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.
{"title":"Augmenta11y: A Reading Assistant Application for Children with Dyslexia","authors":"Tushar Gupta, L. Aflatoony, Lynette Leonard","doi":"10.1145/3441852.3476530","DOIUrl":"https://doi.org/10.1145/3441852.3476530","url":null,"abstract":"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.","PeriodicalId":107277,"journal":{"name":"Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133407982","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Regulating Personal Cameras for Disabled People and People with Deafblindness: Implications for HCI and Accessible Computing","authors":"Sarah L. Woodin, A. Theil","doi":"10.1145/3441852.3476471","DOIUrl":"https://doi.org/10.1145/3441852.3476471","url":null,"abstract":"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.","PeriodicalId":107277,"journal":{"name":"Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126383278","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"American Sign Language Video Anonymization to Support Online Participation of Deaf and Hard of Hearing Users","authors":"Sooyeon Lee, Abraham Glasser, Becca Dingman, Zhaoyang Xia, Dimitris N. Metaxas, C. Neidle, Matt Huenerfauth","doi":"10.1145/3441852.3471200","DOIUrl":"https://doi.org/10.1145/3441852.3471200","url":null,"abstract":"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.","PeriodicalId":107277,"journal":{"name":"Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility","volume":"65 5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131293576","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"SynSLaG: Synthetic Sign Language Generator","authors":"Teppei Miura, Shinji Sako","doi":"10.1145/3441852.3476519","DOIUrl":"https://doi.org/10.1145/3441852.3476519","url":null,"abstract":"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.","PeriodicalId":107277,"journal":{"name":"Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123596069","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"What difference does tech make? Conceptualizations of Disability and Assistive Technology among Kenyan Youth: Conceptualizations of Disability and AT","authors":"G. Barbareschi, N. Kopi, B. Oldfrey, C. Holloway","doi":"10.1145/3441852.3471226","DOIUrl":"https://doi.org/10.1145/3441852.3471226","url":null,"abstract":"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.","PeriodicalId":107277,"journal":{"name":"Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115846604","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"“It is fascinating to make these beasts fly”: Understanding Visually Impaired People's Motivations and Needs for Drone Piloting","authors":"Vinitha Gadiraju, Jérémie Garcia, Shaun K. Kane, Anke M. Brock","doi":"10.1145/3441852.3471219","DOIUrl":"https://doi.org/10.1145/3441852.3471219","url":null,"abstract":"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.","PeriodicalId":107277,"journal":{"name":"Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122319754","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"“What just happened?”: Understanding Non-visual Watching Sports Experiences","authors":"Saki Asakawa, Amy Hurst","doi":"10.1145/3441852.3476525","DOIUrl":"https://doi.org/10.1145/3441852.3476525","url":null,"abstract":"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.","PeriodicalId":107277,"journal":{"name":"Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117297073","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"A Preliminary Analysis of Android Educational Game Accessibility","authors":"Jesse J Martinez, J. Fogarty, Jon E. Froehlich, Paul G. Allen","doi":"10.1145/3441852.3476532","DOIUrl":"https://doi.org/10.1145/3441852.3476532","url":null,"abstract":"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.","PeriodicalId":107277,"journal":{"name":"Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115143147","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Beyond Fun: Players’ Experiences of Accessible Rehabilitation Gaming for Spinal Cord Injury","authors":"Gabriele Cimolino, Sussan Askari, Nicholas Graham","doi":"10.1145/3441852.3471227","DOIUrl":"https://doi.org/10.1145/3441852.3471227","url":null,"abstract":"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.","PeriodicalId":107277,"journal":{"name":"Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility","volume":"85 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127251766","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"myView: End-user Authoring of Virtual Environments for Therapy","authors":"Sérgio Alves, P. Caldeira, Filipa Ferreira-Brito, L. Carriço, Tiago Guerreiro","doi":"10.1145/3441852.3476543","DOIUrl":"https://doi.org/10.1145/3441852.3476543","url":null,"abstract":"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.","PeriodicalId":107277,"journal":{"name":"Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126424233","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}