You might dismiss video gaming as a pointless pastime for kids, but contrary to what you might assume, the average age of gamers, or those who play video games, is 31 (Lofgren, 2015). According to comScore, Inc., more than 1.2 billion people play video games worldwide. According to an international online survey, 20.5% of gamers who play casual video games have a physical, mental, or developmental disability - that’s more than one in every five.
You have likely heard of “wearables” before, as the term and its associated products have become increasingly popular in recent years. But believe it or not, wearables are a type of assistive technology (AT) that has been around for some time now. And, the future of wearables in improving the productivity and well-being of people of all ages and abilities is vast.
According to the World Health Organization, 450 million people worldwide are currently affected by mental health conditions, and one in four people ultimately will be in their lifetime. Companionship has been shown to help alleviate many types of mental health conditions and discourage health-damaging behaviors. However, finding companionship may be difficult, especially if you are managing a mental health condition. That’s one of the reasons why many researchers and manufacturers have been developing socially assistive robots (SARs) over the past decade.
What is the difference between durable medical equipment (DME) and assistive technology (AT)? Understanding this distinction can have a big impact on your wallet.
Do you ever get frustrated by features of your assistive technology (AT) device or product not working properly? Do you ever think, “I like my AT product, but I have ideas that would improve it?” If so, you might consider taking an active role in AT product prototype testing. This guide provides you information on how you can get involved in prototype testing.
A guide developed jointly by AbleData and the Job Accommodation Network (JAN) to provide workers with autoimmune diseases with information on accommodations and assistive technologies (AT) to assist them with performing various work tasks.
Estimates suggest that the total population of individuals who are deaf-blind to be somewhere between 40,000 to upwards of 70,000. There is much variety in functional ability among those identified as deaf-blind. For example, some individuals may have enough vision to be able to move about in their environment and even read large print. Others may have enough hearing to recognize familiar sounds, or understand speech.
Are you thinking about creating an Assistive Technology (AT) device? Consider familiarizing yourself with intellectual property rights and the patent process before developing your marketing plan. A patent is a legal protection that grants its holder “the right to exclude others from making, using, offering for sale or selling” the invention. The United States Patent and Trademark Office (USPTO) determine which inventions become patented.
Since the dawn of civilization, humans have pursued better and better methods for finding our way in our world. From using the sun and the stars, to maps, to Global Positioning System (GPS) – a worldwide radio-navigation system using satellites and ground stations. Today, we have made profound advances that have forever changed the way we navigate in our physical world– or wayfinding as it is commonly known.