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Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility最新文献

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Understanding the Power of Control in Autonomous Vehicles for People with Vision Impairment 理解视力障碍人士在自动驾驶汽车中的控制能力
Robin N. Brewer, Vaishnav Kameswaran
Autonomy and control are important themes in design for people with disabilities. With the rise in research in autonomous vehicle design, we investigate perceived differences in control for people with vision impairments in the use of semi- and fully autonomous vehicles. We conducted focus groups with 15 people with vision impairments. Each focus group included a design component asking participants to design voice-based and tactile solutions to problems identified by the group. We contribute a new perspective of independence in the context of control. We discuss the importance of driving for blind and low vision people, describe differences in perceptions of autonomous vehicles based on level of autonomy, and the use of assistive technology in vehicle operation and information gathering. Our findings guide the design of accessible autonomous transportation systems and existing navigation and orientation systems for people with vision impairments.
自主和控制是残疾人设计的重要主题。随着自动驾驶汽车设计研究的兴起,我们调查了视力障碍人士在使用半自动和全自动驾驶汽车时的控制差异。我们对15名视力受损的人进行了焦点小组讨论。每个焦点小组都包括一个设计部分,要求参与者为小组确定的问题设计基于语音和触觉的解决方案。我们提出了在控制背景下的独立的新观点。我们讨论了盲人和低视力人群驾驶的重要性,描述了基于自主水平的自动驾驶汽车的感知差异,以及在车辆操作和信息收集中辅助技术的使用。我们的研究结果指导了无障碍自主交通系统的设计,以及为视力障碍人士设计的现有导航和定向系统。
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引用次数: 45
An Interactive Multimodal Guide to Improve Art Accessibility for Blind People 一个交互式多模式指南,以提高盲人艺术的可访问性
Luis Cavazos Quero, Jorge David Iranzo Bartolomé, Seonggu Lee, En Han, Sunhee Kim, Jun-Dong Cho
The development of 3D printing technology has improved the engagement of the visually impaired people when experiencing two-dimensional visual artworks. However, it is still difficult to explore, experience and get a clear understanding. We introduce an interactive multimodal guide in which a 3D printed 2.5D representation of a painting can be explored by touch. Touching determined features in the representation triggers localized verbal, audio, wind, and light/heat feedback events that convey spatial and semantic information. In this work we present a working prototype developed through three sessions using a participatory design approach.
3D打印技术的发展提高了视障人士在体验二维视觉艺术品时的参与度。然而,它仍然难以探索、体验和获得清晰的认识。我们介绍了一个交互式多模态指南,其中3D打印的2.5D表示可以通过触摸来探索。触摸表征中确定的特征会触发局部语言、音频、风和光/热反馈事件,传递空间和语义信息。在这项工作中,我们展示了一个使用参与式设计方法通过三次会议开发的工作原型。
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引用次数: 28
Exploring Paths to a More Accessible Digital Future 探索通往更便捷的数字化未来之路
Judy Brewer
Advances and proliferation of digital technologies have greatly expanded access to the information society for people with disabilities. Yet when considering which devices, applications, or cutting-edge immersive virtual environments to explore, people with disabilities must still take into account whether our needs will be fully supported. Despite considerable progress over the years, any time we consider educational programs, employment opportunities, online banking, electronic health care portals, artistic endeavors and entertainment options, we still must worry whether we will encounter barriers, and whether we will need to find extra time to address user interface and interoperability problems before addressing the tasks we had originally planned.
数字技术的进步和扩散极大地扩大了残疾人进入信息社会的机会。然而,在考虑探索哪些设备、应用程序或尖端沉浸式虚拟环境时,残疾人仍然必须考虑到我们的需求是否会得到充分支持。尽管这些年来取得了相当大的进步,但每当我们考虑教育项目、就业机会、网上银行、电子医疗门户、艺术努力和娱乐选择时,我们仍然必须担心我们是否会遇到障碍,以及我们是否需要在解决我们最初计划的任务之前找到额外的时间来解决用户界面和互操作性问题。
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引用次数: 2
An Accessible CAD Workflow Using Programming of 3D Models and Preview Rendering in A 2.5D Shape Display 在2.5D形状显示中使用3D模型编程和预览渲染的可访问CAD工作流
A. Siu, Joshua A. Miele, Sean Follmer
Affordable rapid 3D printing technologies have become a key enabler in the maker movement by giving individuals the ability to create physical finished products. However, existing computer-aided design (CAD) tools that allow authoring and editing of 3D models are mostly visually reliant and limit access for people who are blind or visually impaired. We propose an accessible CAD workflow where 3D models are generated through OpenSCAD, a script-based 3D modeling tool, and rendered at interactive speeds in an actuated 2.5D shape display. We report preliminary findings on a case study with one blind user. Based on our observations, we frame design imperatives on interactions that might be important in future accessible CAD systems with tactile output.
