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Lake Devo: accessible online role-play 湖德沃:可访问的在线角色扮演
Pub Date : 2016-04-11 DOI: 10.1145/2899475.2899511
Greg Gay, M. Glynn, Naza Djafarova
The key features in the Lake Devo Web-based role-play environment that allow blind students, using a screen reader, to fully participate in creating and presenting online role-play scenarios are described. Three key features are reviewed including: the Character Editor, the Script Editor, and the Movie Player, discussing as well how WAI-ARIA has been used to make them accessible.
描述了Lake Devo基于web的角色扮演环境的关键功能,该环境允许盲人学生使用屏幕阅读器充分参与创建和呈现在线角色扮演场景。回顾了三个关键功能,包括:角色编辑器,脚本编辑器和电影播放器,讨论了如何使用WAI-ARIA使它们易于访问。
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引用次数: 0
Accessibility barriers to online education for young adults with intellectual disabilities 有智力障碍的年轻人在线教育的无障碍障碍
Pub Date : 2016-04-11 DOI: 10.1145/2899475.2899481
Erin Buehler, William Easley, Amy Poole, A. Hurst
In postsecondary education, technology and online resources have become a pervasive component of learning, but they are not always accessible. For students with intellectual disabilities, completing technology-dependent tasks may pose unique challenges that are not always addressed by the disability support services offered at the university level. During our fieldwork, we have observed several barriers to online education tools in a postsecondary environment for students with intellectual disabilities. For example, a student with an intellectual disability submitting an assignment via email to an instructor may encounter difficulties recalling and navigating to the location of their attachment file. In this paper, we describe core skills and common interfaces that we have identified as problematic for this population through an emic ethnography. We offer emic (perceptions from within a given environment) experience accounts to highlight the obstacles we have observed in a) information retrieval, b) navigation and information architecture c) file management, and d) password management. As researchers and educators involved in a postsecondary program for young adults with intellectual disability (ID), we have spent considerable time working with this population. For each scenario, we offer examples from our own experience of the techniques and technologies that did or did not help students accomplish these tasks. Based on these experiences, we provide recommendations for mitigating these barriers including education and training for students and developers and the use of existing interventions and tools. We also discuss future directions for this work. We believe that heightened awareness and communication between educators, designers, and students with disabilities will help address these problems and generate solutions which provide more accessible education experiences for learners with diverse needs.
在高等教育中,技术和在线资源已经成为学习的普遍组成部分,但它们并不总是可用的。对于有智力障碍的学生来说,完成依赖技术的任务可能会带来独特的挑战,而大学提供的残疾支持服务并不总是能解决这些挑战。在我们的实地考察中,我们观察到在高等教育环境中为智障学生使用在线教育工具存在一些障碍。例如,一个有智力障碍的学生通过电子邮件向老师提交作业时,可能会遇到回忆和导航到附件文件位置的困难。在本文中,我们通过民族志描述了我们认为对这一人群有问题的核心技能和常见界面。我们提供emic(来自特定环境的感知)经验帐户,以突出我们在a)信息检索,b)导航和信息架构c)文件管理和d)密码管理中观察到的障碍。作为研究人员和教育工作者,我们参与了一个针对有智力残疾的年轻人的高等教育项目,我们花了相当多的时间来研究这个群体。对于每个场景,我们提供了我们自己的经验中的技术和技术的例子,这些技术和技术是否帮助学生完成这些任务。根据这些经验,我们提供了减轻这些障碍的建议,包括对学生和开发人员的教育和培训,以及使用现有的干预措施和工具。我们还讨论了这项工作的未来方向。我们相信,教育工作者、设计师和残疾学生之间提高意识和沟通,将有助于解决这些问题,并产生解决方案,为有不同需求的学习者提供更便捷的教育体验。
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引用次数: 19
DysMusic: detecting dyslexia by web-based games with music elements: doctoral consortium DysMusic:通过带有音乐元素的网页游戏来检测阅读障碍:博士联盟
Pub Date : 2016-04-11 DOI: 10.1145/2899475.2899503
M. Rauschenberger
The aim of this research is to show that a playful approach combined with music can detect children with dyslexia. Early detection will prevent children from suffering in school until they are detected due to bad grades. Our envisioned web application will contribute to 10% of the population by giving them a chance to succeed in life and find their skills to impress the world.
这项研究的目的是表明,将玩耍的方法与音乐相结合,可以检测出患有阅读障碍的儿童。早期发现可以防止孩子们在学校里受苦,直到他们因为成绩不好而被发现。我们设想的web应用程序将为10%的人口做出贡献,让他们有机会在生活中取得成功,并发现他们的技能来打动世界。
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引用次数: 5
Contextual language learning with Capti ESL Assistant 使用Capti ESL Assistant进行语境语言学习
Pub Date : 2016-04-11 DOI: 10.1145/2899475.2899508
Y. Borodin, Yury Puzis, Andrii Sovyak, V. Ashok, Andrii Melnyk, I. Ramakrishnan
In this paper, we present Capti ESL Assistant, a novel universally accessible web application that facilitates acquisition of English by helping language learners develop their reading and listening skills simultaneously. It features built-in translation and the Word Challenge game that enables users to learn the language in the context. It is also accessible to users with print disabilities.
