Company
Portfolio Data
Zyrobotics LLC
UEI: N/A
Number of Employees: 8
HUBZone Owned: No
Woman Owned: Yes
Socially and Economically Disadvantaged: Yes
SBIR/STTR Involvement
Year of first award: 2015
2
Phase I Awards
1
Phase II Awards
50%
Conversion Rate
$248,724
Phase I Dollars
$750,000
Phase II Dollars
$998,724
Total Awarded
Awards
Transition Adventure – An Interactive Fiction Game for Visually Impaired Students to Improve Pre-Employment Skills.
Amount: $98,750 Topic: NIDILRR
This SBIR project develops and evaluates an interactive fictional text-adventure game—Transition Adventure—for students with visual disabilities to practice and improve pre-employment skills including independent living, social, and problem-solving skills. IDEA and the Rehabilitation Act require all students with visual disabilities receive pre-employment transition skill training. This specialty instruction may be limited by academic resources (i.e., teacher shortage, funding) resulting in poor outcomes. Transition Adventure offers students an opportunity to improve their skills between sessions with their teachers thus promoting self-efficacy and improving transitional outcomes. Project activities include establishing pre-employment transition skill requirements and developing and evaluating the efficacy of the interactive fiction text-adventure game—Transition Adventure—with the target population (i.e., students with visual disabilities). This project partners with the Carroll Center for the Blind; and receives support from the Massachusetts Commission for the Blind, Florida Division of Blind Services, and the American Foundation for the Blind.
Tagged as:
SBIR
Phase I
2020
HHS
ACL
SBIR Phase II: An Accessible Platform for Engaging Children with Motor Impairments in the Classroom Environment
Amount: $750,000 Topic: EA
This SBIR Phase II project focuses on developing an accessible educational platform that combines mobile interfaces and adaptive educational tablet applications (Apps) to support the needs of children with special needs. Tablet devices are known to provide an interactive experience that has revolutionized learning for children. Unfortunately, while these tablet devices are intuitive to utilize and easy for many children, those with disabilities are largely overlooked due to difficulties in effecting pinch-and-swipe gestures. This project thus addresses a direct need in our society by providing an integrated educational experience, focused on math education that addresses the diverse needs of children, while providing a solution for variations found in their disabilities. The contributions of this project include 1) the design of accessible math Apps usable by K-12 children with and without disabilities and 2) the design of apps that adapt educational content and provide feedback to parents and teachers based on real-time analytics. Given that there are over 93 million children worldwide living with a disability and, in the United States, children with disabilities are entitled to a free appropriate public education, there is a large potential of making both a commercial, as well as a societal, impact in this space. This SBIR Phase II project addresses an unmet need by developing an innovative solution to enable children with motor disabilities access to mobile devices and Apps that could engage them fully into the educational system. This solution capitalizes on the availability of pervasive technologies by combining an accessible tablet interface and educational Apps that adapt to each child?s abilities in order to provide an accessible mobile solution. Tablet devices are known to provide an interactive experience that has revolutionized learning for children. Unfortunately, while these tablet devices are intuitive to utilize and easy for many children, those with motor limitations tend to have difficulties due to the fine motor skills required for interaction. As such, to address the growing utilization of tablets in the classroom environment, the specific research objectives of this effort include the design of methods that enable the embedding of educational math content into accessible tablet apps for training and evaluating cognitive skills, the design of methods that enable adaptation of the educational content based on real-time analysis of interaction data and correlated performance of the child, and the hosting of interactive design sessions with teachers, parents, and children to evaluate the usability of the system.
Tagged as:
SBIR
Phase II
2016
NSF
SBIR Phase I: An Accessible Platform for Engaging Children with Motor Impairments in the Classroom Environment
Amount: $149,974 Topic: EA
This SBIR Phase I project focuses on developing an accessible educational platform that combines mobile interfaces and adaptive educational tablet applications (Apps) to support the needs of children with special needs. Tablet devices are known to provide an interactive experience that has revolutionized learning for children. Unfortunately, while these tablet devices are intuitive to utilize and easy for many children, those with disabilities are largely overlooked due to difficulties in effecting pinch-and-swipe gestures. This project thus addresses a direct need in our society by providing an integrated educational experience, focused on math education that addresses the diverse needs of children, while providing a solution for variations found in their disabilities. The contributions of this project include 1) the design of accessible math Apps usable by K-12 children with and without disabilities and 2) the design of apps that adapt educational content and provide feedback to parents and teachers based on real-time analytics. Given that there are over 93 million children worldwide living with a disability and, in the United States, children with disabilities are entitled to a free appropriate public education, there is a large potential of making both a commercial, as well as a societal, impact in this space. This SBIR Phase I project addresses an unmet need by developing an innovative solution to enable children with motor disabilities access to mobile devices and Apps that could engage them fully into the educational system. This solution capitalizes on the availability of pervasive technologies by combining an accessible tablet interface and educational Apps that adapt to each child's abilities in order to provide an accessible mobile solution. Tablet devices are known to provide an interactive experience that has revolutionized learning for children. Unfortunately, while these tablet devices are intuitive to utilize and easy for many children, those with motor limitations tend to have difficulties due to the fine motor skills required for interaction. As such, to address the growing utilization of tablets in the classroom environment, the specific research objectives of this effort include the design of methods that enable the embedding of educational math content into accessible tablet apps for training and evaluating cognitive skills, the design of methods that enable adaptation of the educational content based on real-time analysis of interaction data and correlated performance of the child, and the hosting of interactive design sessions with teachers, parents, and children to evaluate the usability of the system.
Tagged as:
SBIR
Phase I
2015
NSF