经济实惠的快速3D打印技术通过赋予个人创造物理成品的能力,已成为创客运动的关键推动者。然而,现有的允许创作和编辑3D模型的计算机辅助设计(CAD)工具大多依赖于视觉,并且限制了盲人或视障人士的使用。我们提出了一个可访问的CAD工作流,其中通过基于脚本的3D建模工具OpenSCAD生成3D模型,并在驱动的2.5D形状显示器中以交互速度呈现。我们报告了一个盲人用户案例研究的初步结果。根据我们的观察,我们在交互上构建了设计要求,这在未来具有触觉输出的可访问CAD系统中可能很重要。
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引用次数: 8
A Feasibility Study of Using Google Street View and Computer Vision to Track the Evolution of Urban Accessibility 利用Google街景和计算机视觉跟踪城市可达性演变的可行性研究
Ladan Najafizadeh, Jon E. Froehlich
Previous work has explored scalable methods to collect data on the accessibility of the built environment by combining manual labeling, computer vision, and online map imagery. In this poster paper, we explore how to extend these methods to track the evolution of urban accessibility over time. Using Google Street View's "time machine" feature, we introduce a three-stage classification framework: (i) manually labeling accessibility problems in one time period; (ii) classifying the labeled image patch into one of five accessibility categories; (iii) localizing the patch in all previous snapshots. Our preliminary results analyzing 1633 Street View images across 376 locations demonstrate feasibility.
之前的工作已经探索了可扩展的方法,通过结合人工标记、计算机视觉和在线地图图像来收集建筑环境的可达性数据。在这篇海报论文中,我们探讨了如何扩展这些方法来跟踪城市可达性随时间的演变。利用谷歌街景的“时间机器”功能,我们引入了一个三阶段分类框架:(i)手动标记一个时间段内的可访问性问题;(ii)将标记的图像块划分为五个可访问性类别之一;(iii)本地化之前所有快照中的补丁。我们的初步结果分析了376个地点的1633张街景图像,证明了可行性。
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引用次数: 17
Improving the Academic Inclusion of a Student with Special Needs at University Bordeaux 提高波尔多大学有特殊需要学生的学术包容性
John J. Kelway, Anke M. Brock, P. Guitton, Aurélie Millet, Yasushi Nakata
Recently, there has been a sharp increase in the number of students with disabilities (SWDs) enrolled in universities. Unfortunately SWDs still struggle to attain the same level of education as non-disabled students. This paper presents a collaborative approach between members of the student support service, researchers and a special needs student in order to improve his access to and participation in university education. We performed a person-technology match and analyzed different existing technologies. Then, we designed and printed a keyguard, keyboard stand and mobile armrest which allowed him to almost double his text entry speed on a computer. We hope that our experience will inspire other universities to better address the needs of students with disabilities.
最近,入读大学的残疾学生人数急剧增加。不幸的是,社障人士仍难以获得与非残疾学生相同的教育水平。本文提出了一种学生支持服务人员、研究人员和特殊需要学生之间的合作方法,以改善他获得和参与大学教育的机会。我们进行了人与技术的匹配,并分析了不同的现有技术。然后,我们设计并打印了一个键盘护手、键盘支架和移动扶手,这让他在电脑上的文本输入速度几乎提高了一倍。我们希望我们的经验能激励其他大学更好地解决残疾学生的需求。
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引用次数: 4
Jellys
Mikel Ostiz-Blanco, Marie Lallier, Sergi Grau, Luz Rello, Jeffrey P. Bigham, Manuel Carreiras
This demo describes an ongoing research project that aims to develop a video game for the training of two independent cognitive components involved in reading development: visual attention and auditory rhythm. The video game includes two types of gaming activities for each component. First, a proof of concept was carried out with 10 children with dyslexia. The outcome of this proof of concept study served as foundation for the development of a prototype that has been assessed. Human-computer interaction, usability and engagement were measured in a user study with 22 children with dyslexia and 22 without dyslexia. Significant interaction differences between group were not found. Usability and engagement evaluation was positive and will be used to improve the video game. Its efficacy will be tested with a longitudinal training study in developing readers. A video of Jellys user testing is available in https://youtu.be/T9oO9bZFdmM.
