Rehab Engineering & Assistive Tech

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Last updated 11:54 PM on 10/5/26
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63 Terms

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HAAT Model

Framework evaluating interactions between Human, Activity, Context, and Assistive Technology.

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Social Model of Disability

Frames disability as created by environmental barriers rather than individual bodily deficits.

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Activity vs. Participation

Activity is executing a task; participation is involvement in a real life situation.

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Capacity vs. Performance

Capacity is potential in standard conditions; performance is actual execution in real environments.

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Activity Outputs

The four functional outcomes of AT: mobility, manipulation, cognition, and communication.

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Human/Technology Interface (HTI)

The boundary where information and energy are exchanged between user and technology.

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Operational Competence

Technical skills required to operate, maintain, and troubleshoot an assistive device.

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Strategic Competence

Ability to use specialized strategies to overcome technology or environmental limitations.

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ATA Process Model

User-driven, bio-psycho-social framework matching individuals to technology using ICF and MPT.

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Assistive Solution vs. AT Device

A device is physical equipment; a solution combines user adaptation, environment, and tech.

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Five Steps of AT Service Delivery

Referral & Intake, Select, Fit, Train, and Follow-Up.

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Criterion-Referenced Assessment

Evaluates a user's performance against a specific skill benchmark rather than peer averages.

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Norm-Referenced Assessment

Compares an individual user's performance to a normative sample of peers.

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Reliability in AT Assessment

The consistency of test results when administered under varying test conditions.

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Validity in AT Assessment

The degree of confidence that an assessment accurately measures what it intends to.

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UN CRPD

International treaty establishing disability rights, autonomy, legal capacity, and accessibility worldwide.

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Cycle of Poverty and Disability

Bidirectional link where poverty increases disability risk and disability increases economic hardship.

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Community-Based Rehabilitation (CBR)

Multisectoral strategy enhancing local health, education, livelihood, and social participation.

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Five Ps of WHO GATE Framework

People, Policy, Products, Provision, and Personnel.

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Priority Assistive Products List (APL)

WHO list identifying essential, high-impact assistive products that every country should provide.

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Distributive Justice

Ethical principle governing fair allocation of healthcare, technology, and societal resources.

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Equity vs. Equality

Equality provides identical resources; equity provides individualized resources for comparable outcomes.

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Autonomy

Ethical principle affirming an individual's right to self-determination and independent choices.

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Nonmaleficence

The ethical obligation of service providers to avoid causing physical or psychological harm.

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Beneficence

The ethical responsibility to act in ways that promote user health and well-being.

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Accessibility Privacy

The right to be physically left alone and free from external bodily intrusion.

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Informational Privacy

User control over how personal data is collected, stored, transferred, and shared.

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Decisional Privacy

Freedom to make personal life choices without external restriction or interference.

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Supported Decision Making

Assisting individuals with cognitive limitations to make choices while retaining legal autonomy.

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Selection Set

The group of items, symbols, or commands available for a user to select.

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Direct Selection

Access method where the user directly points to or chooses the target choice.

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Indirect Selection (Scanning)

Access method where targets are presented sequentially until selected by the user.

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Resolution (Motor Control)

Smallest distance between two targets a user can reliably distinguish and activate.

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Dwell Time

Holding a pointer over a target for a predetermined duration to trigger selection.

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Scanning Stage 1 Goal

Developing cause and effect through time-independent switch activations.

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Scanning Stage 2 Goal

Developing switch activation at precise moments during time-dependent presentation.

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Scanning Stage 3 Goal

Selecting a target presented within a brief, specified choice window.

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Scanning Stage 4 Goal

Applying scanning techniques for functional, symbolic communication and choice-making.

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The 0.65 Rule

Mathematical relationship linking user reaction time to appropriate switch scanning speed.

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Natural Cues in Scanning

Using task-relevant questions rather than explicit commands like 'hit the switch'.

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First-Level Digital Divide

Inequality based on physical access and availability of ICT hardware and infrastructure.

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Second-Level Digital Divide

Inequality based on user skills, capability, and training to effectively operate ICT.

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Third-Level Digital Divide

Inequality based on whether ICT usage yields beneficial, real-world practical outcomes.

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Ambient Intelligence

Embedded technology that silently senses, adapts to, and anticipates user context and needs.

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One Size Fits One

Dynamically personalizing an interface to an individual's exact preferences across devices.

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W3C POUR Principles

Web content must be Perceivable, Operable, Understandable, and Robust.

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Sticky Keys

Accessibility feature allowing modifier keys to be pressed sequentially rather than simultaneously.

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Slow Keys

Feature requiring keys to be held down for a preset duration before registering.

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Bounce Keys

Feature that ignores rapid, accidental repeated keystrokes of the exact same key.

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Mouse Keys

Accessibility feature enabling the numeric keypad to control mouse cursor movement.

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Guided Access

iOS feature restricting a device to a single app to maintain task attention.

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AssistiveTouch

iOS feature providing an on-screen menu to replace complex physical hardware gestures.

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Screen Reader

Software converting visual screen elements into spoken speech or tactile Braille output.

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Alt Text

Textual description of visual images enabling screen reader access for blind users.

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Three Components of Input Setup

Input Method (how selected), Overlay (choices presented), and Options (system settings).

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Co-occupation

An occupation or activity performed interactively by two or more individuals.

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Free Appropriate Public Education (FAPE)

Legal mandate requiring public schools to provide tailored education for students with disabilities.

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Individualized Education Plan (IEP)

Legal document outlining specialized instruction, goals, and AT services for students.

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Universal Design

Designing products and environments to be usable by all people without adaptation.

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Linguistic Competence

Mastery of the language system required to operate a communication device effectively.

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Multilayered Interface

Interface starting with simplified functions and progressively adding features as mastery increases.

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Touch Accommodations

iOS feature adjusting hold duration and tap sensitivity for touchscreen interactions.

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Internet of Things (IoT)

Network of physical devices connected online that exchange data to enable ambient intelligence.