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Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility最新文献

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Augmenta11y: A Reading Assistant Application for Children with Dyslexia Augmenta11y:一款针对诵读困难儿童的阅读辅助应用
Tushar Gupta, L. Aflatoony, Lynette Leonard
We designed Augmenta11y, a cross-platform application that aims to provide ubiquitous reading and learning companionship to children with dyslexia. This paper presents the iterative user-centered design process and implementation details of the application and offers suggestions and guidelines for designing future assisted reading applications. We foresee the opportunity for Augmenta11y to be an accessible, low-cost assistive reading solution for dyslexic children with little to no access to educational specialists or after-school practices. The Augmenta11y application is available on iOS and Android.
我们设计了Augmenta11y,这是一个跨平台的应用程序,旨在为患有阅读障碍的儿童提供无处不在的阅读和学习陪伴。本文介绍了以用户为中心的辅助阅读应用的迭代设计过程和实现细节,并为未来辅助阅读应用的设计提供了建议和指导。我们预见Augmenta11y将有机会成为一种方便、低成本的辅助阅读解决方案,为那些几乎没有机会接触教育专家或课后实践的失读症儿童提供帮助。Augmenta11y应用程序可在iOS和Android上使用。
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引用次数: 5
Regulating Personal Cameras for Disabled People and People with Deafblindness: Implications for HCI and Accessible Computing 规范残疾人和聋哑人的个人相机:对HCI和无障碍计算的影响
Sarah L. Woodin, A. Theil
In this experience paper we consider the relevance of social policy to the design of personal cameras for accessibility. As researchers with different backgrounds, in disability studies, accessible computing, AI-based systems, HCI and disability policy, we reflect broadly on our experiences of developing assistive technology for and with people with deafblindness. For designers of assistive technology there are usually few restrictions placed on what may be investigated, provided certain ethical and legal standards are met. However, deafblind and disabled people experience many more barriers in how the products of design may be accessed and how they may be used. Social policy is one of the mediators that governs the allocation of resources and benefits, especially for disabled people. We discuss these issues for researchers in the field, using the example of personal cameras: an area of high policy intervention. Awareness of policy is limited in HCI research, and we argue that it has the potential to add focus to work on design and assistive devices for disabled people. Designers have an important role to play in this process.
在这篇经验论文中,我们考虑了社会政策与个人相机设计的相关性。作为在残疾研究、无障碍计算、基于人工智能的系统、人工智能和残疾政策方面具有不同背景的研究人员,我们广泛地反思了我们为聋哑人开发辅助技术和为聋哑人开发辅助技术的经验。对于辅助技术的设计者来说,只要符合一定的道德和法律标准,通常很少对可能调查的内容施加限制。然而,聋哑人、盲人和残疾人在如何获取和使用设计产品方面遇到了更多障碍。社会政策是管理资源和福利分配的调解人之一,特别是对残疾人而言。我们以个人相机为例,为该领域的研究人员讨论了这些问题:这是一个高度政策干预的领域。在HCI研究中,对政策的认识是有限的,我们认为它有可能增加对残疾人设计和辅助设备工作的关注。设计师在这个过程中扮演着重要的角色。
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引用次数: 3
American Sign Language Video Anonymization to Support Online Participation of Deaf and Hard of Hearing Users 支持聋人和重听用户在线参与的美国手语视频匿名化
Sooyeon Lee, Abraham Glasser, Becca Dingman, Zhaoyang Xia, Dimitris N. Metaxas, C. Neidle, Matt Huenerfauth
Without a commonly accepted writing system for American Sign Language (ASL), Deaf or Hard of Hearing (DHH) ASL signers who wish to express opinions or ask questions online must post a video of their signing, if they prefer not to use written English, a language in which they may feel less proficient. Since the face conveys essential linguistic meaning, the face cannot simply be removed from the video in order to preserve anonymity. Thus, DHH ASL signers cannot easily discuss sensitive, personal, or controversial topics in their primary language, limiting engagement in online debate or inquiries about health or legal issues. We explored several recent attempts to address this problem through development of “face swap” technologies to automatically disguise the face in videos while preserving essential facial expressions and natural human appearance. We presented several prototypes to DHH ASL signers (N=16) and examined their interests in and requirements for such technology. After viewing transformed videos of other signers and of themselves, participants evaluated the understandability, naturalness of appearance, and degree of anonymity protection of these technologies. Our study revealed users’ perception of key trade-offs among these three dimensions, factors that contribute to each, and their views on transformation options enabled by this technology, for use in various contexts. Our findings guide future designers of this technology and inform selection of applications and design features.