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引用次数: 2
Why Is Gesture Typing Promising for Older Adults?: Comparing Gesture and Tap Typing Behavior of Older with Young Adults 为什么手势打字对老年人很有前途?:比较老年人和年轻人的手势和敲击打字行为
Yu-Hao Lin, Suwen Zhu, Yu-Jung Ko, Wenzhe Cui, Xiaojun Bi
Gesture typing has been a widely adopted text entry method on touchscreen devices. We have conducted a study to understand whether older adults could gesture type, how they type, what are the strengths and weaknesses of gesture typing, and how to further improve it. By logging stroke-level interaction data and leveraging the existing modeling tools, we compared the gesture and tap typing behavior of older adults with young adults. Our major finding is promising and encouraging. Gesture typing outperformed the typical tap typing for older adults, and was very easy for them to learn. The gesture typing input speed was 15.28% higher than that of tap typing for 14 older adults who had none gesture typing experience in the past. One of the main reasons was that older adults adopted the word-level inputting strategy in gesture typing, while often used the letter-level correction strategy in tap typing. Compared with young adults, older adults exhibited little degradation in gesture accuracy. Our study also led to implications on how to further improve gesture typing for older adults.
手势输入已经成为触摸屏设备上广泛采用的文本输入方法。我们进行了一项研究,以了解老年人是否会手势打字,他们是如何打字的,手势打字的优点和缺点是什么,以及如何进一步改进。通过记录中风水平的交互数据并利用现有的建模工具,我们比较了老年人和年轻人的手势和敲击打字行为。我们的主要发现是有希望和鼓舞人心的。对于老年人来说,手势打字比典型的轻击打字要好,而且对他们来说非常容易学习。14名过去没有手势输入经验的老年人,手势输入速度比轻触输入快15.28%。其中一个主要原因是老年人在手势输入中采用单词级输入策略,而在轻击输入中则采用字母级更正策略。与年轻人相比,老年人的手势准确度几乎没有下降。我们的研究还对如何进一步提高老年人的手势打字能力产生了启示。
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引用次数: 9
Involving People with Cognitive and Communication Impairments in Mobile Health App Design 将认知和沟通障碍人群纳入移动健康应用程序设计
J. Arnott, Matthew R. Malone, Gareth Lloyd, Bernadette Brophy-Arnott, Susan D. Munro, Robyn McNaughton
Multiple challenges face people with cognitive and communication impairments when asked to be involved in the design of technology that is appropriate for them. This population is under-represented in healthcare research and have health inequalities relative to most people. The work discussed here concerns how to adapt research processes to suit people with these difficulties when developing smartphone apps to give access to health promotion information, an area in which health inequalities arise. Strategies are identified to assist participants to understand the proposed area of work, to give consent to participation and be involved with activities such as evaluation. A combination of adaptations is proposed to engage people who would otherwise be excluded. It is clear that strategies used to make research participation accessible can assist people with cognitive and communication impairments to influence and inform the development of technology for their use.
当被要求参与适合他们的技术设计时,有认知和沟通障碍的人面临着多重挑战。这一人群在医疗保健研究中的代表性不足,与大多数人相比存在健康不平等。这里讨论的工作涉及如何调整研究过程,以适应在开发智能手机应用程序时遇到这些困难的人,以便获得健康促进信息,这是一个产生健康不平等的领域。确定策略,以帮助参与者了解拟议的工作领域,同意参与并参与评估等活动。提出了一系列适应措施,以吸引那些本来会被排除在外的人。很明显,用于促进研究参与的战略可以帮助有认知和沟通障碍的人影响和了解供其使用的技术的发展。
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引用次数: 3
Redesigning and Deploying the Universal Sound Detector: Notifying Deaf and Hard-of-hearing Users of Audio Signals 重新设计和部署通用声音探测器:通知聋人和听力障碍用户的音频信号
J. Stanislow, Gary W. Behm
This poster presents design updates and deployment results from the Universal Sound Detector project, or USD. The USD is a redesign of the Programmable Sound Detector [3], a device created to notify deaf and hard-of-hearing (DHH) people of auditory signals from technologies in their environment. Unlike other hardware and software solutions that respond indiscriminately to any sound, the USD can be customized to only recognize a specific sound. The poster describes the USD's function and implementation, reports on four deployments in different environments, and compares past and present versions of the device's design before discussing limitations and future work.
这张海报展示了通用声音探测器项目(USD)的设计更新和部署结果。USD是对可编程声音检测器[3]的重新设计,[3]是一种用于通知聋人和听力障碍(DHH)人群环境中技术发出的听觉信号的设备。与其他硬件和软件解决方案不加区分地响应任何声音不同,USD可以定制仅识别特定声音。海报描述了USD的功能和实现,报告了在不同环境中的四种部署,并在讨论局限性和未来工作之前比较了设备设计的过去和现在版本。
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引用次数: 0
期刊
Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility
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