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The DARE Index - Monitoring the Progress of Digital Accessibility around the World - A Research Conducted by Advocates for Advocates DARE指数——监测全球数字无障碍进程——倡导者为倡导者开展的一项研究
Axel Leblois
It is not sufficient to simply express the goal of improved digital access for people with disabilities, without properly monitoring the progress towards those goals. This keynote speech describes the Digital Accessibility Rights Evaluation (DARE) index, which is coordinated by the Global Initiative for Inclusive ICTs (G3ICT). The DARE index is a benchmarking tool, for disability advocates, governments, civil society, international organizations and policy makers to trace country progress in making Information and Communication Technologies (ICT) accessible for all, in compliance with Article 9 of the Convention on the Rights of Persons with Disabilities (CRPD). The DARE Index measures three categories of variables in each country: country commitments (legal, regulatory, policies and programs), country capacity to implement (organization, processes, resources) and actual digital accessibility outcomes for persons with disabilities in 10 areas of products and services. Data is collected in close cooperation with Disabled People's International (DPI) and persons with disabilities worldwide, considering their best position to assess and report on digital accessibility matters in their respective countries. This keynote speech for ASSETS 2021 describes the DARE index and the most recent data collected in the DARE index in 2020, and highlights how the DARE index can be used to support digital accessibility research.
仅仅表达改善残疾人数字获取的目标,而不适当监测实现这些目标的进展是不够的。本主题演讲介绍了数字无障碍权利评估(DARE)指数,该指数由包容性信息通信技术全球倡议(G3ICT)协调。DARE指数是一个基准工具,残疾人权益倡导者、政府、民间社会、国际组织和政策制定者可以根据《残疾人权利公约》(CRPD)第9条,追踪各国在为所有人提供信息和通信技术(ICT)方面取得的进展。DARE指数衡量每个国家的三类变量:国家承诺(法律、监管、政策和规划)、国家实施能力(组织、流程、资源)以及在10个产品和服务领域为残疾人提供数字无障碍的实际成果。数据的收集与残疾人国际组织(DPI)和世界各地的残疾人密切合作,考虑到他们最适合评估和报告各自国家的数字无障碍事项。本次《ASSETS 2021》主题演讲介绍了DARE指数和2020年DARE指数收集的最新数据,并强调了如何使用DARE指数支持数字无障碍研究。
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引用次数: 1
Nearmi: A Framework for Designing Point of Interest Techniques for VR Users with Limited Mobility Nearmi:为行动不便的VR用户设计兴趣点技术的框架
Rachel L. Franz, Sasa Junuzovic, Martez E. Mott
We propose Nearmi, a framework that enables designers to create customizable and accessible point-of-interest (POI) techniques in virtual reality (VR) for people with limited mobility. Designers can use Nearmi by creating and combining instances of its four components—representation, display, selection, and transition. These components enable users to gain awareness of POIs in virtual environments, and automatically re-orient the virtual camera toward a selected POI. We conducted a video elicitation study where 17 participants with limited mobility provided feedback on different Nearmi implementations. Although participants generally weighed the same design considerations when discussing their preferences, their choices reflected tradeoffs in accessibility, realism, spatial awareness, comfort, and familiarity with the interaction. Our findings highlight the need for accessible and customizable VR interaction techniques, as well as design considerations for building and evaluating these techniques.
我们提出了Nearmi,这是一个框架,使设计师能够在虚拟现实(VR)中为行动不便的人创建可定制和可访问的兴趣点(POI)技术。设计师可以通过创建和组合其四个组件的实例来使用Nearmi:表示、显示、选择和过渡。这些组件使用户能够在虚拟环境中获得对POI的感知,并自动将虚拟相机重新定向到选定的POI。我们进行了一项视频启发研究,17名行动不便的参与者就不同的Nearmi实施提供了反馈。尽管参与者在讨论他们的偏好时通常会考虑相同的设计因素,但他们的选择反映了可访问性、现实性、空间意识、舒适度和对交互的熟悉程度。我们的研究结果强调了对可访问和可定制的VR交互技术的需求,以及构建和评估这些技术的设计考虑。
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引用次数: 6
Accept or Address? Researchers’ Perspectives on Response Bias in Accessibility Research 接受还是地址?可及性研究中反应偏差的研究视角
Joy Ming, Sharon Heung, Shiri Azenkot, Aditya Vashistha
Response bias has been framed as the tendency of a participant's response to be skewed by a variety of factors, including study design and participant-researcher dynamics. Response bias is a concern for all researchers who conduct studies with people — especially those working with participants with disabilities. This is because these participants’ diverse needs require methodological adjustments and differences in disability identity between the researcher and participant influence power dynamics. Despite its relevance, there is little literature that connects response bias to accessibility. We conducted semi-structured interviews with 27 accessibility researchers on how response bias manifested in their research and how they mitigated it. We present unique instances of response bias and how it is handled in accessibility research; insights into how response bias interacts with other biases like researcher or sampling bias; and philosophies and tensions around response bias such as whether to accept or address it. We conclude with guidelines on thinking about response bias in accessibility research.
