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Physical functionality of alternative communication resources on people with cerebral palsy: A systematic review 脑瘫患者替代沟通资源的身体功能:系统回顾
IF 0.5 Q4 REHABILITATION Pub Date : 2021-11-19 DOI: 10.3233/tad-200299
R. C. do Nascimento Givigi, Edênia Menezes da Cunha, Jerriany Tainá Pereira de Souza, Lillian Muniz Oliveira, S. S. F. Dourado
BACKGROUND: Augmentative and Alternative Communication (AAC) systems are used by people with motor disabilities, such as those with cerebral palsy (CP). The assessment of physical functional skills is crucial for appropriately choosing the computer access tool. OBJECTIVE: This study aimed to do a systematic literature review addressing the importance of the analysis of physical functional performance for the construction of specific tools to support communication. METHODS: The review followed PRISMA guidelines. We searched articles from 2009 to 2021 using three databases (PubMed, Lilacs in Portuguese, and SciELO). Three reviewers extracted the data. Registration was made to PROSPERO. The risk of bias was assessed using the Cochrane Collaboration tool. RESULTS: We found 132 articles in the databases. First, we excluded 31 articles because they did not provide evidence for the use of alternative communication in people with CP and did not use high technology resources. We also excluded 57 duplicated articles. At the end of this first step, 44 articles were left, 38 of them were excluded because they are not clinical trials. We selected 6 articles for the final analysis. CONCLUSIONS: The systematic review had a positive impact on the precise dissemination of knowledge ensuring comparisons of interventions and articles such as assistive technology programs.
背景:辅助和替代沟通(AAC)系统用于运动障碍患者,如脑瘫患者。身体功能技能的评估对于正确选择计算机访问工具至关重要。目的:本研究旨在进行系统的文献综述,探讨身体功能表现分析对构建支持沟通的特定工具的重要性。方法:按照PRISMA指南进行综述。我们使用三个数据库(PubMed、Lilacs in Portuguese和SciELO)检索了2009年至2021年的文章。三位审稿人提取了数据。登记在普洛斯彼罗。使用Cochrane协作工具评估偏倚风险。结果:共检索到132篇文献。首先,我们排除了31篇文章,因为它们没有为CP患者使用替代通信提供证据,也没有使用高科技资源。我们还排除了57篇重复文章。第一步结束时,还剩下44篇文章,其中38篇因为不是临床试验而被排除。我们选择了6篇文章进行最后的分析。结论:系统评价对知识的准确传播有积极的影响,确保了干预措施和文章(如辅助技术方案)的比较。
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引用次数: 0
Impediments to effective utilization of assistive technology for learning disabled 学习障碍者有效利用辅助技术的障碍
IF 0.5 Q4 REHABILITATION Pub Date : 2021-09-29 DOI: 10.3233/tad-210342
Kriti Dhingra, Anchal Garg, D. Yadav, Jayanti Pujari
BACKGROUND: Assistive technology has been a boon for children with specific learning disabilities (SLDs) as it bridges the gap between them and their peers without SLDs. Despite the vast emphasis on the use of AT and speedy propagation of AT tools, yet more research is required on actual usage of AT. OBJECTIVE: The purpose of the study is to identify the most significant barriers to the usage of AT by children with specific learning disabilities and suggest various measures to deal with it. METHODS: To accomplish the study interviews were conducted with special education teachers of schools in India to find out the major barriers toward the utilisation of AT. First, Qualitative analysis was performed using CAQDAS tool QDA Miner Lite to identify the barriers towards effective utilisation of AT. Further, ISM technique and MICAMAC analysis were used to corroborate the most significant barriers. RESULTS: The results revealed the most significant barriers to implementation of AT and also that timely managing these major barriers can lower the effect on other barriers. CONCLUSION: Eliminating the significant barriers would enhance the use of AT by the special education teachers, parents, and children with SLDs. Effective use of AT can prove to be benediction in the times of pandemic.
