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The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility最新文献

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ZigADL: an ADL training system enabling teachers to assist children with intellectual disabilities ZigADL:一个ADL培训系统,使教师能够帮助有智力障碍的儿童
Z. Lu
Assistive technology for children with intellectual disabilities is developed to achieve the goal of performing ADLs (Activities of Daily Living) independently. In special education under the guidance of a teacher, we used a ZigBee sensor network called ZigADL to assist a 9-year-old child. The study assessed the effectiveness of ZigADL for teaching waste disposal. A subject research design was used following a three-week monitoring period. Results indicate that for a child with severe intellectual disability, acquisition of ADLs may be facilitated by use of ZigADL in conjunction with operant conditioning strategies.
为智障儿童开发的辅助技术是为了实现独立进行日常生活活动的目标。在老师指导下的特殊教育中,我们使用了一个叫做ZigADL的ZigBee传感器网络来帮助一个9岁的孩子。本研究评估了ZigADL在教学垃圾处理中的有效性。在为期三周的监测期后,采用主题研究设计。结果表明,对于重度智力障碍儿童,结合操作性条件反射策略使用ZigADL可促进adl的习得。
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引用次数: 0
TapBeats: accessible and mobile casual gaming TapBeats:易上手的手机休闲游戏
Joy Kim, J. Ricaurte
Conventional video games today rely on visual cues to drive user interaction, and as a result, there are few games for blind and low-vision people. To address this gap, we created an accessible and mobile casual game for Android called TapBeats, a musical rhythm game based on audio cues. In addition, we developed a gesture system that utilizes text-to-speech and haptic feedback to allow blind and low-vision users to interact with the game's menu screens using a mobile phone touchscreen. A graphical user interface is also included to encourage sighted users to play as well. Through this game, we aimed to explore how both blind and sighted users can share a common game experience.
今天的传统电子游戏依赖于视觉线索来推动用户互动,因此,很少有针对盲人和低视力人群的游戏。为了解决这一问题,我们针对Android平台创造了一款易于上手的手机休闲游戏《TapBeats》,这是一款基于音频线索的音乐节奏游戏。此外,我们还开发了一个手势系统,利用文本到语音和触觉反馈,让盲人和低视力用户使用手机触摸屏与游戏的菜单屏幕进行交互。还包括一个图形用户界面,以鼓励视力良好的用户玩。通过这款游戏,我们旨在探索盲人和正常人如何共享共同的游戏体验。
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引用次数: 25
Providing haptic feedback using the kinect 使用kinect提供触觉反馈
Brandon Shrewsbury
Interpreting surroundings through the senses often relies on visual channels for a full interpretation of the environment. Our approach substitutes this use of vision by integrating haptic feedback with the sensory data from the depth camera system packaged within the Microsoft Kinect.
通过感官解读周围环境往往依赖于视觉渠道来全面解读环境。我们的方法是将触觉反馈与来自微软Kinect内置深度摄像头系统的感官数据相结合,从而取代视觉的使用。
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引用次数: 16
The design of human-powered access technology 人力接入技术的设计
Jeffrey P. Bigham, R. Ladner, Y. Borodin
People with disabilities have always overcome accessibility problems by enlisting people in their community to help. The Internet has broadened the available community and made it easier to get on-demand assistance remotely. In particular, the past few years have seen the development of technology in both research and industry that uses human power to overcome technical problems too difficult to solve automatically. In this paper, we frame recent developments in human computation in the historical context of accessibility, and outline a framework for discussing new advances in human-powered access technology. Specifically, we present a set of 13 design principles for human-powered access technology motivated both by historical context and current technological developments. We then demonstrate the utility of these principles by using them to compare several existing human-powered access technologies. The power of identifying the 13 principles is that they will inspire new ways of thinking about human-powered access technologies.