在本文中,我们介绍了Capti ESL助手,这是一个新颖的普遍可访问的网络应用程序,通过帮助语言学习者同时提高阅读和听力技能来促进英语习得。它具有内置翻译和单词挑战游戏,使用户能够在上下文中学习语言。它也可供有阅读障碍的用户使用。
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引用次数: 0
Editor for accessible images in e-Learning platforms 编辑器可访问的图像在电子学习平台
Pub Date : 2016-04-11 DOI: 10.1145/2899475.2899513
Sandra Sanchez-Gordon, Juan Estevez, S. Luján-Mora
In this paper, we present a set of twenty features for managing accessible images when generating educational content. With this set of features, we assessed a sample of eight e-Learning platforms and found that, regarding image accessibility, Moodle and Sakai are the most accessible e-Learning platforms, whereas edX and Udemy are the least accessible. We also present an HTML visual text editor for accessible images designed to be a base component across e-Learning platforms. As future work, we plan to propose additional sets of accessibility features regarding other formats, e.g. text, audio, video.
在本文中,我们提出了一组20个功能,用于在生成教育内容时管理可访问图像。有了这组功能,我们评估了八个电子学习平台的样本,发现在图像可访问性方面,Moodle和Sakai是最容易访问的电子学习平台,而edX和Udemy是最不容易访问的。我们还提供了一个HTML可视化文本编辑器,用于可访问的图像,旨在成为跨电子学习平台的基本组件。作为未来的工作,我们计划针对其他格式(如文本、音频、视频)提出额外的辅助功能集。
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引用次数: 7
HTML5 accessible video player: how and why HTML5 无障碍视频播放器:方法和原因
Pub Date : 2016-04-11 DOI: 10.1145/2899475.2899499
C. Earl, E. Neal
In this paper, we describe the development of an HTML5 video player, created for implementation by web developers. This player removes a barrier to media for people with disabilities. The reasoning behind the applied design features is outlined.
在本文中,我们介绍了 HTML5 视频播放器的开发过程,该播放器是专为网络开发人员开发的。该播放器消除了残疾人使用媒体的障碍。本文概述了应用设计功能背后的原因。
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引用次数: 3
Developing a wearable tactile prototype to support situational awareness 开发可穿戴触觉原型以支持态势感知
Pub Date : 2016-04-11 DOI: 10.1145/2899475.2899505
Flynn Wolf
Research towards my dissertation has involved a series of perceptual and accessibility-focused studies concerned with the use of tactile cues for spatial and situational awareness, displayed through head-mounted wearables. These studies were informed by an initial participatory design study of mobile technology multitasking and tactile interaction habits. This research has yielded a number of actionable conclusions regarding the development of tactile interfaces for the head, and endeavors to provide greater insight into the design of advanced tactile alerting for contextual and spatial understanding in assistive applications (e.g. for individuals who are blind or those encountering situational impairments), as well as guidance for developers regarding assessment of interaction between under-utilized sensory modalities and underlying perceptual and cognitive processes.
对我的论文的研究涉及了一系列以感知和可达性为重点的研究,这些研究涉及通过头戴式可穿戴设备显示的空间和情境感知的触觉线索的使用。这些研究是基于一项关于移动技术多任务处理和触觉交互习惯的初步参与式设计研究。本研究在开发头部触觉界面方面得出了许多可操作的结论,并努力为辅助应用(例如盲人或遇到情境障碍的人)的上下文和空间理解的高级触觉警报的设计提供更深入的见解。以及指导开发人员评估未充分利用的感官模式和潜在的知觉和认知过程之间的相互作用。
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引用次数: 0
The effects of automatic speech recognition quality on human transcription latency 自动语音识别质量对人类转录延迟的影响
Pub Date : 2016-04-11 DOI: 10.1145/2899475.2899478
Yashesh Gaur, Walter S. Lasecki, Florian Metze, Jeffrey P. Bigham
Transcription makes speech accessible to deaf and hard of hearing people. This conversion of speech to text is still done manually by humans, despite high cost, because the quality of automated speech recognition (ASR) is still too low in real-world settings. Manual conversion can require more than 5 times the original audio time, which also introduces significant latency. Giving transcriptionists ASR output as a starting point seems like a reasonable approach to making humans more efficient and thereby reducing this cost, but the effectiveness of this approach is clearly related to the quality of the speech recognition output. At high error rates, fixing inaccurate speech recognition output may take longer than producing the transcription from scratch, and transcriptionists may not realize when transcription output is too inaccurate to be useful. In this paper, we empirically explore how the latency of transcriptions created by participants recruited on Amazon Mechanical Turk vary based on the accuracy of speech recognition output. We present results from 2 studies which indicate that starting with the ASR output is worse unless it is sufficiently accurate (Word Error Rate of under 30%).
