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Reading in multimodal environments: assessing legibility and accessibility of typography for television 多模式环境下的阅读:评估电视字体的易读性和可及性
Penelope Allen, Judith Garman, I. Calvert, J. Murison
Television viewing is accompanied by ever more complex supporting content: as interactive TV becomes more functional, it also becomes more multimodal. Television typography is no longer limited to teletext, subtitles and captions. It provides navigation, tickers, tabulated results, info-graphics and is embedded in videos and games. At the same time, screen resolution is improving, and the size of household screens are increasing. Currently, little is known about what user needs are associated with these advances. With the use of a customisation prototype, the research explores television typography by understanding the preferences of a variety of users; people with cognitive and sensory access needs, older users and users with no stated access needs. The results from the first study showed participants preferred a larger font size than the current television standard. This preference was particularly prevalent when text was presented along with other content elements demanding attentional focus. The font type Helvetica Neue was particularly favoured by participants with access needs. The second study aims to establish a further exploration into font size for differing interactive environments. We seek to develop the prototype to test and improve the accessibility of interactive TV services.
电视观看伴随着越来越复杂的支持内容:随着交互式电视功能的增强,它也变得越来越多。电视排版不再局限于电视文本、字幕和字幕。它提供导航,行情,表格结果,信息图形,并嵌入到视频和游戏中。与此同时,屏幕分辨率也在不断提高,家用屏幕的尺寸也在不断增大。目前,人们对用户的需求与这些进步有关知之甚少。通过使用定制原型,该研究通过了解各种用户的偏好来探索电视排版;有认知和感官访问需求的人、老年用户和没有明确访问需求的用户。第一项研究的结果显示,参与者更喜欢比当前电视标准字体更大的字体。当文本与其他需要注意的内容元素一起呈现时,这种偏好尤其普遍。Helvetica Neue字体尤其受到有访问需求的参与者的青睐。第二项研究旨在进一步探索不同交互环境下的字体大小。我们寻求开发原型来测试和改进交互式电视服务的可访问性。
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引用次数: 2
Helping children with cognitive disabilities through serious games: project CLES 通过严肃游戏帮助有认知障碍的儿童:CLES项目
A. Hussaan, Karim Sehaba, A. Mille
Our work addresses the development of a Serious Game for the diagnostic and learning of persons with cognitive disabilities. In reality, many studies have shown that young people, especially children, are attracted towards computer games. Often, they play these games with great interest and attention. Thus, the idea of using serious games to provide education is attractive for most of them. This work is situated in the context of Project CLES. This project, in collaboration with many research laboratories, aims at developing an Adaptive Serious Game to treat a variety of cognitive handicaps. In this context, this article presents a system that generates learning scenarios keeping into account the user's profile and their learning objectives. The user's profile is used to represent the cognitive abilities and the domain competences of the user. The system also records the user's activities during his/her interaction with the Serious Game and represents them in interaction traces. These traces are used as knowledge sources in the generation of learning scenarios.
我们的工作解决了一个严重的游戏,诊断和学习的人有认知障碍的发展。事实上,许多研究表明,年轻人,尤其是孩子,被电脑游戏所吸引。他们经常带着极大的兴趣和注意力玩这些游戏。因此,使用严肃游戏来提供教育的想法对他们中的大多数人来说是有吸引力的。这项工作是在CLES项目的背景下进行的。该项目与许多研究实验室合作,旨在开发一种适应性严肃游戏,以治疗各种认知障碍。在这种情况下,本文介绍了一个系统,该系统生成学习场景,同时考虑到用户的配置文件和他们的学习目标。用户配置文件用于表示用户的认知能力和领域能力。系统还记录用户在与Serious Game交互过程中的活动,并在交互轨迹中表示它们。这些痕迹被用作生成学习场景的知识来源。
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引用次数: 25
Assessing the deaf user perspective on sign language avatars 评估聋人用户对手语虚拟形象的看法
Michael Kipp, Quan Nguyen, A. Héloir, Silke Matthes
Signing avatars have the potential to become a useful and even cost-effective method to make written content more accessible for Deaf people. However, avatar research is characterized by the fact that most researchers are not members of the Deaf community, and that Deaf people as potential users have little or no knowledge about avatars. Therefore, we suggest two well-known methods, focus groups and online studies, as a two-way information exchange between research and the Deaf community. Our aim was to assess signing avatar acceptability, shortcomings of current avatars and potential use cases. We conducted two focus group interviews (N=8) and, to quantify important issues, created an accessible online user study(N=317). This paper deals with both the methodology used and the elicited opinions and criticism. While we found a positive baseline response to the idea of signing avatars, we also show that there is a statistically significant increase in positive opinion caused by participating in the studies. We argue that inclusion of Deaf people on many levels will foster acceptance as well as provide important feedback regarding key aspects of avatar technology that need to be improved.
