disability

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  • Intel Reader hands-on

    Making our all so stealthy escape from the Intel booth today, we came across the Reader -- the big chipmaker's text scanning device which reads aloud and provides a high contrast, large-sized reading facility for people with visual or mental impairments. We tried it out on a real quick and dirty scan from a newspaper, and while it picked up plenty of text bits from articles outside the one we cared to read, it was a pretty robust little setup in our opinion. The readouts were pretty robotic, but this isn't really intended as an ebook reader with vocal chords, so we'll give it a pass for that. We still cringe at the $1,500 price tag, though on the whole it looked like a well thought-out device with a very specific use. Check out the pictures below and a video awaits after the break. %Gallery-81997%

    Vlad Savov
    01.07.2010
  • Touch Bionics offers ProDigits for those missing their amateur ones

    Touch Bionics has been at this bionic prosthetics business for a while now, already providing i-Limb solutions to those deprived of the use of their hands or arms. The company's latest innovation is to reduce all that tech down to the level of individual fingers, with its freshly announced ProDigits being able to replace anywhere between one and all of your precious little piggies. Relying on a traditional myoelectric regime -- which reacts to muscle signals from the residual hand -- or pressure from the remnant finger for its input, this invention can even be tweaked by doctors (over Bluetooth) to adjust the finer motor functions on a per patient basis. Costing up to £40,000 ($65,000), these new prosthetics will be custom-built for each person, and there are plans to apply to have them made available through national health insurance -- in countries that are into that sort of thing. Video after the break.

    Vlad Savov
    12.08.2009
  • BrainPort lets you see with your tongue, might actually make it to market

    We first saw the crazy BrainPort in 2006, but the intervening time hasn't been wasted by its developers, who've brought the quirky visual aid to the cusp of commercial viability. If you'll recall, the device translates signals from a head-mounted camera to electrical pulses that lightly zap your tongue in response to visual stimuli -- early results have shown people can regain a good bit of their spatial awareness and even read large writing. The next step is FDA approval, which is expected by year's end, meaning that the BrainPort could arrive as early as 2010. There is a steep entry fee though, with prices expected to begin at $10,000, but the very fact you'll be able to buy it is a milestone in our book. Edifying video after the break. [Thanks, Toy]

    Vlad Savov
    08.14.2009
  • Bone-anchored hearing aids filter out noise, finally ready for human implantation

    Think those noise-canceling earbuds are hot stuff? Imagine if said technology was applied to an advanced type of implantable hearing aid, and you'll have an idea of exactly what Earthlings with severe hearing loss now have to look forward to. For years now, we've watched as cochlear implants became more effective in lab tests, and up until recently, we've had strict medical testing procedures to thank for the inability to actually get one. Now, one Colin Hughes will soon be amongst the first Australians to enjoy a "new bone-anchored hearing aid designed to adjust to noisy environments, quiet conversations and the varying rhythms and pitch of music." Due to a birth defect that left him with atypically narrow eustachian tubes, Colin was never able to take advantage of traditional hearing aids for any length of time, but now these $12,000 (per pair) devices are promising a new life for the 70-year old bloke. Our favorite feature? MP3 players can be directly (and discretely) attached, enabling old geezers to tune out old hags without them ever noticing.[Thanks, Mike]

    Darren Murph
    08.10.2009
  • Disabled gamer mods controller, wins at life

    We consider it a hardship when we have to reach behind our entertainment center every sixth months to plug in the Wii, but PlayStation boards user KitsuneYume is someone who's really willing to put in the extra effort. The disabled gamer designed and made a controller that uses not only his feet and fingers for input, but his tongue.So, the next time you hear someone complain about games these days being too complicated, we want you to show them this post, punch them in the mouth and tell them to grow a pair.[Via Engadget]

    Justin McElroy
    11.11.2008
  • PS3 gamer overcomes disability with custom controller, triumphs in l33t3st way imaginable