反应偏差被定义为参与者的反应被各种因素扭曲的趋势,包括研究设计和参与者-研究者动态。反应偏差是所有与人进行研究的研究人员——尤其是那些与残疾参与者一起工作的研究人员——所关心的问题。这是因为这些参与者的不同需求需要方法上的调整,而研究人员和参与者在残疾认同上的差异会影响权力动力学。尽管有相关性,但很少有文献将反应偏差与可及性联系起来。我们对27位无障碍研究人员进行了半结构化访谈,了解他们在研究中如何表现出反应偏见,以及他们如何减轻反应偏见。我们提出了反应偏差的独特实例,以及如何在可及性研究中处理它;对反应偏差如何与研究者或抽样偏差等其他偏差相互作用的见解;以及关于反应偏差的哲学和紧张,比如是否接受或解决它。最后提出了可及性研究中反应偏差的思考准则。
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引用次数: 6
Visionary Caption: Improving the Accessibility of Presentation Slides Through Highlighting Visualization 有远见的说明:通过突出显示可视化提高演示幻灯片的可访问性
Carmen Yip, Jie Mi Chong, sin yee kwek, Yong Wang, Kotaro Hara
Presentation slides are widely used in occasions such as academic talks and business meetings. Captions placed on slides support deaf and hard of hearing (DHH) people to understand spoken contents, but simultaneously comprehending and associating visual contents on slides and caption text could be challenging. In this paper, we design and develop a visualization technique to highlight and associate chart on a slide and numerical data in caption. We first conduct a small formative study with people with and without hearing impairments to assess the value of the visualization technique using a lo-fidelity video prototype. We then develop Visionary Caption, a visualization technique that uses natural language processing to automatically highlight visual content and numerical phrases, and show the association between them. We present a scenario and personas to showcase the potential utility of Visionary Caption and guide its future development.
幻灯片广泛用于学术演讲和商务会议等场合。幻灯片上的字幕支持聋人和重听人理解口头内容,但同时理解和关联幻灯片上的视觉内容和字幕文本可能具有挑战性。在本文中,我们设计并开发了一种可视化技术,以突出显示幻灯片上的图表和标题中的数字数据。我们首先对有听力障碍和没有听力障碍的人进行了一个小型的形成性研究,使用低保真视频原型来评估可视化技术的价值。然后,我们开发了视觉描述,这是一种可视化技术,它使用自然语言处理来自动突出显示视觉内容和数字短语,并显示它们之间的关联。我们提出了一个场景和人物来展示有远见的标题的潜在效用,并指导其未来的发展。
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引用次数: 0
Using Games to Practice Screen Reader Gestures 用游戏练习屏幕阅读手势
Gonçalo Ferreira Lobo, David Gonçalves, Pedro Pais, Tiago Guerreiro, André Rodrigues
Smartphones are shipped with built-in screen readers and other accessibility features that enable blind people to autonomously learn and interact with the device. However, the process is not seamless, and many face difficulties in the adoption and path to becoming more experienced users. In the past, games like Minesweeper served to introduce and train people in the use of the mouse, from its left and right click to precision pointing required to play the game. Smartphone gestures (and particularly screen reader gestures) pose similar challenges to the ones first faced by mouse users. In this work, we explore the use of games to inconspicuously train gestures. We designed and developed a set of accessible games, enabling users to practice smartphone gestures. We evaluated the games with 8 blind users and conducted remote interviews. Our results show how purposeful accessible games could be important in the process of training and discovering smartphone gestures, as they offer a playful method of learning. This, in turn, increases autonomy and inclusion, as this process becomes easier and more engaging.