由于美国手语(ASL)没有一个被普遍接受的书写系统,聋人或听力障碍者(DHH)如果希望在网上表达意见或提问,如果他们不喜欢使用书面英语,他们可能会觉得自己不太熟练,他们必须发布他们的手语视频。由于面部传达了基本的语言意义,因此不能为了保持匿名而简单地从视频中删除面部。因此,DHH手语使用者不能轻易地用他们的母语讨论敏感、个人或有争议的话题,这限制了他们参与在线辩论或询问健康或法律问题。我们探索了最近的几个尝试,通过开发“人脸交换”技术来解决这个问题,在保留基本面部表情和自然的人类外观的同时,在视频中自动伪装人脸。我们向DHH手语使用者(N=16)展示了几个原型,并检查了他们对这种技术的兴趣和需求。在观看了其他签名者和他们自己的转换视频后,参与者评估了这些技术的可理解性、外观的自然性和匿名保护程度。我们的研究揭示了用户对这三个维度之间的关键权衡的看法,对每个维度都有贡献的因素,以及他们对该技术支持的转换选项的看法,以便在各种上下文中使用。我们的研究结果指导了这项技术的未来设计师,并为应用程序和设计特性的选择提供了信息。
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引用次数: 12
SynSLaG: Synthetic Sign Language Generator SynSLaG:合成手语生成器
Teppei Miura, Shinji Sako
Machine learning techniques have the potential to play an important role in sign language recognition. However, sign language datasets lack the volume and variety necessary to work well. To enlarge these datasets, we introduce SynSLaG, a tool that synthetically generates sign language datasets from 3D motion capture data. SynSLaG generates realistic images of various body shapes with ground truth 2D/3D poses, depth maps, body-part segmentations, optical flows, and surface normals. The large synthetic datasets provide possibilities for advancing sign language recognition and analysis.
机器学习技术有潜力在手语识别中发挥重要作用。然而,手语数据集缺乏足够的数量和多样性。为了扩大这些数据集,我们引入了SynSLaG,这是一个从3D动作捕捉数据合成手语数据集的工具。SynSLaG生成各种身体形状的逼真图像,具有地面真实的2D/3D姿势,深度图,身体部分分割,光流和表面法线。大型合成数据集为推进手语识别和分析提供了可能性。
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引用次数: 0
What difference does tech make? Conceptualizations of Disability and Assistive Technology among Kenyan Youth: Conceptualizations of Disability and AT 科技带来了什么不同?肯尼亚青年中残疾和辅助技术的概念化:残疾和AT的概念化
G. Barbareschi, N. Kopi, B. Oldfrey, C. Holloway
Most research which investigates stigma towards with people with disabilities and the use of Assistive Technology (AT) are based in the Global North and focus on the experiences of people with disabilities and the consequences that stigma has on choices surrounding AT. However, stigma is a societal construct rooted in the attitude and beliefs that people without disabilities hold on disability and AT. Furthermore, the portrayal of people with disabilities and AT is dependent on the social context. In this paper, we examine how young Kenyans without disabilities view people with disabilities and AT users. Findings show that while the portrayal of disability is often shaped by negative emotion, participants felt that many of the barriers affecting people with disabilities were created by society. Perceptions of AT differed –devices were not only seen as a mark of disability but also as a sign of access to resources. Therefore, what we see is an emergent picture where social barriers can be reinforced by poverty, and where poverty reinforces social barriers faced by people with disabilities. We conclude that access to appropriate technology alongside societal interventions tackling incorrect beliefs about disability can help to overcome the stigma faced by people with disabilities.