签名化身有可能成为一种有用的,甚至是经济有效的方法,使聋哑人更容易获得书面内容。然而,头像研究的特点是,大多数研究人员不是聋人社区的成员,聋人作为潜在用户很少或根本不了解头像。因此,我们建议两种众所周知的方法,焦点小组和在线研究,作为研究与聋人社区之间的双向信息交流。我们的目的是评估签名头像的可接受性、当前头像的缺点和潜在的用例。我们进行了两次焦点小组访谈(N=8),为了量化重要问题,我们创建了一个可访问的在线用户研究(N=317)。本文讨论了所使用的方法以及所引起的意见和批评。虽然我们发现对签名虚拟形象的想法有积极的基线反应,但我们也表明,参与研究导致的积极意见在统计上显着增加。我们认为,在许多层面上包容聋人将促进接受,并提供有关需要改进的化身技术关键方面的重要反馈。
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引用次数: 87
TypeInBraille: a braille-based typing application for touchscreen devices TypeInBraille:触摸屏设备的基于盲文的打字应用程序
S. Mascetti, C. Bernareggi, Matteo Belotti
Smartphones provide new exciting opportunities to visually impaired users because these devices can support new assistive technologies that cannot be deployed on desktops or laptops. Some devices, like the iPhone, are rapidly gaining popularity among the visually impaired since the use of pre-installed screenreader applications renders these devices accessible. However, there are still some operations that require a longer time or higher mental workload to be completed by a visually impaired user. In this contribution we present a novel application for text entry, called TypeInBraille, that is based on the Braille code and hence is specifically designed for blind users.
智能手机为视障用户提供了令人兴奋的新机会,因为这些设备可以支持台式机或笔记本电脑上无法部署的新辅助技术。一些设备,如iPhone,在视障人士中迅速流行起来,因为使用预装的屏幕阅读器应用程序使这些设备易于使用。然而,仍有一些操作需要较长的时间或较高的脑力负荷才能由视障用户完成。在本文中,我们提出了一个新的文本输入应用程序,称为TypeInBraille,它基于盲文代码,因此是专门为盲人用户设计的。
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引用次数: 77
Fashion for the blind: a study of perspectives 盲人时尚:视角研究
Michele A. Burton
Clothing is a universal aspect of life and a significant form of communication for both the wearer and observer. However, clothing is almost exclusively perceived visually begging the question: "How is beauty in fashion interpreted by those with vision impairments?" We conducted face-to-face interviews and a diary study with eight legally blind participants to gain the perspectives of those with vision impairments on what makes clothing attractive and appealing. Our primary focus was gathering their point-of-view on beauty in clothing but all of the participants also discussed accessibility challenges of clothing and fashion. We report our findings on the major aspects of clothing's appeal to blind wearers as well as the challenges with lack of access and assistive technology. These findings have far-reaching implications for future research within fashion design, interaction design and assistive technology.
服装是生活的一个普遍方面,对穿着者和观察者来说都是一种重要的交流形式。然而,服装几乎完全是在视觉上被感知的,这就引出了一个问题:“视力受损的人如何解读时尚中的美?”我们对8名法定盲人参与者进行了面对面的采访和日记研究,以获得视力障碍人士对服装吸引力和吸引力的看法。我们的主要焦点是收集他们对服装美的看法,但所有参与者也讨论了服装和时尚的无障碍挑战。我们报告了服装对盲人穿戴者吸引力的主要方面,以及缺乏访问和辅助技术的挑战。这些发现对未来服装设计、交互设计和辅助技术的研究具有深远的意义。
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引用次数: 4
Evaluating information support system for visually impaired people with mobile touch screens and vibration 基于移动触屏和振动的视障人士信息支持系统评估
Takato Noguchi, Yusuke Fukushima, I. Yairi
Throughout 6 months of blind user's touch panel usage interview, there were many problems of touch panel's audio assistant. The participant strongly demanded to improve the low accuracy and the slow software keyboard typing, and the poor understanding of the shape of the picture. She was also interested in recognizing the 3D shapes. Thus, we developed a fingertip tactile feedback system in order to indicate the "f" and "j" key for touch-typing and improved the speed of the software keyboard typing, and simplify the way to understand the 3D shapes. In this paper, we introduce and evaluate the recognition of the 3D shape by three participants using the system. The results showed that the proposed system succeeded in enabling the visually impaired participants to recognize the 3D shapes.
在6个月的盲人用户触控屏使用情况访谈中,触控屏语音助手存在很多问题。参与者强烈要求改进软件键盘输入的低准确率和慢速度,以及对图片形状的理解能力差。她对识别3D形状也很感兴趣。因此,我们开发了一种指尖触觉反馈系统,用于指示“f”和“j”键进行触控输入,提高了软件键盘输入的速度,简化了对3D形状的理解方式。在本文中,我们介绍并评估了三个参与者使用该系统对三维形状的识别。结果表明,该系统成功地使视障参与者能够识别三维形状。
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引用次数: 5
Peer interviews: an adapted methodology for contextual understanding in user-centred design 同侪访谈:以用户为中心的设计中上下文理解的一种适应方法
R. Menzies, A. Waller, H. Pain
In User-Centred Design (UCD) the needs and preferences of the end user are given primary consideration. In some cases, current methodologies such as interviewing may be difficult to conduct, for example when working with children, particularly those with Autism Spectrum Disorders (ASD). This paper outlines an approach to understanding the end-users, context and subject matter through the use of peer interviewing. This is proposed as a viable adaptation to User-Centred methodologies for inclusion of children and those with ASD.