转录使聋哑人和重听人能够说话。语音到文本的转换仍然是人工完成的,尽管成本很高,因为自动语音识别(ASR)的质量在现实环境中仍然太低。手动转换可能需要5倍以上的原始音频时间,这也会带来明显的延迟。给转录员提供ASR输出作为起点似乎是一种合理的方法,可以提高人类的效率,从而降低成本,但这种方法的有效性显然与语音识别输出的质量有关。在高错误率的情况下,修复不准确的语音识别输出可能比从头开始生成转录需要更长的时间,转录员可能没有意识到转录输出太不准确而无法使用。在本文中,我们实证地探讨了在亚马逊土耳其机器人上招募的参与者创建的转录延迟如何根据语音识别输出的准确性而变化。我们提出了两项研究的结果,表明从ASR输出开始是更糟糕的,除非它足够准确(单词错误率低于30%)。
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引用次数: 17
Widening access to online health education for lung cancer: a feasibility study 扩大在线肺癌健康教育:可行性研究
Pub Date : 2016-04-11 DOI: 10.1145/2899475.2899495
Julia Müller, Alan Davies, S. Harper, C. Jay, C. Todd
Having lung cancer is associated with accessibility issues because people afflicted with lung cancer tend to be older and less familiar with technology, and have low education levels and low health literacy. Fear, embarrassment and stigmatization also play a role. This makes it difficult for people to access the information they need to understand and manage their illness, particularly in the time before the diagnosis. We can mitigate these disadvantages and bridge the accessibility gap by ensuring people at risk for lung cancer are informed about symptoms and when to seek medical advice. The Web is uniquely placed to fulfill this role. We therefore developed an online lung cancer symptom appraisal tool tailored towards people with low education levels and health literacy and based on psychological theory to target barriers like fear and embarrassment. At present we are conducting a feasibility study to assess whether it is possible to reach the high risk population and encourage early help-seeking. So far, 97 users have participated, 97.9% of which report symptoms and risk factors that indicate they should seek medical help. 34% report education levels below school leaving qualification. Our tool led to a significantly higher intention to seek medical help than the same information without theory-based components (p = 0.01). Our initial analyses suggest this is a suitable approach to widening health education to excluded groups.
患肺癌与可及性问题有关,因为肺癌患者往往年龄较大,对技术不太熟悉,受教育程度低,健康素养低。恐惧、尴尬和污名化也发挥了作用。这使得人们难以获得了解和管理其疾病所需的信息,特别是在诊断之前。我们可以通过确保有肺癌风险的人了解症状和何时寻求医疗建议来减轻这些不利因素,弥合可及性差距。Web是唯一能够完成这一角色的地方。因此,我们开发了一个在线肺癌症状评估工具,专门针对低教育水平和健康素养的人群,并基于心理学理论,针对恐惧和尴尬等障碍。目前,我们正在进行可行性研究,以评估是否有可能惠及高危人群,并鼓励他们尽早求助。到目前为止,已有97名用户参与,其中97.9%的人报告了表明他们应该寻求医疗帮助的症状和风险因素。34%的人的教育水平低于毕业资格。与没有基于理论的组件的相同信息相比,我们的工具导致寻求医疗帮助的意愿明显更高(p = 0.01)。我们的初步分析表明,这是向被排斥群体扩大健康教育的合适方法。
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引用次数: 6
Dytective: towards detecting dyslexia across languages using an online game Dytective:使用在线游戏检测跨语言阅读障碍
Pub Date : 2016-04-11 DOI: 10.1145/2899475.2899491
Luz Rello, Kristin Williams, Abdullah Ali, N. C. White, Jeffrey P. Bigham
At least 10% of the global population has dyslexia. In the United States and Spain, dyslexia is associated with a large percentage of school drop out. Current methods to detect risk of dyslexia are language specific, expensive, or do not scale well because they require a professional or extensive equipment. A central challenge to detecting dyslexia is handling its differing manifestations across languages. To address this, we designed a browser-based game, Dytective, to detect risk of dyslexia across the English and Spanish languages. Dytective consists of linguistic tasks informed by analysis of common errors made by persons with dyslexia. To evaluate Dytective, we conducted a user study with 60 English and Spanish speaking children between 7 and 12 years old. We found children with and without dyslexia differed significantly in their performance on the game. Our results suggest that Dytective is able to differentiate school age children with and without dyslexia in both English and Spanish speakers.
全球至少有10%的人患有阅读障碍。在美国和西班牙,阅读障碍与很大比例的辍学率有关。目前检测阅读障碍风险的方法是针对特定语言的,昂贵的,或者因为需要专业或广泛的设备而不能很好地扩展。检测阅读障碍的一个核心挑战是如何处理不同语言之间的不同表现。为了解决这个问题,我们设计了一个基于浏览器的游戏,Dytective,来检测英语和西班牙语的阅读障碍风险。词汇是通过分析阅读障碍患者的常见错误而完成的语言任务。为了评估侦探,我们对60名7至12岁的英语和西班牙语儿童进行了一项用户研究。我们发现有阅读障碍和没有阅读障碍的孩子在游戏中的表现有很大的不同。我们的研究结果表明,Dytective能够区分英语和西班牙语的学龄儿童有和没有阅读障碍。
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引用次数: 22
期刊
Proceedings of the 13th Web for All Conference
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