    Yeah, we here at Engadget are hardened cynics -- our cold, black hearts have closed off to all but the most extraordinary tech-related stories, and we don't talk about the triumph of the human spirit a lot, but PlayStation 3 forum user KitsuneYume has us stepping outside our usual box today. With the help of an engineer, he made an "adaptive controller" that allows him to game with the pros despite serious disabilities. 20 out of 25 functions are accounted for by the system, and he uses his fingers, toes, and even his tongue to play -- your regular, everyday controller mod it ain't. The creator said he uploaded the pictures to make sure folks who might need it are aware the technology exists, as he contacted Sony a while back and they weren't able to tell him where to look. We hope this helps gets the word out, because we think everyone should have and chance to lie, cheat, and steal their way through Fallout 3.[Thanks, Jason]

    Samuel Axon
    11.11.2008
  • "Second Life is my wheelchair"

    That's the money-quote from Seshat Czeret in Feldspar Epstein's piece on disability and accessibility at The Metaverse Journal this week. Really, those five words condense thousands of written words on the empowering properties of a collaborative virtual environment, and not just for the differently-abled, but for the regularly able as well. It is interesting to note that those with physical limitations and disablements tend to view their own physical bodies as a physical, fleshy avatar far more frequently than those who have no such impairment. To the physically handicapped, the body may not function as it ought, but their minds and persons are as whole and complete as any. Many view their bodies as simply a malfunctioning vehicle, and their step into online avatars in a 3D environment is as slight a transition as getting into a car and driving. To many such physically impaired users, the body is no more nor less a tool than an online avatar, and the latter (despite lag, occasional inventory loss, network problems and all the other hurly-burly of a virtual environment) is the more reliable, expressive and liberating, allowing more ability to contribute, work, play and socialize. Why then, do the able-bodied among us tend to see so much more distinction between our bodies in the physical world and our digital representations? Is that distinction merely an artificial one, a handicap brought about by our able-bodied perspective? Are you a part of the most widely-known collaborative virtual environment or keeping a close eye on it? Massively's Second Life coverage keeps you in the loop.

    Tateru Nino
    09.21.2008
  • Blizzard and the hidden population of disabled players

    A Dwarf Priest has a nice long post up about the relationship between Blizzard and one of the more hidden (and yet surprisingly large) groups within their population: disabled gamers. It's no secret to anyone who's played WoW for a while that a lot of disabled gamers have found a lot of solace in a social game where you can be almost completely anonymous and play a character at whatever pace you want to play. Even if you go with the lowest of estimations, there are about 525,000 people playing the game with some kind of disability in real life. That's a much bigger number than I expected, and it's a significant number of people paying Blizzard every month.Fortunately, Dwarf Priest found that accessibility is relatively good in Blizzard's game -- most of the work is actually done with third-party addons, but the UI and display is so customizable that even with the default interface, many people without a full range of controls or movement can figure out how to play the game. For their part, Blizzard has agreed that a customizable UI is the best way to make a game accessible -- J. Allen Brack says that's a priority in this interview with Able Gamers.Dwarf Priest has lots more, including a quick comparison with accessibility in Warhammer Online, and even a weird wrinkle in the Glider lawsuit (the botting program's creators are apparently claiming it helps disabled players play their characters). It's a very well-written post about a subject that doesn't get covered much, and there's lots of extra reading to dig into at the bottom as well.

    Mike Schramm
    09.05.2008
  • Ben Heck and eDimensional's Access Controller for one-handed gamers

    Leave it to Ben Heck to create something that's not only cool, but also good for humanity. We've had our eyes on the Access Controller, and now it has an actual retail channel and final design. The eDimensional Access Controller enables one-handed gaming in a completely modular design. Each control function module can be rearranged based on the gamer's needs -- even the act of rearranging of modules can be done with one hand. Ben, the nice guy that he is, also includes a custom module-creation guide if you're so inclined. The controller is also designed with a concave back to sit comfortably on either a table or leg and uses 2.4GHz wireless. eDimensional is taking preorders now, and the unit is compatible with PlayStation 2, PlayStation 3, and PC. To top it all off, a portion of the $129.99 you spend will go to Children's Hospital and Veterans Medical centers. We feel all good inside.