残疾人总是通过寻求社区人士的帮助来克服无障碍问题。互联网扩大了可用的社区,使远程获得按需援助变得更加容易。特别是,在过去的几年里,研究和工业技术的发展都是利用人力来克服难以自动解决的技术问题。在本文中,我们在可及性的历史背景下构建了人类计算的最新发展,并概述了一个讨论人力访问技术新进展的框架。具体来说,我们提出了一套13条基于历史背景和当前技术发展的人力接入技术设计原则。然后,我们通过使用这些原则来比较几种现有的人力访问技术来演示这些原则的实用性。确定这13项原则的力量在于,它们将激发人们对人力接入技术的新思考方式。
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引用次数: 71
Annotation-based video enrichment for blind people: a pilot study on the use of earcons and speech synthesis 基于注释的盲人视频丰富:使用耳塞和语音合成的试点研究
Benoît Encelle, Magali Ollagnier-Beldame, Stéphanie Pouchot, Yannick Prié
Our approach to address the question of online video accessibility for people with sensory disabilities is based on video annotations that are rendered as video enrichments during the playing of the video. We present an exploratory work that focuses on video accessibility for blind people with audio enrichments composed of speech synthesis and earcons (i.e. nonverbal audio messages). Our main results are that earcons can be used together with speech synthesis to enhance understanding of videos; that earcons should be accompanied with explanations; and that a potential side effect of earcons is related to video rhythm perception.
我们为有感官障碍的人解决在线视频可访问性问题的方法是基于视频注释,这些视频注释在视频播放期间被渲染为视频丰富内容。我们提出了一项探索性的工作,重点是通过语音合成和耳塞(即非语言音频信息)组成的音频丰富盲人的视频可访问性。我们的主要结果是:耳塞可以与语音合成一起使用,以增强对视频的理解;监听器应该附有解释;耳塞的潜在副作用与视频节奏感知有关。
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引用次数: 30
Voice banking and voice reconstruction for MND patients 脑残障患者的语音银行和语音重建
C. Veaux, J. Yamagishi, Simon King
When the speech of an individual becomes unintelligible due to a degenerative disease such as motor neuron disease (MND), a voice output communication aid (VOCA) can be used. To fully replace all functions of speech communication: communication of information, maintenance of social relationships and displaying identity, the voice must be intelligible, natural-sounding and retain the vocal identity of the speaker. Attempts have been made to capture the voice before it is lost, using a process known as voice banking. But, for patients with MND, the speech deterioration frequently coincides or quickly follows diagnosis. Using model-based speech synthesis, it is now possible to retain the vocal identity of the patient with minimal data recordings and even deteriorating speech. The power of this approach is that it is possible to use the patient's recordings to adapt existing voice models pre-trained on many speakers. When the speech has begun to deteriorate, the adapted voice model can be further modified in order to compensate for the disordered characteristics found in the patient's speech. We present here an on-going project for voice banking and voice reconstruction based on this technology.
当由于运动神经元疾病(MND)等退行性疾病而无法理解说话时,可以使用语音输出通信辅助设备(VOCA)。要想完全取代言语交际的所有功能:信息的交流、社会关系的维护和身份的展示,声音必须是可理解的、自然的,并保留说话人的声音身份。人们已经尝试在语音丢失之前捕获语音,这一过程被称为语音银行。但是,对于患有MND的患者来说,语言能力的退化往往与诊断同时发生或很快发生。使用基于模型的语音合成,现在可以用最少的数据记录甚至恶化的语音来保留患者的声音身份。这种方法的强大之处在于,它可以使用患者的录音来适应在许多扬声器上预先训练的现有语音模型。当语音开始恶化时,可以进一步修改适应的语音模型,以补偿患者语音中发现的紊乱特征。我们在此介绍一个正在进行的基于该技术的语音银行和语音重建项目。
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引用次数: 5
Session details: Keynote address 会议详情:主题演讲
D. Novick
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引用次数: 0
期刊
The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility
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