背景:辅助技术一直是有特定学习障碍(SLD)的儿童的福音,因为它弥合了他们与没有SLD的同龄人之间的差距。尽管人们非常重视AT的使用和AT工具的快速传播,但还需要对AT的实际使用进行更多的研究。目的:本研究的目的是确定有特定学习障碍的儿童使用AT的最重要障碍,并提出各种应对措施。方法:为了完成这项研究,对印度学校的特殊教育教师进行了访谈,以找出AT使用的主要障碍。首先,使用CAQDAS工具QDA-Miner-Lite进行定性分析,以确定AT有效使用的障碍。此外,ISM技术和MICAMAC分析用于证实最显著的障碍。结果:研究结果揭示了AT实施的最显著障碍,及时管理这些主要障碍可以降低对其他障碍的影响。结论:消除这些显著障碍将促进特殊教育教师、家长和SLD儿童对AT的使用。在疫情期间,有效使用AT可以证明是一种祝福。
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引用次数: 0
A literature review on the benefits of serious games to the literacy process of children with disabilities and learning difficulties 关于严肃游戏对残疾和学习困难儿童识字过程的益处的文献综述
IF 0.5 Q4 REHABILITATION Pub Date : 2021-09-02 DOI: 10.3233/tad-210339
R. Malaquias, Fernanda Francielle de Oliveira Malaquias
BACKGROUND: Many studies have been developed to explore and better understand the interaction between individuals and technological resources in the context of special education. These studies show that Information and Communication Technologies, and more specifically digital games, have the potential to improve the learning process of children with disabilities. OBJECTIVE: The main purpose of this paper was to develop a literature review in order to identify the benefits of the use of Serious Games (SG) to the literacy process of children with disabilities and learning difficulties. METHODS: Previous studies related to the use of Serious Games (SG) in the literacy process of children with disabilities and learning difficulties were identified and analyzed. Considering the expressions, keywords and criteria used to select the papers, the sample was comprised of 25 studies. RESULTS: The main results show that SG, when used as assistive technologies, contribute to the literacy process, since children usually feel motivated to play the games and learn. Moreover, we identified that to benefit the literacy process, games need to be easy to use, challenging, enjoyable and include feedback, reinforcements and interactive resources. CONCLUSIONS: The literature indicates that the use of SG can stimulate engagement and that interactive activities can contribute to the literacy process of children with disabilities and learning difficulties.
背景:在特殊教育背景下,为了更好地探索和理解个体与技术资源之间的相互作用,已经开展了许多研究。这些研究表明,信息和通信技术,特别是数字游戏,有可能改善残疾儿童的学习过程。目的:本文的主要目的是进行文献综述,以确定使用严肃游戏(SG)对残疾和学习困难儿童的识字过程的好处。方法:对以往有关在残疾和学习困难儿童的识字过程中使用严肃游戏(SG)的研究进行梳理和分析。考虑到论文的表达、关键词和选择标准,样本由25篇研究组成。结果:主要结果表明,当用作辅助技术时,SG有助于识字过程,因为儿童通常感到有动力玩游戏和学习。此外,我们还发现,为了使识字过程受益,游戏必须易于使用、具有挑战性、令人愉快,并包含反馈、强化和互动资源。结论:文献表明,使用SG可以刺激参与,互动活动可以促进残疾和学习困难儿童的识字过程。
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引用次数: 1
Designing virtual natural environments for older adults in residential care facilities 为养老机构中的老年人设计虚拟自然环境
IF 0.5 Q4 REHABILITATION Pub Date : 2021-09-02 DOI: 10.3233/tad-210344
Rikard Lundstedt, C. Håkansson, M. Lõhmus, M. Wallergård
BACKGROUND: Spending time in natural environments is beneficial for mental health and cognitive function. Unfortunately, many elderly citizens, who would potentially gain from these beneficial effects, have limited or no access to natural environments. Virtual reality may provide the experience of being present in a natural environment without the need of transportation. OBJECTIVE: The purpose of the present study was to acquire an understanding of how residents and staff at a residential care facility may use and experience different virtual natural environments, and thus aid the design of virtual natural environments. METHODS: We used qualitative method, collecting data through interviews and observations. The data was analyzed using qualitative content analysis. RESULTS: Exposure to virtual natural environments provoked various emotional reactions, and promoted skill development and social interaction among participants. The staff perceived virtual natural environments as potentially useful for, for example, improving residents’ anxiety. We identified several user interface improvements. CONCLUSIONS: The present study discusses how various aspects of virtual natural environments work in relation to the experience of a user and how this might affect wellbeing in older adults. These aspects may be valuable to consider in the design of virtual natural environments for use at residential care facilities.
