Our Research |
Braille Bunny: A Device for Braille Literacy Education
A parallel, iterative, and co-design process was undertaken to develop a prototypical device, BrailleBunny. This device created by Elizabeth Hoskin promotes transferable braille literacy skills; writing with a slate and stylus, provide real time auditory and tactile feedback, be accessible, durable and reliable, safe, easily and independently operable, and enable co-play and cooperative learning when teachers cannot give 1:1 attention due to large class sizes. |
Braille use has been linked to higher rates of employment, education, financial self-sufficiency, and self-esteem. Braille literacy is decreasing, and one area of the world particularly impacted by braille illiteracy is the Philippines. In 2016, Digital Learning for Development and All Children Reading released a “Grand Challenge for Development” that challenged researchers to address the need for assistive technologies to help children with sensory disabilities learn to read in the Philippines.
Click here to find a video tour and tutorial of the device!
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KINARM
We're looking at how brains function by evaluating upper limb movements. Using the KINARM Robot, we can test motor control. We have collected data of nearly 200 kids from 5 - 18 years of age and we are analyzing cognitive, perceptive and motor control milestones.
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If your child is between the age of 5 and 18 and would like to participate in this study, please email [email protected]. For more information visit:
http://www.queensu.ca/limb/participate/kinarm-kids |
Wii Board: Preventing older adults from falling
Persons older than 75 years of age are more susceptible to falls and are a greater burden to the healthcare system than their younger counterparts. While devices like the Nintendo Wii can potentially increase balance control, virtual reality games available for the Wii are not designed as exercise therapy programmes for older people. Targeted therapies are more likely to increase function and decrease falls risk. An interdisciplinary approach that integrates the knowledge of engineers with clinicians can enable the development of a virtual reality home-based exercise programme with off-the-shelf equipment. Several targeted exercise therapy games have been developed to encourage at home exercise using novel software with Wii balance boards and the Kinect Sensor.
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Assistive learning device for children with visual impairment
Learn more about the BraillePad by listening to Annie's interview on AMI. http://www.ami.ca/category/business-and-technology-kelly-and-company/media/braillepad-prototype |
Queen's Master's engineering student, Rhianne Lopez is developing an educational tool that could enable people to learn braille more independently. Called BraillePad, it's a portable, durable, and inexpensive device that lets the user practice learning braille without a desktop computer or help from an instructor. Read the full story here: engineering.queensu.ca/news-events/queens-student-developing-device-to-help-learning-braille/ |
Adaptive bicycle for teenager with Cerebral Palsy
The client has Cerebral Palsy and has limited range of motion in her hips and knees which prevented her from riding her bike. Over the year, the team successfully designed and built a test rig simulating the client's bicycle. She was tested on the test rig and recommendations were made by the team as to how to proceed with modifying the client’s bicycle. Dr. Davies’ summer students Andrew Gowthorpe and Louise Munro continued the development of the assistive bicycle. The team focused on manufacturing a new crankset as recommended by the MECH 460 group. This crankset featured a “two-piece” design, where each crank arm was composed of two smaller links connected with a shoulder bolt. |
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