application was tested for its usability and practicality by a small sample of students. Users provided suggestions on how to make the application more versatile and functional, and confirmed that the application made first aid easier and was something that they could see themselves using. While this application is not aimed to replace the current physical guide solution completely, the findings of this project show that SmartAid has potential to stand in as an improved, easy to use, and convenient alternative for first aid guidance.
HackerHero is an educational game designed to teach children, especially those from marginalized backgrounds, computation thinking skills needed for STEAM fields. It also teaches children about social injustice. This project was focused on creating an audio visualization for an AI character within the HackerHero game. The audio visualization consisted of a static silhouette of a face and a wave-like form to represent the mouth. Audio content analysis was performed on audio sampled from the character’s voice lines. Pitch and amplitude derived from the analysis was used to animate the character’s visual features such as it’s brightness, color, and mouth movement. The mouth’s movement and color was manipulated with the audio’s pitch. The lights of Wave were controlled by the amplitude of the audio. Design considerations were made to accommodate those with visual disabilities such as color blindness and epilepsy. Overall the final audio visualization satisfied the project sponsor and built upon existing audio visualization work. User feedback will be a necessity for improving the audio visualization in the future.
Due to the Covid-19 pandemic, healthcare professionals including occupational therapy practitioners (OTPs) were required to transition to working utilizing an online-service delivery model called telehealth. The use of telehealth for occupational therapy (OT) sessions was limited prior to the pandemic, and this shift required OTPs to provide services in ways many had never experienced. The purpose of this study was to identify how the transition to telehealth impacted OTPs and their ability to provide proper care to the pediatric population via telehealth. The final analytic sample included 32 female OTPs who worked with the pediatric population. Results from qualitative and quantitative analyses showed that OTPs had positive feelings toward using telehealth and that the telehealth modality had a moderate impact on their job performance. The areas that pediatric OTPs want to be addressed included technology and internet issues, lack of parent involvement, decreased quality of care, inaccessibility of materials, decreased attention span and increased distractions, and lack of general knowledge about telehealth among clients, parents, and professionals. Despite these drawbacks, a positive theme emerged that the telehealth model is good for current circumstances. The results show telehealth is a positive experience for OTPs and allows OT to be more accessible to their clients. Implications for increasing education for healthcare professionals, clients, and parents/guardians to make telehealth accessible to clients on a large scale are discussed.