背景:花时间在自然环境中有益于心理健康和认知功能。不幸的是,许多有可能从这些有益影响中获益的老年人,却很少或根本没有机会接触自然环境。虚拟现实可以在不需要交通工具的情况下提供置身于自然环境中的体验。目的:本研究的目的是了解养老院的居民和工作人员如何使用和体验不同的虚拟自然环境,从而帮助虚拟自然环境的设计。方法:采用定性方法,通过访谈和观察收集资料。采用定性内容分析法对数据进行分析。结果:虚拟自然环境能激发被试的多种情绪反应,促进技能发展和社会互动。工作人员认为虚拟的自然环境可能有用,例如,可以改善居民的焦虑。我们确定了几个用户界面改进。结论:本研究讨论了虚拟自然环境的各个方面如何与用户的体验相关,以及这可能如何影响老年人的健康。在设计用于居家护理设施的虚拟自然环境时,这些方面可能是有价值的。
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引用次数: 1
The use of internet and technological devices in children with disability from the perspective of parents 从父母的角度看残疾儿童对互联网和技术设备的使用
IF 0.5 Q4 REHABILITATION Pub Date : 2021-08-17 DOI: 10.3233/tad-210328
Elif Bilsin Kocamaz, K. Akça, Şahin Uygun
BACKGROUND: Information and communication technologies can make a significant difference in the lives of individuals with disabilities. Hardware and software services adapted for the type of disability may enable the individuals with disabilities to make use of information and communication technologies. OBJECTIVE: The aim of the study was to examine the use of internet and technological devices in children with disability from the perspective of parents. METHODS: This was a cross-sectional and descriptive study. The sample group was comprised of parents who accepted to take part in the study and who have children continuing their education at a special education and rehabilitation center. Family and Child Introductory Information Form, Use of Internet and Technological Devices Information Form were used for data acquisition. RESULTS AND CONCLUSIONS: It was determined that 97.5% of the children have smart phones, 45% have tablets and 34% have computers and that smart phones, tablets and computers are used for playing games by 64%, 27% and 10% of the children respectively. The present study has shown that children with disability are able use technological devices by themselves for the purposes of following social media, playing games, watching films/cartoons, listening to music, doing homework, chatting and taking photographs.
背景:信息和通信技术可以对残疾人的生活产生重大影响。适合残疾类型的硬件和软件服务可以使残疾人能够利用信息和通信技术。目的:本研究的目的是从父母的角度考察残疾儿童使用互联网和技术设备的情况。方法:这是一项横断面描述性研究。样本组由接受参与研究的父母组成,他们的孩子在特殊教育和康复中心继续接受教育。数据采集使用了《家庭和儿童介绍信息表》、《互联网使用和技术设备信息表》。结果与结论:97.5%的儿童拥有智能手机,45%的儿童拥有平板电脑,34%的儿童拥有电脑,64%、27%和10%的儿童使用智能手机、平板电脑和电脑玩游戏。目前的研究表明,残疾儿童能够自己使用技术设备来关注社交媒体、玩游戏、看电影/动画片、听音乐、做家庭作业、聊天和拍照。
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引用次数: 1
Eye gaze controlled adaptive virtual keyboard for users with SSMI 适用于SSMI用户的眼动控制自适应虚拟键盘
IF 0.5 Q4 REHABILITATION Pub Date : 2021-07-30 DOI: 10.3233/tad-200292
Jeevithashree Dv, Puneet Jain, Abhishek Mukhopadhyay, K. Saluja, P. Biswas
BACKGROUND: Users with Severe Speech and Motor Impairment (SSMI) often use a communication chart through their eye gaze or limited hand movement and care takers interpret their communication intent. There is already significant research conducted to automate this communication through electronic means. Developing electronic user interface and interaction techniques for users with SSMI poses significant challenges as research on their ocular parameters found that such users suffer from Nystagmus and Strabismus limiting number of elements in a computer screen. This paper presents an optimized eye gaze controlled virtual keyboard for English language with an adaptive dwell time feature for users with SSMI. OBJECTIVE: Present an optimized eye gaze controlled English virtual keyboard that follows both static and dynamic adaptation process. The virtual keyboard can automatically adapt to reduce eye gaze movement distance and dwell time for selection and help users with SSMI type better without any intervention of an assistant. METHODS: Before designing the virtual keyboard, we undertook a pilot study to optimize screen region which would be most comfortable