This is the accepted version of the paper.This version of the publication may differ from the final published version. Permanent repository link
IntroductionThis study evaluated an intervention for people with aphasia delivered in a novel virtual reality platform called EVA Park. EVA Park contains a number of functional and fantastic locations and allows for interactive communication between multiple users. Twenty people with aphasia had 5 weeks’ intervention, during which they received daily language stimulation sessions in EVA Park from a support worker. The study employed a quasi randomised design, which compared a group that received immediate intervention with a waitlist control group. Outcome measures explored the effects of intervention on communication and language skills, communicative confidence and feelings of social isolation. Compliance with the intervention was also explored through attrition and usage data.ResultsThere was excellent compliance with the intervention, with no participants lost to follow up and most (18/20) receiving at least 88% of the intended treatment dose. Intervention brought about significant gains on a measure of functional communication. Gains were achieved by both groups of participants, once intervention was received, and were well maintained. Changes on the measures of communicative confidence and feelings of social isolation were not achieved. Results are discussed with reference to previous aphasia therapy findings.
This is the unspecified version of the paper.This version of the publication may differ from the final published version. Permanent Abstract.Arduino is an open source electronics platform aimed at hobbyists, artists, and other people who want to make things but do not necessarily have a background in electronics or programming. We report the results of an exploratory empirical study that investigated the potential for a visual programming environment to provide benefits with respect to efficacy and user experience to end-user programmers of Arduino as an alternative to traditional text-based coding. We also investigated learning barriers that participants encountered in order to inform future programming environment design. Our study provides a first step in exploring end-user programming environments for open source electronics platforms.
This is the accepted version of the paper.This version of the publication may differ from the final published version. Virtual worlds are used in wide-ranging ways by many people with long-term health conditions but their use by people with aphasia (PWA) has been limited. In contrast, this paper reports the use of EVA Park, a multi-user virtual world designed for PWA to practice conversations, focusing on people's emotional, social, and conversational experiences. An analysis of observation and interview data collected from 20 people with aphasia who participated in a 5 week therapy intervention revealed key themes related to user experience. The themes offer a rich insight into aspects of the virtual world experience for PWA that go beyond therapeutic outcomes. They are: affect (positive and negative), types of conversation, miscommunication and misunderstanding, immersion in the virtual world, social presence and initiative and flow. Overall, the study showed that participants experienced positive emotional and social outcomes. We argue that this was achieved as a consequence of EVA Park being not only accessible but also a varied and entertaining environment within which PWA experienced both the realistic and the quirky whilst engaging with others and having fun. Permanent repository link
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