  • Player vs. Everything: Gaming with a disability

    Stephanie Walker was a gamer who had never expected to have to deal with a disability. She was 23 at the onset of her condition, a college student who also worked a full-time job. She liked to spend the little free time she had unwinding online. Initially resistant to the idea of playing EverQuest, Stephanie quickly discovered that slaying virtual orcs and bandits while joking around in party chat was surprisingly fun. It was a great way to keep in touch with long-distance friends and burn some stress after a long day. She didn't have a lot of time to play, but she was good at it when she did. While working at her job one day, Stephanie noticed that her right hand and leg had fallen asleep. When she tried to get up to walk the sensation off, she realized that something was seriously wrong -- the entire right side of her body had just stopped working. Stephanie was rushed to the hospital, and the diagnosis was confirmed the following morning: she had multiple sclerosis, and she would have to deal with it for the rest of her life. Overnight, everything changed. She went from being someone who spent 20 hours per day away from home to someone who really never left. Moving around within her house required an enormous effort on her part. Even feeding herself had become a challenge. The little things, like not being able to get online and chat with her friends (something she really enjoyed) just made her situation that much more painful.

    Cameron Sorden
    04.28.2008
  • The Heron Sanctuary helps the disabled find a Second Life

    An element inherent in virtual worlds that the mainstream press frequently misses (or deliberately ignores in favor of the more sensational aspects), is that your avatar can be everything you want to be, but for whatever reason, can't be. And while this has led many with otherwise socially-debilitating conditions to achieve a degree of happiness and freedom, there are relatively few organizations devoted to helping disabled people realize new social lives through virtual worlds.I previously wrote about Fez Rutherford's 2nDisability, but here's another wonderful example of people reaching out to help others: The Heron Sanctuary in Second Life. Eureka Dejavu and Schmilsson Nilsson (previously podcasted here) graciously give some space on their blog 'Dispatches From a Virtual World' to Widget Whiteberry, who talks about the importance of making connections over the Web and founding a virtual community for disabled individuals. It's a worthwhile read and serves to refute the assertions by so many naysayers that there's nothing of value to be had in SL.[Thanks, Schmilsson!]

    Akela Talamasca
    01.29.2008
  • Court awards disability claim to RF-exposed AT&T worker

    It's still largely unclear just what the heck cellphone-sized doses of radiation do to the human body -- but whatever happens, you've gotta figure those effects are multiplied many times for folks spending their days standing in front of carriers' antenna arrays. An Alaskan equipment installer working for AT&T filed a disability claim against his employer for unspecified health problems caused by ongoing exposure to RF levels above FCC recommendations; eventually, the claim ended up on the docket of the state's Supreme Court, which ruled in favor of the employee. We imagine the decision will likely get tied up in further appeals, but if the law ultimately sides with the afflicted worker, this could all spell trouble for carriers whose installers spend much of their time blasted with all manner of airwaves. In the interest of health (or not getting sued, as the case may be), are we looking at more blackouts down the road as transceivers get turned off for maintenance?

    Chris Ziegler
    08.27.2007
  • Auditory nerve implant could drastically benefit deaf individuals

    Early last year, gurus at the University of Michigan were devising a newfangled type of cochlear implant, but now it looks like the Wolverines are more interested in a fresh auditory nerve implant that is being dubbed "a superior alternative" to the (now) old fashioned option. The uber-thin electrode array would purportedly "transmit a wide range of sounds to the brain," and could give profoundly and severely deaf people the ability to "to hear low-pitched sounds common in speech, converse in a noisy room, identify high and low voices, and appreciate music." Researchers on the project are convinced that this technology trumps cochlear implants in every way, and while preliminary patents have already been filed, it'll still be nearly a decade at best before these things can invade human ears en masse.[Via Physorg]

    Darren Murph
    06.10.2007
  • European robots assist children in forming relationships

    We've seen robots that help humans diagnose autism, but a team of researchers at the University of Hertfordshire have developed a number of robots and humanoids that can help autistic children cope and form relationships. The €3.22 million ($4.33 million) Interactive Robotic Social Mediators as Companions (IROMEC) project is being funded by the European Sixth Framework, and seeks to "investigate the use of robotic toys to enable children with disabilities to develop social skills." A number of creations have been concocted in order to help youngsters with learning disabilities interact more normally, and KASPAR (Kinesics and Synchronisation in Personal Assistant Robotics) has emerged as the latest android to come to the rescue. The team isn't satisfied just yet, however, as it purportedly plans to further "investigate how robotic toys can become social mediators" within the next three years.[Via Physorg]