for SSMI users to operate. We then proposed an optimized two-level English virtual keyboard layout through Genetic algorithm using static adaptation process; followed by dynamic adaptation process which tracks users’ interaction and reduces dwell time based on a Markov model-based algorithm. Further, we integrated the virtual keyboard for a web-based interactive dashboard that visualizes real-time Covid data. RESULTS: Using our proposed virtual keyboard layout for English language, the average task completion time for users with SSMI was 39.44 seconds in adaptive condition and 29.52 seconds in non-adaptive condition. Overall typing speed was 16.9 lpm (letters per minute) for able-bodied users and 6.6 lpm for users with SSMI without using any word completion or prediction features. A case study with an elderly participant with SSMI found a typing speed of 2.70 wpm (words per minute) and 14.88 lpm (letters per minute) after 6 months of practice. CONCLUSIONS: With the proposed layout for English virtual keyboard, the adaptive system increased typing speed statistically significantly for able bodied users than a non-adaptive version while for 6 users with SSMI, task completion time reduced by 8.8% in adaptive version than nonadaptive one. Additionally, the proposed layout was successfully integrated to a web-based interactive visualization dashboard thereby making it accessible for users with SSMI.
背景:重度言语和运动障碍(SSMI)患者经常通过他们的眼睛注视或有限的手部运动来使用交流图表,护理人员解释他们的交流意图。已经进行了重要的研究,通过电子手段实现这种通信的自动化。为SSMI患者开发电子用户界面和交互技术面临重大挑战,因为对他们的眼参数的研究发现,这些用户患有眼球震颤和斜视,限制了计算机屏幕上的元素数量。针对SSMI用户,提出了一种优化的具有自适应停留时间特征的眼控英语虚拟键盘。目的:提出一种优化的眼球注视控制英语虚拟键盘,该键盘遵循静态和动态适应过程。虚拟键盘可以自动适应减少眼球注视运动距离和停留时间进行选择,在没有助手干预的情况下更好地帮助SSMI类型的用户。方法:在设计虚拟键盘之前,我们进行了一项初步研究,以优化屏幕区域,使SSMI用户操作最舒适。然后,采用静态自适应过程,通过遗传算法提出了优化的二级英语虚拟键盘布局;其次是基于马尔可夫模型算法的动态自适应过程,跟踪用户交互并减少停留时间。此外,我们还将虚拟键盘集成到基于web的交互式仪表板中,以可视化实时Covid数据。结果:使用本文提出的英语虚拟键盘布局,SSMI用户在适应条件下的平均任务完成时间为39.44秒,在非适应条件下的平均任务完成时间为29.52秒。在没有使用任何单词补全或预测功能的情况下,健全用户的总体打字速度为16.9 lpm(每分钟字母),而SSMI用户的总体打字速度为6.6 lpm。一项针对SSMI老年参与者的案例研究发现,经过6个月的练习,打字速度为2.70 wpm(每分钟单词)和14.88 lpm(每分钟字母)。结论:在建议的英文虚拟键盘布局下,自适应系统对健全用户的打字速度比非自适应版本显著提高,对6名SSMI用户,自适应版本的任务完成时间比非自适应版本减少8.8%。此外,建议的布局成功地集成到基于web的交互式可视化仪表板中,从而使具有SSMI的用户可以访问它。
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引用次数: 0
An examination on ‘website accessibility’ for active engagement of visually impaired e-commerce customers 视障电子商务客户积极参与的“网站可访问性”测试
IF 0.5 Q4 REHABILITATION Pub Date : 2021-06-11 DOI: 10.3233/TAD-200293
Smita Santoki, Neha Patvardhan
BACKGROUND: The dominance of a digital wave is being felt in every sphere of the industry, and has been a big boon for online shoppers today. However, companies tend to ignore a section of their customer base, i.e. those who are visually impaired; although there are well-established standards set by WCAG 2.0 (Web Content Accessibility Guidelines). Although most e-commerce companies in India conform to these guidelines, as per the recommendations from the Indian government; however ironically; these are not accessible by the blind. OBJECTIVE: This paper specially focuses on the list of problems that the visually-impaired in India face while trying to access e-commerce sites, as most of the sites haven’t conformed to the WCAG 2.0 guidelines. METHOD: Qualitative analysis through the Repertory technique by Kelly in which, the grid developed for different constructs addressing various problems faced by such users in accessing e-commerce websites. FINDINGS: From the findings, it is evident that these visually impaired people are extremely open to gaining access towards the companies’ strategies, as they also want to be a part of the main segment of the society, and would in turn be a strong contributor to the profits of the companies, if they’re taken seriously. The findings also have a series of managerial as well as social implications. CONCLUSION: Further, the study also looks at lending some suggestions through which, marketing managers would be able to look into this prevailing problem, and thereby address the same, while enhancing their level of engagement with this specially-enabled client base. This would result not only in adding profits to the business at large, but also ensure customer satisfaction and delight, albeit the fact that they’re differently abled.
