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Eurocentrism in Engineering: Consequences for Teamwork in Engineering Design
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Involving Children and Teenagers With Bilateral Cochlear Implants in the Design of the BEARS (Both EARS) Virtual Reality Training Suite Improves Personalization.
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Vickers, Deborah; Salorio-Corbetto, Marina; Driver, Sandra; Rocca, Christine; Levtov, Yuli; Sum, Kevin; Parmar, Bhavisha; Dritsakis, Giorgos; Albanell Flores, Jordi; Jiang, Dan; Mahon, Merle; Early, Frances; Van Zalk, Nejra; Picinali, Lorenzo. - : Frontiers Media SA, 2021. : Front Digit Health, 2021
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Abstract:
Older children and teenagers with bilateral cochlear implants often have poor spatial hearing because they cannot fuse sounds from the two ears. This deficit jeopardizes speech and language development, education, and social well-being. The lack of protocols for fitting bilateral cochlear implants and resources for spatial-hearing training contribute to these difficulties. Spatial hearing develops with bilateral experience. A large body of research demonstrates that sound localisation can improve with training, underpinned by plasticity-driven changes in the auditory pathways. Generalizing training to non-trained auditory skills is best achieved by using a multi-modal (audio-visual) implementation and multi-domain training tasks (localisation, speech-in-noise, and spatial music). The goal of this work was to develop a package of virtual-reality games (BEARS, Both EARS) to train spatial hearing in young people (8-16 years) with bilateral cochlear implants using an action-research protocol. The action research protocol used formalized cycles for participants to trial aspects of the BEARS suite, reflect on their experiences, and in turn inform changes in the game implementations. This participatory design used the stakeholder participants as co-creators. The cycles for each of the three domains (localisation, spatial speech-in-noise, and spatial music) were customized to focus on the elements that the stakeholder participants considered important. The participants agreed that the final games were appropriate and ready to be used by patients. The main areas of modification were: the variety of immersive scenarios to cover age range and interests, the number of levels of complexity to ensure small improvements were measurable, feedback, and reward schemes to ensure positive reinforcement, and an additional implementation on an iPad for those who had difficulties with the headsets due to age or balance issues. The effectiveness of the BEARS training suite will be evaluated in a large-scale clinical trial to determine if using the games lead to improvements in speech-in-noise, quality of life, perceived benefit, and cost utility. Such interventions allow patients to take control of their own management reducing the reliance on outpatient-based rehabilitation. For young people, a virtual-reality implementation is more engaging than traditional rehabilitation methods, and the participatory design used here has ensured that the BEARS games are relevant.
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Keyword:
action research; bilateral; children; cochlear implant; Digital Health; participatory design; spatial hearing; training; virtual reality
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URL: https://www.repository.cam.ac.uk/handle/1810/331505 https://doi.org/10.17863/CAM.78959
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23 |
Unpacking the efficacy of Reading to Learn using Cognitive Load Theory
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24 |
Comparing Language Communities: Characterizing Collaboration in the English, French and Spanish Language Editions of Wikipedia
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25 |
Playing with Lesson Planning: A Design-based Approach to Assess How Gamification Affects the Flow Experience of Educators as Learners
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26 |
(Re)designing Materials for Content and Language Integration in Secondary Spanish Immersion: A Design-Based Research Study
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27 |
Teaching one in the presence of many: A design-based research study on developing a multilingual instructional sequence in a foreign language classroom in India
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28 |
Mitteldeutschland - Regionalbegriff und Handlungsraum
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Schönfelder, Günther. - : Hannover: Verlag der ARL - Akademie für Raumentwicklung in der Leibniz-Gemeinschaft, 2021
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29 |
Availability, Accessibility, Acceptability and Quality (AAAQ) of Interpreting Services to Refugee Women in New Zealand
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30 |
Designing Student Participation in Synchronous Writing Instruction
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31 |
Lakeland Dual Language Program Study AY 2016 –17 to AY 2018 –19 ...
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32 |
Factions: acts of worldbuilding on social media platforms ...
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33 |
The Lived Experiences of First-Generation College Students of Color Integrating into the Institutional Culture of a Predominantly White Institution
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In: Leadership, Technology, and Human Development Faculty Publications (2020)
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34 |
Availability, Accessibility, Acceptability, and Quality of Interpreting Services to Refugee Women in New Zealand
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Tagungsbericht: Workshop: Wie riecht das Frühjahr? Invektive Dynamiken digitaler Bildkommunikation als Herausforderung für die qualitative Sozialforschung
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In: Forum Qualitative Sozialforschung / Forum: Qualitative Social Research ; 21 ; 3 ; 19 (2020)
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Praktiken des Sprechens und das Sprechen über Praktiken: Erkenntnispotenziale einer ethnographisch-biographischen Perspektive für die Ungleichheitsforschung
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In: Zeitschrift für Qualitative Forschung ; 19 ; 1-2 ; 163-180 ; Rekonstruktive Ungleichheitsforschung (2020)
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IAB-BAMF-SOEP-Befragung von Geflüchteten 2016: Studiendesign, Feldergebnisse sowie Analysen zu schulischer wie beruflicher Qualifikation, Sprachkenntnissen sowie kognitiven Potenzialen
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In: 30 ; Forschungsbericht / Bundesamt für Migration und Flüchtlinge (BAMF) Forschungszentrum Migration, Integration und Asyl (FZ) ; 73 ; korr. Fassung (2020)
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"Logische Kondensation" - Zur Interpretation von Mehrdeutigkeit in der Kontexturanalyse am Beispiel eines schizophrenen Patienten in der forensischen Psychiatrie
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In: Forum Qualitative Sozialforschung / Forum: Qualitative Social Research ; 21 ; 3 ; 41 (2020)
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Telehealth Use in a Rural State: A Mixed-Methods Study Using Maine's All-Payer Claims Database.
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In: Access / Insurance (2020)
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