    Darren Murph
    06.01.2007
  • Automatic toilet paper dispenser doles out neater wads

    No, this prototype toilet paper dispenser isn't for you lazy lumps out there, but rather serves to aid disabled folks who sometimes have trouble using those frustrating plastic boxes in public restrooms or even the simple rolls in their own homes. Called the 'TPer' -- we think -- this model operates much like a LEGO-built one we saw awhile back, spinning up an appropriate amount of neatly folded paper before slicing it free to go about its duties. There doesn't seem to be any more info on this one apart from what you see in the vid located after the break, so if you know someone who could use such a device, it looks like you'll have to break out your trusty NXT kit.

    Evan Blass
    05.09.2007
  • Augmented vision device may aid tunnel vision sufferers

    As people age and develop ocular diseases such as glaucoma and retinitis pigmentosa, an unfortunate side effect is the gradual inability to locate and recognize objects not directly in front of them -- a condition more commonly known as tunnel vision. Previous gadgets designed to combat this problem, such as so-called reverse binocular glasses, have indeed been successful in providing patients with additional visual data; however, their miniaturizing effect took much of the detail away from peripheral objects, making them uncomfortable and ultimately ineffective for everyday use. Fortunately for tunnel vision sufferers, a new, higher-tech option may soon be available to aid them in their plight, in the form of an innovative device designed by a team at Harvard Medical School affiliate Schepens Eye Research Institute. Developed in conjunction with MyVu HMD manufacturer MicroOptical Corp., the augmented vision device consists of a video camera and transparent display attached to a pair of glasses and tethered by wire to a small computer. The computer processes the incoming visual data from the camera and projects a real-time outline of the wearer's surroundings right onto the center of the glasses, effectively "filling in the blanks" for the peripheral objects that would not normally be viewable. In tests conducted by the team, affected patients with only an hour of training were able to significantly increase the directness of their searches, while at the same time reducing the amount of time necessary to locate an object by about 22%. Further long term studies are necessary to determine how effective the device would be with more training and regular usage, but with such promising initial results, tunnel vision sufferers may finally be able to step out of the shadows and literally see the light.[Via Medgadget]

    Evan Blass
    09.01.2006
  • Colorblind gaming or: Table Tennis is impossibly hard!

    Around one in ten males and one in two hundred females are unable to discern the difference between some or all colors that other people can distinguish. Like most other people with the disability, I've been colorblind (or, to use the politically correct term, have had color sight deficiency) since birth. I find it hard, and sometimes impossible, to tell the difference between shades of red, green and brown, blue and purple and oranges and yellows. As my optician told me when I was young, this disability means that I can't work in a paint factory or be a pilot. What he didn't tell me was that I'd have trouble playing friggin' computer games! As you probably know, the Xbox 360 features several colored buttons. Usually I can tell the difference between these buttons (the problem isn't so bad that I can't tell the difference between the equivalent of red and green at traffic lights). However, there's one game that has caused a problem: Rockstar's Table Tennis. A fundamental part of the gameplay is being able to respond to the opposing player's spin on the ball. This is represented by one of the colors which are also found on the gamepad. Blue for left spin, red for right spin, green for forward spin and yellow for back spin. Unfortunately, I can barely tell the difference between the red, green and yellow on a standard definition display. On a high definition screen the green and yellow are still nearly identical to my eyes. This isn't usually much of a problem during normal play (besides, I can always just press the green button), but on the training levels where you are taught how to spin the ball, I found the task physically impossible. I literally had to guess which spin the computer was giving the ball! Table Tennis has the hardest training level of any game, at least for me. Since completing the training levels is an Xbox 360 achievement, it's also possibly the hardest achievement there is. It took me around 3-4 hours and dozens of reattempts to get the 5 points given to you after you complete training.