背景:数字浪潮的主导地位在行业的各个领域都能感受到,这对当今的网购者来说是一大福音。然而,公司往往忽视其客户群的一部分,即视力受损的客户;尽管存在由WCAG 2.0(Web内容可访问性指南)设定的公认标准。尽管根据印度政府的建议,印度的大多数电子商务公司都遵守这些准则;然而具有讽刺意味的是;盲人无法接近这些。目的:本文特别关注印度视障人士在尝试访问电子商务网站时面临的问题,因为大多数网站都不符合WCAG 2.0指南。方法:通过Kelly的Repertory技术进行定性分析,其中为不同结构开发的网格解决了这些用户在访问电子商务网站时面临的各种问题。调查结果:从调查结果中可以明显看出,这些视障人士对获得公司战略持极其开放的态度,因为他们也想成为社会主要阶层的一部分,如果认真对待他们,他们将反过来成为公司利润的有力贡献者。研究结果还具有一系列管理和社会意义。结论:此外,该研究还着眼于提供一些建议,通过这些建议,营销经理将能够调查这一普遍存在的问题,从而解决同样的问题,同时提高他们与这一特殊客户群的接触水平。这不仅会为整个业务增加利润,还会确保客户的满意度和愉悦感,尽管他们的能力不同。
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引用次数: 1
Waking up in the morning (WUIM): A transmedia project for daily living skills training 早上醒来(WUIM):一个日常生活技能培训的跨媒体项目
IF 0.5 Q4 REHABILITATION Pub Date : 2021-04-16 DOI: 10.3233/TAD-200326
Polyxeni Kaimara, A. Oikonomou, I. Deliyannis, Agnes Papadopoulou, George Miliotis, Emmanuel Fokides, A. Floros
BACKGROUND: One of the most serious concerns of parents, caregivers, teachers and therapists is children’s independent living, particularly of those with special educational needs (SEN). Purpose-built programs for the acquisition of independent living skills are considered a priority in special education settings. The main problem is the inefficacy of detached interventions to meet the needs of as many students as possible. OBJECTIVE: Our response is to create transmedia applications for inclusive learning environments. To this end, we have taken a participatory design approach to develop a project for Daily Living Skills Training by combining special education pedagogies, filmic methods, game design and innovative technologies. In this paper, we present the design and development of Waking up In the Morning (WUIM), and its improvement through user-based and expert-based evaluations by students, therapists and developers. The main research purpose is to confirm if: (1) the final products of the WUIM project could be educational resources for students with SEN and (2) the common gaming experience could promote collaborative learning, regardless of students’ cognitive profile. METHODS: During the alpha phase, we developed and improved WUIM. In July 2020, we implemented and evaluated WUIM in special education settings (beta-phase). More specifically, a quantitative and qualitative formative evaluation was conducted with children who have developmental disabilities (N= 11), their therapists (N= 7) and developers (N= 2). Methods of data collection included questionnaires filled in by therapists and developers, participant observation by researchers and interviews with children. RESULTS: The results of the formative evaluation were generally positive regarding four-factor groups that shape the learning experience: Content, Technical characteristics, User state of mind, Characteristics that allow learning. After the design team reviewed the potential users and experts’ comments that were mainly related to the user interface, the application was improved. CONCLUSIONS: The two hypotheses have been largely confirmed. Overall, we propose a simplified development process that showcases the importance of arts-based methods and aesthetics which deliver representational fidelity. The study reveals the necessity of developing transmedia learning materials to meet each individual’s needs.