在以用户为中心的设计(UCD)中,最终用户的需求和偏好是首要考虑的因素。在某些情况下,面谈等现有方法可能难以实施,例如在处理儿童,特别是患有自闭症谱系障碍(ASD)的儿童时。本文概述了一种通过使用同伴访谈来理解最终用户、背景和主题的方法。这被认为是对以用户为中心的方法的一种可行的适应,以纳入儿童和自闭症患者。
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引用次数: 5
Towards a framework to situate assistive technology design in the context of culture 建立一个将辅助技术设计置于文化背景下的框架
Fatima A. Boujarwah, Nazneen, Hwajung Hong, G. Abowd, R. Arriaga
We present the findings from a cross-cultural study of the expectations and perceptions of individuals with autism and other intellectual disabilities (AOID) in Kuwait, Pakistan, South Korea, and the United States. Our findings exposed cultural nuances that have implications for the design of assistive technologies. We develop a framework, based on three themes; 1) lifestyle; 2) socio-technical infrastructure; and 3) monetary and informational resources within which the cultural implications and opportunities for assistive technology were explored. The three key contributions of this work are: 1) the development of a framework that outlines how culture impacts perceptions and expectations of individuals with social and intellectual disabilities; 2) a mapping of how this framework leads to implications and opportunities for assistive technology design; 3) the presentation of concrete examples of how these implications impact the design of three emerging assistive technologies.
我们提出了对科威特、巴基斯坦、韩国和美国的自闭症和其他智力残疾(AOID)患者的期望和看法的跨文化研究结果。我们的发现揭示了对辅助技术设计有影响的文化差异。我们开发了一个框架,基于三个主题;1)生活方式;2)社会技术基础设施;3)货币和信息资源,其中探讨了辅助技术的文化含义和机会。这项工作的三个关键贡献是:1)发展了一个框架,概述了文化如何影响社会和智力残疾个体的感知和期望;2)该框架如何导致辅助技术设计的影响和机会的映射;3)这些影响如何影响三种新兴辅助技术设计的具体例子。
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引用次数: 24
Using a computer intervention to support phonological awareness development of nonspeaking adults 使用计算机干预来支持不会说话的成年人的语音意识发展
H. Trinh
The present study investigates the effectiveness of a computer-based intervention to support adults with severe speech and physical impairments (SSPI) in developing their phonological awareness, an essential contributory factor to literacy acquisition. Three participants with SSPI undertook seven intervention sessions during which they were asked to play a training game on an iPad. The game was designed to enable learners to practice their phonological awareness skills independently with minimal instruction from human instructors. Preliminary results of post-intervention assessments demonstrate general positive effects of the intervention upon the phonological awareness and literacy skills of the participants. These results support the use of mainstream technologies to aid learning for individuals with disabilities.
本研究调查了一种基于计算机的干预方法的有效性,以支持患有严重言语和身体障碍(SSPI)的成年人发展他们的语音意识,这是识字习得的一个重要因素。三名患有SSPI的参与者进行了七次干预,在此期间,他们被要求在iPad上玩一个训练游戏。该游戏旨在使学习者能够在最少的人类教师指导下独立练习他们的语音意识技能。干预后评估的初步结果表明,干预对参与者的语音意识和读写技能产生了普遍的积极影响。这些结果支持使用主流技术来帮助残疾人学习。
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引用次数: 6
Accessibility of 3D game environments for people with Aphasia: an exploratory study 失语症患者3D游戏环境的可访问性:一项探索性研究
J. Galliers, Stephanie M. Wilson, Sam Muscroft, J. Marshall, Abi Roper, Naomi Cocks, T. Pring
People with aphasia experience difficulties with all aspects of language and this can mean that their access to technology is substantially reduced. We report a study undertaken to investigate the issues that confront people with aphasia when interacting with technology, specifically 3D game environments. Five people with aphasia were observed and interviewed in twelve workshop sessions. We report the key themes that emerged from the study, such as the importance of direct mappings between users' interactions and actions in a virtual environment. The results of the study provide some insight into the challenges, but also the opportunities, these mainstream technologies offer to people with aphasia. We discuss how these technologies could be more supportive and inclusive for people with language and communication difficulties.
失语症患者在语言的各个方面都有困难,这可能意味着他们接触技术的机会大大减少。我们报告了一项研究,旨在调查失语症患者在与技术互动时所面临的问题,特别是3D游戏环境。在12次研讨会中对5名失语症患者进行了观察和访谈。我们报告了从研究中出现的关键主题,例如在虚拟环境中用户交互和行为之间直接映射的重要性。这项研究的结果为这些主流技术给失语症患者带来的挑战和机遇提供了一些见解。我们讨论了这些技术如何能够为有语言和沟通困难的人提供更多的支持和包容。
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引用次数: 24
期刊
The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility
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