智能手机配备了内置的屏幕阅读器和其他辅助功能,使盲人能够自主学习并与设备互动。然而,这个过程不是无缝的,许多人在采用和成为更有经验的用户的道路上面临困难。在过去,像《扫雷》这样的游戏是用来介绍和训练人们使用鼠标,从鼠标的左键和右键到玩游戏所需的精确指向。智能手机的手势(尤其是屏幕阅读器的手势)与鼠标用户最初面临的挑战类似。在这项工作中,我们探索使用游戏来不显眼地训练手势。我们设计并开发了一套可访问的游戏,让用户能够练习智能手机手势。我们对8名盲人用户进行了游戏评估,并进行了远程访谈。我们的研究结果表明,有目的的易上手游戏在训练和发现智能手机手势的过程中是多么重要,因为它们提供了一种有趣的学习方法。这反过来又增加了自主性和包容性,因为这个过程变得更容易、更吸引人。
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引用次数: 0
A Case for Making Web Accessibility Guidelines Accessible: Older Adult Content Creators and Web Accessibility Planning 使网页可访问性指南易于访问的案例:老年成人内容创作者和网页可访问性规划
Aqueasha Martin-Hammond, Ulka Patil, Barsa Tandukar
This paper presents our experiences supporting web accessibility planning among a group of older adult online content creators. We highlight challenges we encountered meeting the web accessibility informational needs of our partners and helping this group of creators become aware and put in place measures to address accessibility issues. Our reflections highlight opportunities for future efforts to improve web accessibility support for everyday content creators and support for helping those less familiar with web accessibility options.
这篇论文展示了我们在一群年长的成人在线内容创造者之间支持网络可访问性规划的经验。我们强调了我们遇到的挑战,满足我们合作伙伴的网络可访问性信息需求,并帮助这群创建者意识到并采取措施解决可访问性问题。我们的反思强调了未来努力改善对日常内容创作者的网络可访问性支持的机会,以及帮助那些不太熟悉网络可访问性选项的支持。
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引用次数: 2
VIDDE: Visualizations for Helping People with COPD Interpret Dyspnea During Exercise 视频:帮助COPD患者在运动过程中理解呼吸困难的可视化方法
Claudia Chen, R. Wu, Hashim Khan, K. Truong, Fanny Chevalier
People with chronic obstructive pulmonary disease (COPD) experience dyspnea and dyspnea-related distress and anxiety (DDA) upon physical exertion. When performing supervised exercise, measurement of physiological data, such as heart rate (HR) and blood oxygen saturation (O2sat), are commonly used for safety, but the impacts of such monitoring on their perceptions and behaviour have not previously been studied. This paper investigates the effect of presenting live physiological data to people with COPD during exercise with a focus on its impact on perceptions of dyspnea intensity (DI) and DDA. Informed by formative interviews with 15 people with COPD, we design VIDDE, an exercise companion tool visualizing live data from a pulse oximeter, and evaluate its effect on DI and DDA through case studies involving 3 participants with COPD exercising at their homes. We also conducted design probe interviews with 6 more participants with COPD to investigate their needs and design requirements for an exercise-companion application that featured physiological data monitoring. Our results suggest that presenting live physiological data during exercise is of value, and can contribute to reduced DDA, better understanding of breathlessness sensations, while providing sufficient reassurance to encourage physical activity.
慢性阻塞性肺疾病(COPD)患者在体力消耗时经历呼吸困难和呼吸困难相关的窘迫和焦虑(DDA)。在进行有监督的运动时,为了安全起见,通常会测量心率(HR)和血氧饱和度(O2sat)等生理数据,但这种监测对他们的感知和行为的影响此前尚未研究过。本文研究了在运动过程中向COPD患者提供实时生理数据的效果,重点研究了其对呼吸困难强度(DI)和DDA感知的影响。通过对15名COPD患者的形成性访谈,我们设计了VIDDE,这是一种运动伴工具,可将脉搏血氧仪的实时数据可视化,并通过涉及3名COPD患者在家锻炼的案例研究来评估其对DI和DDA的影响。我们还对另外6名COPD患者进行了设计调查访谈,以调查他们的需求和对具有生理数据监测功能的运动伴应用程序的设计要求。我们的研究结果表明,在运动过程中提供实时的生理数据是有价值的,可以帮助降低DDA,更好地理解呼吸困难的感觉,同时提供足够的保证来鼓励身体活动。
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引用次数: 2
Providing and Accessing Support During the COVID-19 Pandemic: Experiences of Mental Health Professionals, Community and Vocational Support Providers, and Adults with ASD COVID-19大流行期间提供和获取支持:精神卫生专业人员、社区和职业支持提供者以及ASD成人的经验
Tiffany Thang, Alice Liang, Yechan Choi, Adrian Parrales, Sara H. Kuang, S. Kurniawan, Heather A. Perez
Due to the COVID-19 pandemic, essential services and support for individuals with ASD have had to transition to telehealth and virtual technologies. While these technologies have been recommended for use to continue provision of essential services to this population, it has yet to be understood what impact it has had on essential service providers and adults with ASD. This experience report provides insight from essential service providers and adults with ASD from a community center for adults with developmental disabilities to understand their experiences in providing and accessing mental health, and community and vocational support during the COVID-19 pandemic through telehealth and virtual technologies.