背景:儿童的独立生活,尤其是有特殊教育需要的儿童的独立生活,是家长、看护人、教师和治疗师最关心的问题之一。在特殊教育环境中,为获得独立生活技能而专门建立的课程被认为是优先考虑的。主要的问题是孤立的干预无法满足尽可能多的学生的需求。目的:我们的回应是为包容性学习环境创建跨媒体应用程序。为此,我们采用参与式设计方法,结合特殊教育教学法、电影方法、游戏设计和创新技术,开发了一个“日常生活技能培训”项目。在本文中,我们介绍了早晨醒来(WUIM)的设计和开发,并通过学生,治疗师和开发人员基于用户和专家的评估来改进它。本研究的主要目的是确认:(1)WUIM项目的最终产品是否可以成为SEN学生的教育资源;(2)无论学生的认知状况如何,共同的游戏体验是否可以促进协作学习。方法:在alpha阶段,我们开发并改进了WUIM。2020年7月,我们在特殊教育环境中实施并评估了WUIM (beta阶段)。具体而言,对发育障碍儿童(N= 11)、其治疗师(N= 7)和开发人员(N= 2)进行了定量和定性的形成性评价。数据收集方法包括治疗师和开发人员填写问卷、研究人员参与观察和儿童访谈。结果:形成性评价的结果在塑造学习体验的四个因素组方面总体上是积极的:内容、技术特征、用户心理状态、允许学习的特征。在设计团队审阅了潜在用户和专家的意见后,主要与用户界面有关,对应用程序进行了改进。结论:这两个假设基本得到了证实。总的来说,我们提出了一个简化的开发过程,展示了基于艺术的方法和美学的重要性,从而提供了具有代表性的保真度。该研究揭示了开发跨媒体学习材料以满足每个人需求的必要性。
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引用次数: 4
Comparing ten WCAG tools for accessibility evaluation of websites 比较10种WCAG网站可访问性评估工具
IF 0.5 Q4 REHABILITATION Pub Date : 2021-04-06 DOI: 10.3233/TAD-210329
Shashank Kumar, Jeevithashree Dv, P. Biswas
BACKGROUND: Web accessibility is one of the most important aspects of building a website. It is important for web developers to ensure that their website is accessible according to WCAG standards for people with different range of abilities. There is plethora of tools for ensuring conformance to WCAG standards but not many studies compared performance of automatic WCAG tools. OBJECTIVE: This paper compares a set of ten WCAG tools and their results in terms of ease of comprehension and interpretation by web developers. We proposed a Common User Profile format to help personalize contents of website making it accessible to people with different range of abilities. METHODS: We selected ten WCAG tools from World Wide Web Consortium (W3C) to evaluate landing pages of two popular websites. For each webpage, we identified accessibility issues and recommended alternate suggestions to help developers improve accessibility. Further, we highlighted accessibility issues that cannot be captured only through conformance to WCAG tools; and proposed additional methods to evaluate accessibility through an Inclusive User Model. We then demonstrated how simulation of user interaction can capture usability and accessibility issues that are not detected through only syntactic analysis of websites’ content. Finally, we proposed a Common User Profile format that can be used to compare and contrast accessibility systems and services, and to simulate and personalize interaction for users with different range of abilities. RESULTS AND CONCLUSIONS: After careful evaluation of two websites using the ten tools, we noted that, both websites lacked color contrast between background and foreground; lack of sign language alternatives; opening of pop-ups without proper warnings and so on. Further, results from comparative analysis of selected web accessibility tools noted that, there is no single tool that can be found ideal in all aspects. However, from our study, Utilitia Validator by Utilitia SP. z O.O was considered the most feasible tool. By rectifying and incorporating issues and alternate suggestions by simulation study and Common User Profile format respectively, developers can improve both websites making it accessible to maximum audience.