大多数调查对残疾人的耻辱感和辅助技术(AT)使用的研究都是在全球北方进行的,重点关注残疾人的经历以及耻辱感对围绕辅助技术的选择产生的后果。然而,耻辱是一种植根于非残疾人对残疾和AT的态度和信念的社会结构。此外,对残疾人和AT的描述取决于社会背景。在本文中,我们研究了年轻的肯尼亚人如何看待残疾人和AT用户。调查结果显示,虽然对残疾的描述往往受到负面情绪的影响,但与会者认为,影响残疾人的许多障碍是由社会造成的。对AT的看法不同——设备不仅被视为残疾的标志,而且被视为获得资源的标志。因此,我们看到的是一个新兴的图景:社会障碍会因贫困而加强,而贫困又会加剧残疾人面临的社会障碍。我们得出的结论是,获得适当的技术以及解决有关残疾的错误观念的社会干预可以帮助残疾人克服所面临的耻辱。
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引用次数: 4
“It is fascinating to make these beasts fly”: Understanding Visually Impaired People's Motivations and Needs for Drone Piloting “让这些野兽飞起来是迷人的”:了解视障人士驾驶无人机的动机和需求
Vinitha Gadiraju, Jérémie Garcia, Shaun K. Kane, Anke M. Brock
Drones have become fixtures in commerce, safety efforts, and in homes as a leisure activity. Researchers have started to explore how drones can support people with disabilities in piloting and serve as assistive devices. Our work focuses on people with vision impairment and investigates what motivates them to fly drones. We administered a survey to visually impaired adults that gauged general interest in drone piloting and previous experience with drones. From the 59 survey responses, we interviewed 13 participants to elaborate on how they envision using drones and how different feedback and modes of piloting can make the flying experience more accessible. We found that our participants had overarching interests in aviation, trying new technology, environment exploration, and finding collaborative activities to do with their sighted family members, which extended to an interest in piloting drones. This research helps lay groundwork for design scenarios and accessible features for future drones.
无人机已经成为商业、安全工作和家庭休闲活动的固定设备。研究人员已经开始探索无人机如何支持残疾人驾驶并作为辅助设备。我们的工作重点是视力受损的人,并调查是什么促使他们驾驶无人机。我们对视力受损的成年人进行了一项调查,评估他们对无人机驾驶的普遍兴趣和以前使用无人机的经验。从59份调查回复中,我们采访了13名参与者,详细阐述了他们如何设想使用无人机,以及不同的反馈和驾驶模式如何使飞行体验更容易获得。我们发现,我们的参与者对航空、尝试新技术、环境探索、寻找与视力正常的家庭成员合作的活动都很感兴趣,这延伸到对驾驶无人机的兴趣。这项研究有助于为未来无人机的设计场景和可访问功能奠定基础。
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引用次数: 3
“What just happened?”: Understanding Non-visual Watching Sports Experiences “刚才发生了什么事?”:理解非视觉观看体育体验
Saki Asakawa, Amy Hurst
Sports enhances cultural and social life by bringing individuals and communities together. While sports have a different meaning and importance depending on the culture and people, there is a long history of people watching sports. However, sports viewing can rely on visual information, and not fully accessible to People with Vision Impairments (PVI). In this paper, we present findings from interviews with 43 PVI about their experiences and attitudes toward watching sports. We report on their stories about accessibility challenges, and suggestions for future accessible technologies that could increase the accessibility of watching sports, with a focus on the information needs and modality.
体育通过将个人和社区联系在一起,增强了文化和社会生活。虽然体育有不同的意义和重要性取决于文化和人,有一个悠久的历史,人们看体育。然而,体育观看可以依赖于视觉信息,而视力障碍人士(PVI)无法完全访问。在本文中,我们提出了对43名PVI的采访结果,了解他们观看体育比赛的经历和态度。我们报道了他们关于无障碍挑战的故事,以及对未来无障碍技术的建议,这些技术可以增加观看体育比赛的可访问性,重点关注信息需求和方式。
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引用次数: 2
A Preliminary Analysis of Android Educational Game Accessibility 浅析Android教育类游戏的可访问性
Jesse J Martinez, J. Fogarty, Jon E. Froehlich, Paul G. Allen
Android educational games are powerful learning tools but small, moving targets and game implementations pose accessibility challenges to people with upper-body motor impairments. In this poster, we present findings from a qualitative accessibility evaluation of 30 popular Android educational games, identify and reflect on accessibility barriers, and provide preliminary design recommendations.
