Background. Two separate multinational surveys of oncologists and patients with cancer were conducted to assess the awareness and use of biomarkers in clinical practice. These data explore the self-reported and physician-assessed levels of patient cancer literacy and factors affecting physicians' choice to use biomarkers in treatment decisions. Patients and Methods. Interviews were conducted via telephone with patients and online with physicians. Physicians had 3-35 years ofexperience; were treating more than 15 patients/ month; and specialized in breast, lung, or colorectal cancer. Patients had received treatment for breast, lung, or colorectal cancer within the previous 5 years. Results. Interviews with 895 physicians and 811 patients were completed. Most patients and physicians reported that patients understood that a tumor could be tested to determine what
Although ICTs have strengthened educational processes, there are still some challenges on flexibility and convergence, among others. In this article, we propose a ubiquitous learning model (u-learning) that can have a positive impact on the teaching/ learning process since it considers video as an important element which can be displayed on any screen at any time and place. Besides indicating the elements making part of the model, alternatives of implementation, uses of video and experimentation with a cloud supported video platform are shown here. The results demonstrate an optimal deployment of the video at different devices when using a multi-screen video platform connected to the Internet, and show this model as a good reference to projects an u-learning service.Keywords: u-learning; ubiquitous computing; cloud computing; multi-screen TV; TV/video platforms everywhere.Modelo de aprendizaje ubicuo basado en plataformas de televisión multipantalla (uLMTV) ResumenLas TIC han potencializado los procesos educativos, pero aún hay desafíos de flexibilidad, convergencia, entre otros. Este artículo propone un modelo de aprendizaje ubicuo (u-learning) que puede impactar positivamente al proceso de enseñanza/aprendizaje, ya que contempla el video como un elemento importante, que se puede desplegar en cualquier pantalla, en cualquier momento y lugar. Además de indicar los elementos que intervienen en el modelo, se presentan alternativas de implementación, usos del video, y una experimentación con una plataforma de video basada en la nube. Los resultados demuestran un despliegue óptimo del video en diferentes dispositivos cuando se utiliza una plataforma de video multi-pantalla conectada a Internet, y muestran este modelo como una buena referencia para proyectar un servicio de u-learning.Palabras clave: aprendizaje ubicuo; computación ubicua; computación en la nube; TV multipantalla; plataformas TV/video en todas partes.
Teaching children with intellectual disabilities is a big challenge for most parents and educators. Special education teachers use learning strategies to develop and enhance motivation for complex learning tasks. Literacy acquisition is an essential and life-long skill for a child with intellectual disabilities. In this context, technology can support specific strategies that will help children learn to read. This paper introduces a Tangible User Interface (TUI) system based on Radio Frequency Identification (RFID) technology to support literacy for children with Down syndrome. Our proposed system focuses on the integration of RFID tags in 3D printed objects and low cost toys. The paper describes the experience of using some materials covering the tags and the different problems related to the material and distance of radio wave propagation. The results of a preliminary evaluation in a special education institution showed that the system helps to improve the interaction between teachers and children. The use of a TUI seems to give a physical sensory experience to develop literacy skills in children with Down syndrome.
Background. Standardized questionnaires are well-known, reliable, and inexpensive instruments to evaluate user experience (UX). Although the structure, content, and application procedure of the three most recognized questionnaires (AttrakDiff, UEQ, and meCUE) are known, there is no systematic literature review (SLR) that classifies how these questionnaires have been used in primary studies reported academically. This SLR seeks to answer five research questions (RQs), starting with identifying the uses of each questionnaire over the years and by geographic region (RQ1) and the median number of participants per study (how many participants is considered enough when evaluating UX?) (RQ2). This work also aims to establish whether these questionnaires are combined with other evaluation instruments and with which complementary instruments are they used more frequently (RQ3). In addition, this review intends to determine how the three questionnaires have been applied in the fields of ubiquitous computing and ambient intelligence (RQ4) and also in studies that incorporate nontraditional interfaces, such as haptic, gesture, or speech interfaces, to name a few (RQ5). Methods. A systematic literature review was conducted starting from 946 studies retrieved from four digital databases. The main inclusion criteria being the study describes a primary study reported academically, where the standardized questionnaire is used as a UX evaluation instrument in its original and complete form. In the first phase, 189 studies were discarded by screening the title, abstract, and keyword list. In the second phase, 757 studies were full-text reviewed, and 209 were discarded due to the inclusion/exclusion criteria. The 548 resulting studies were analyzed in detail. Results. AttrakDiff is the questionnaire that counts the most uses since 2006, when the first studies appeared. However, since 2017, UEQ has far surpassed AttrakDiff in uses per year. The contribution of meCUE is still minimal. Europe is the region with the most extended use, followed by Asia. Within Europe, Germany greatly exceeds the rest of countries (RQ1). The median number of participants per study is 20, considering the aggregated data from the three questionnaires. However, this median rises to 30 participants in journal studies while it stays in 20 in conference studies (RQ2). Almost 4 in 10 studies apply the questionnaire as the only evaluation instrument. The remaining studies used between one and five complementary instruments, among which the System Usability Scale (SUS) stands out (RQ3). About 1 in 4 studies analyzed belong to ubiquitous computing and ambient intelligence fields, in which UEQ increases the percentage of uses when compared to its general percentage, particularly in topics such as IoT and wearable interfaces. However, AttrakDiff remains the predominant questionnaire for studies in smart cities and homes and in-vehicle information systems (RQ4). Around 1 in 3 studies include nontraditional interfaces, being virtual reality and gesture interfaces the most numerous. Percentages of UEQ and meCUE uses in these studies are higher than their respective global percentages, particularly in studies using virtual reality and eye tracking interfaces. AttrakDiff maintains its overall percentage in studies with tangible and gesture interfaces and exceeds it in studies with nontraditional visual interfaces, such as displays in windshields or motorcycle helmets (RQ5).
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