背景:网络可访问性是建立网站最重要的方面之一。对于网络开发人员来说,确保他们的网站能够根据WCAG标准访问是很重要的,该标准适用于不同能力的人。有过多的工具可以确保符合WCAG标准,但没有多少研究比较自动WCAG工具的性能。目的:本文比较了一组十个WCAG工具及其结果,以便于web开发人员理解和解释。我们提出了一种通用用户档案格式,以帮助个性化网站内容,使不同能力的人都可以访问。方法:我们从万维网联盟(W3C)中选择了10个WCAG工具来评估两个热门网站的登录页。对于每个网页,我们都确定了可访问性问题,并推荐了其他建议,以帮助开发人员提高可访问性。此外,我们强调了仅通过遵守WCAG工具无法解决的可访问性问题;并提出了通过包容性用户模型评估可访问性的其他方法。然后,我们展示了用户交互的模拟如何捕捉可用性和可访问性问题,而这些问题仅通过网站内容的语法分析是无法检测到的。最后,我们提出了一种通用用户配置文件格式,可用于比较和对比无障碍系统和服务,并为具有不同能力的用户模拟和个性化交互。结果与结论:在使用这十种工具对两个网站进行仔细评估后,我们注意到,这两个网站都缺乏背景和前景之间的颜色对比;缺乏手语替代品;此外,对所选网络访问工具的比较分析结果表明,没有一个工具在各个方面都是理想的。然而,从我们的研究来看,Utilitia SP.z O.O的Utilitia Validator被认为是最可行的工具。通过分别通过模拟研究和通用用户配置文件格式纠正和合并问题和替代建议,开发人员可以改进这两个网站,使其可供最大受众访问。
{"title":"Comparing ten WCAG tools for accessibility evaluation of websites","authors":"Shashank Kumar, Jeevithashree Dv, P. Biswas","doi":"10.3233/TAD-210329","DOIUrl":"https://doi.org/10.3233/TAD-210329","url":null,"abstract":"BACKGROUND: Web accessibility is one of the most important aspects of building a website. It is important for web developers to ensure that their website is accessible according to WCAG standards for people with different range of abilities. There is plethora of tools for ensuring conformance to WCAG standards but not many studies compared performance of automatic WCAG tools. OBJECTIVE: This paper compares a set of ten WCAG tools and their results in terms of ease of comprehension and interpretation by web developers. We proposed a Common User Profile format to help personalize contents of website making it accessible to people with different range of abilities. METHODS: We selected ten WCAG tools from World Wide Web Consortium (W3C) to evaluate landing pages of two popular websites. For each webpage, we identified accessibility issues and recommended alternate suggestions to help developers improve accessibility. Further, we highlighted accessibility issues that cannot be captured only through conformance to WCAG tools; and proposed additional methods to evaluate accessibility through an Inclusive User Model. We then demonstrated how simulation of user interaction can capture usability and accessibility issues that are not detected through only syntactic analysis of websites’ content. Finally, we proposed a Common User Profile format that can be used to compare and contrast accessibility systems and services, and to simulate and personalize interaction for users with different range of abilities. RESULTS AND CONCLUSIONS: After careful evaluation of two websites using the ten tools, we noted that, both websites lacked color contrast between background and foreground; lack of sign language alternatives; opening of pop-ups without proper warnings and so on. Further, results from comparative analysis of selected web accessibility tools noted that, there is no single tool that can be found ideal in all aspects. However, from our study, Utilitia Validator by Utilitia SP. z O.O was considered the most feasible tool. By rectifying and incorporating issues and alternate suggestions by simulation study and Common User Profile format respectively, developers can improve both websites making it accessible to maximum audience.","PeriodicalId":22201,"journal":{"name":"Technology and Disability","volume":" ","pages":""},"PeriodicalIF":0.5,"publicationDate":"2021-04-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.3233/TAD-210329","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46588473","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}
引用次数: 6
Development and calibration of drum-based rolling resistance testing machine for manual wheelchair components 手动轮椅部件鼓式滚动阻力试验机的研制与标定
IF 0.5 Q4 REHABILITATION Pub Date : 2021-03-05 DOI: 10.3233/TAD-200285