Android教育游戏是强大的学习工具,但对于上肢运动障碍的人来说,小而移动的目标和游戏的执行会给易用性带来挑战。在这张海报中,我们将呈现30款受欢迎的Android教育游戏的可访问性定性评估结果,识别和反思可访问性障碍,并提供初步的设计建议。
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引用次数: 0
Beyond Fun: Players’ Experiences of Accessible Rehabilitation Gaming for Spinal Cord Injury 超越乐趣:脊髓损伤无障碍康复游戏的玩家体验
Gabriele Cimolino, Sussan Askari, Nicholas Graham
Rehabilitation gaming—play of digital games that incorporate rehabilitation exercises—is a well-known and broadly applicable way to make physical rehabilitation more fun. It can motivate patients with spinal cord injury to engage in exercises that they find boring and can be as effective as traditional physiotherapy. However, patients’ needs are not only physical. Rehabilitation also needs to help patients overcome the psychological trauma of spinal cord injury. For patients coping with disability, hopelessness, depression, anxiety, or a loss of identity, rehabilitation gaming may provide benefits beyond making exercise more fun. We asked six participants with spinal cord injury to play three cycling-based rehabilitation games to determine how play might change their experiences of rehabilitation. They said that rehabilitation games may be able to help patients to actively participate in their rehabilitation, help them to rediscover who they are, and show them a better future living with spinal cord injury.
康复游戏——结合康复练习的数字游戏——是一种众所周知且广泛适用的让身体康复变得更有趣的方式。它可以激励脊髓损伤患者进行他们觉得无聊的运动,并且可以和传统的物理治疗一样有效。然而,患者的需求不仅仅是身体上的。康复还需要帮助患者克服脊髓损伤的心理创伤。对于患有残疾、绝望、抑郁、焦虑或身份丧失的患者来说,康复游戏除了让锻炼变得更有趣之外,还能提供其他好处。我们要求六名脊髓损伤的参与者玩三种基于自行车的康复游戏,以确定游戏如何改变他们的康复经历。他们说,康复游戏可能能够帮助患者积极参与他们的康复,帮助他们重新发现自己是谁,并向他们展示一个更好的未来生活与脊髓损伤。
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引用次数: 1
myView: End-user Authoring of Virtual Environments for Therapy myView:用于治疗的虚拟环境的最终用户创作
Sérgio Alves, P. Caldeira, Filipa Ferreira-Brito, L. Carriço, Tiago Guerreiro
Virtual environments for therapy are scarce and lack personalization. The creation of these environments is done by specialists, is time-consuming, and expensive. We present a smartphone tool that allows non-specialists to create navigable virtual environments by taking and linking sequences of panoramic photo spheres, analogly to Google Street View. Editing the environments is then possible in a web platform, myView, where text, images, videos, sounds, and pick-up objects can be added. myView allows users to navigate their environments as well as sharing those environments with others. In a preliminary study with two psychologists, where myView was used as an elicitation probe, the approach was found to be useful for creating meaningful activities for reminiscence and cognitive training. The platform showed to be promising in the democratization of the crafting of virtual environments.
用于治疗的虚拟环境很少,而且缺乏个性化。这些环境的创建由专家完成,既耗时又昂贵。我们提出了一种智能手机工具,允许非专业人士通过拍摄和链接全景照片球体序列来创建可导航的虚拟环境,类似于谷歌街景。然后可以在web平台myView中编辑环境,在这里可以添加文本、图像、视频、声音和拾取对象。myView允许用户浏览他们的环境,并与他人共享这些环境。在两位心理学家的初步研究中,myView被用作启发探针,发现这种方法对于创建有意义的回忆和认知训练活动很有用。该平台在虚拟环境制作的民主化方面表现出了很大的希望。
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引用次数: 0
期刊
Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility
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