由于2019冠状病毒病大流行,对自闭症患者的基本服务和支持不得不转向远程医疗和虚拟技术。虽然这些技术已被推荐用于继续向这一人群提供基本服务,但尚不清楚它对基本服务提供者和自闭症患者的影响。本经验报告提供了来自发育性残疾成人社区中心的基本服务提供者和ASD成人的见解,以了解他们在COVID-19大流行期间通过远程医疗和虚拟技术提供和获得精神卫生以及社区和职业支持的经验。
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引用次数: 1
PatRec: A Mobile Game for Learning Social Haptic Communication 一款学习社交触觉交流的手机游戏
Jessica G. J. Vuijk, James Gay, M. Plaisier, A. Kappers, A. Theil
Social Haptic Communication (SHC) is one of the many tactile modes of communication used by persons with deafblindness to access information about their surroundings. SHC usually involves an interpreter executing finger and hand signs on the back of a person with multi-sensory disabilities. Learning SHC, however, can become challenging and time-consuming, particularly to those who experience deafblindness later in life. In this work, we present PatRec: a mobile game for learning SHC concepts. PatRec is a multiple-choice quiz game connected to a chair interface that contains a 3x3 array of vibration motors emulating different SHC signs. Players collect scores and badges whenever they guess the right SHC vibration pattern, leading to continuous engagement and a better position on a leaderboard. The game is also meant for family members to learn SHC. We report the technical implementation of PatRec and the findings from a user evaluation.
社会触觉交流(Social Haptic Communication, SHC)是聋哑人用来获取周围信息的多种触觉交流方式之一。SHC通常需要一名口译员在有多种感官障碍的人的背部执行手指和手势。然而,学习特殊语言可能会变得具有挑战性和耗时,特别是对那些在以后的生活中经历耳聋的人来说。在这项工作中,我们提出了PatRec:一个学习SHC概念的手机游戏。PatRec是一个多项选择题游戏,连接到一个包含3x3振动马达阵列的椅子界面,模拟不同的SHC标志。玩家只要猜对了SHC的振动模式,就可以收集分数和徽章,从而获得持续的粘性,在排行榜上获得更好的位置。这个游戏也是为了让家庭成员学习SHC。我们报告了PatRec的技术实现和用户评估的结果。
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引用次数: 3
Kavita Project: Voice Programming for People with Motor Disabilities Kavita项目:运动障碍者语音编程
Dayanlee De León Cordero, Christopher Ayala, Patricia Ordóñez
Most computer programs are designed in a way that requires interaction based on finger movements and hand gestures. This type of environment, which assumes the dexterity of human hands, presents limitations for those with motor disabilities. This limitation excludes this population from learning to code and, for those who develop a musculoskeletal disorder in later stages, could jeopardize their programming careers. The objective of this research is to design a Voice User Interface (or VUI for its acronym in English) that allows the use of the user’s voice to program in an Integrated Development Environment (or IDE for its acronym in English). For this, a basic programming structure was defined using Alexa Skills, which allows the user to declare variables, print values, solve basic mathematical expressions, insert conditional expressions, and create loops. An online text editor was created using CodeMirror to run user input using the Python programming language. However, the results could not yet be evaluated since the application does not have a compiler integrated. In future work it is desired to add the compiler, and thus to be able to execute the user’s program in the online editor. The aim is to also add the ability to edit, debug and move the cursor using the Alexa Skill.
大多数计算机程序的设计方式都需要基于手指运动和手势的交互。这种环境假定人类的手很灵巧,对那些有运动障碍的人来说是有限制的。这种限制使这些人无法学习编程,而且对于那些在后期发展为肌肉骨骼疾病的人来说,可能会危及他们的编程生涯。本研究的目的是设计一个语音用户界面(英文缩写为VUI),允许使用用户的语音在集成开发环境(英文缩写为IDE)中编程。为此,使用Alexa Skills定义了一个基本的编程结构,它允许用户声明变量、打印值、求解基本的数学表达式、插入条件表达式和创建循环。使用CodeMirror创建了一个在线文本编辑器,以使用Python编程语言运行用户输入。但是,由于应用程序没有集成编译器,因此还不能对结果进行评估。在将来的工作中,希望添加编译器,从而能够在在线编辑器中执行用户的程序。其目的是还添加编辑,调试和使用Alexa技能移动光标的能力。
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引用次数: 1
期刊
Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility
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