke Romich Company. "Jouseä". (2001) [Online: http://www.prentrom.com/access/jouse.html]
- Bloorview MacMillan Centre. "Welcome to WiViK" (2001).
[Online: http://www.wivik.com/html/home.htm]
- Immersion "Cyberglove" (2001).
[Online: http://www.immersion.com/products/3d/interaction/cyberglove.shtml]
- Fifth Dimension Technologies "5DT data glove" (2001).
[Online: http://www.5dt.com/products/pdataglove5.html]
- Discreet "3DS Max" (2001). [Online: http://www.discreet.com/products/]
- National Institute of Health (NIH). "Cochlear Implants in Adults and Children".
(2001). [Online: http://text.nlm.nih.gov/nih/cdc/www/100txt.html]
- Denton, Denise; Diorio, Chris, and Willows, Dennis (1999). "MEMS Probe Tips for
Intracellular Neuronal Recording". [Online:http://www.ee.washington.edu/research/mems/Projects/NeuralProbe/]
- National Intstitute of Neurological Disorders and Stroke. (2001). [Online: http://www.ninds.nih.gov/]
- MIT Media Lab "OPERA" (2001). [Online: http://brainop.media.mit.edu/project-overview.html]
- Immersion "Touchsense" (2001). [Online: http://www.immersion.com/products/ce/overview.shtml]
- Technos America, LTD LLC. "MCTOS Mind Controlled Switch".
(2001). [Online: http://www.mctos.com/htm/mctos.htm]
- Boston College. "Eagle Eyes Project". (2001). [Online: http://www.cs.bc.edu/~eagleeye/]
- IBM "ViaVoice" (2001). [Online: http://www-4.ibm.com/software/speech/mac/newmac/]
- Speech Works "Speech Recognition" (2001).
[Online: http://www.speechworks.com/products/speechrec/speechworks65se.cfm]
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