Joseph Ott, M. Marcus, Travis Henderson, Holly Wilson-Jene, London Lee, J. Pearlman
BACKGROUND: Manual wheelchair users are at a high risk of repetitive strain injuries, carpal tunnel syndrome, and rotator cuff tears due to propelling their wheelchair for mobility. Rolling resistance (RR) is one of the key forces that leads to increased propulsion forces and risk of injuries. OBJECTIVE: To better understand the factors contributing to RR, we iteratively designed, developed, and validated a drum-based testing machine and test method. METHODS: As part of the validation of the system, we tested and compared 4 manual wheelchair wheels under a range of conditions including camber, toe in/out, tire pressure, surfaces, and speed. A treadmill was employed to simulate flat ground RR. RESULTS: A machine was effectively designed, developed, and tested to measure RR. Tire type, surfaces, and toe were found to be the largest contributors to RR. Comparison of the drum-based system to flat ground revealed that an offset can be used to calculate overground RR from drum measurements. CONCLUSIONS: Ongoing work includes performing a comprehensive analysis of the degree to which each factor contributes to RR of commonly used casters and rear-wheels so that the wheelchair sector can work to reduce RR and the associated risk of repetitive strain injuries.
背景:手动轮椅使用者由于推动轮椅移动而导致重复性劳损、腕管综合征和肩袖撕裂的风险很高。滚动阻力(RR)是导致推进力增加和受伤风险的关键力之一。目的:为了更好地了解导致RR的因素,我们反复设计、开发和验证了一种基于滚筒的测试机和测试方法。方法:作为系统验证的一部分,我们在一系列条件下测试和比较了4个手动轮椅车轮,包括外倾角、前束角、轮胎压力、表面和速度。采用跑步机模拟平地RR。结果:有效地设计、开发并测试了一台测量RR的机器。轮胎类型、表面和脚趾被发现是RR的最大贡献者。基于转鼓的系统与平地的比较表明,偏移量可用于根据转鼓测量值计算地上RR。结论:正在进行的工作包括对每个因素对常用脚轮和后轮RR的影响程度进行全面分析,以便轮椅行业能够努力降低RR和重复性劳损的相关风险。
{"title":"Development and calibration of drum-based rolling resistance testing machine for manual wheelchair components","authors":"Joseph Ott, M. Marcus, Travis Henderson, Holly Wilson-Jene, London Lee, J. Pearlman","doi":"10.3233/TAD-200285","DOIUrl":"https://doi.org/10.3233/TAD-200285","url":null,"abstract":"BACKGROUND: Manual wheelchair users are at a high risk of repetitive strain injuries, carpal tunnel syndrome, and rotator cuff tears due to propelling their wheelchair for mobility. Rolling resistance (RR) is one of the key forces that leads to increased propulsion forces and risk of injuries. OBJECTIVE: To better understand the factors contributing to RR, we iteratively designed, developed, and validated a drum-based testing machine and test method. METHODS: As part of the validation of the system, we tested and compared 4 manual wheelchair wheels under a range of conditions including camber, toe in/out, tire pressure, surfaces, and speed. A treadmill was employed to simulate flat ground RR. RESULTS: A machine was effectively designed, developed, and tested to measure RR. Tire type, surfaces, and toe were found to be the largest contributors to RR. Comparison of the drum-based system to flat ground revealed that an offset can be used to calculate overground RR from drum measurements. CONCLUSIONS: Ongoing work includes performing a comprehensive analysis of the degree to which each factor contributes to RR of commonly used casters and rear-wheels so that the wheelchair sector can work to reduce RR and the associated risk of repetitive strain injuries.","PeriodicalId":22201,"journal":{"name":"Technology and Disability","volume":"1 1","pages":"1-13"},"PeriodicalIF":0.5,"publicationDate":"2021-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.3233/TAD-200285","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42242354","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}
引用次数: 1
期刊
Technology and Disability
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