Braille is a widely used and popular medium of VIS to read and write in academia. This was invented by Louis Braille, who introduced the concept of raised dot technique to a grid of 3x2 binary matrix. The braille method is the common technique that VIS use in formal education in India, where VIS reads by sensing raised-dot with fingers and writes by slate and stylus. This writing process happens via keeping the thick paper in between slates and embossment of braille characters (i.e., math numbers, alphabetical letters, etc.) using a stylus. This study will help in bringing the new method of intervention in VIS where the use of technology will help make the whole process more user-friendly as well as track the overall progress of the user in a more digital format to get more insights. The intervention of digital media to improve mathematical as well as physical activity will help the overall development of VIS.
Gamification, the idea of using game elements in non-game contexts, has been utilized majorly in the realm of education. This chapter explores the aspects of gamification in public transport, especially on gamifying something mundane like riding a bus. A survey was conducted about public transport and its relation to gamification. The data collected indicates that the participants are inclined to accept gamification as an extrinsic motivation to use the public bus more often. The chi-square test for independence was used to analyze the collected data. The findings of this research can be used as a reference point to further the applications of gamification in other fields.
Work pattern changes along with the changing socio-technical system. An example of this is the present situation. The increasinginfluence of digital technology and Industry 4.0 is rapidly changing the work pattern and other activities. Most of the jobs presentlyhave typical characteristics of sedentary nature and extensive use of hand and wrist. Due to the current work pattern, hand-wristmusculoskeletal disorder occurrence is on the rise. In this context, it is important to understand the interaction of different risk factorsassociated with wrist disorder. It is also required to formulate predictive models and methods in this regard. To fulfil the researchobjectives, a three-phased study was conducted where the dynamics of wrist disorders with lifestyle and design were initially studied.Further combined risk factors were extracted from data gathered using a questionnaire by PCA. Finally, the model was established,tested in various contexts, and discussed.
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