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Future technology oriented scenarios on e-accessibility 面向未来技术的电子无障碍场景
Christos Kouroupetroglou, A. Koumpis, D. Papageorgiou
This paper presents a set of future scenarios as a part of our study which explores and analyzes the relationships between the emerging ICT landscape in the European societal and economic context, and the development and provision of e-Accessibility, within a perspective of 10 years. Part of our study is the development and validation of various scenarios regarding the impact of new technologies in accessibility. This paper presents some draft scenarios that were produced by combining technologies referred by experts as crucial for the future of eAccessibility.
本文提出了一组未来的情景,作为我们研究的一部分,探讨和分析了在欧洲社会和经济背景下新兴的信息通信技术景观与电子无障碍的发展和提供之间的关系,在10年的前景。我们研究的一部分是开发和验证关于新技术对可达性影响的各种场景。本文提出了一些方案草案,这些方案是通过结合专家们认为的对电子无障碍的未来至关重要的技术而产生的。
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引用次数: 0
Design of a bilateral vibrotactile feedback system for lateralization 双侧振动触觉反馈系统的设计
Bernd Tessendorf, D. Roggen, M. Spuhler, T. Stiefmeier, G. Tröster, T. Grämer, Manuela Feilner, Peter Derleth
We present a bilateral vibrotactile feedback system for accurate lateralization of target angles in the complete 360 degree-range. We envision integrating this system into context-aware hearing instruments (HIs) or cochlear implants (CIs) to support users that experience lateralization difficulties. As a foundation for this it is vital to investigate which kind of feedback and vibration patterns are optimal to provide support for lateralization. Our system enables to evaluate and compare different encoding schemes with respect to resolution, reaction time, intuitiveness and user dependency. The system supports bilateral vibrotactile feedback to reflect integration into HIs or CIs worn at both ears and implemented two approaches: Quantized Absolute Heading (QAH) and Continuous Guidance Feedback (CGF). We provide a detailed description of our hardware that was designed to be also applicable for generic vibrotactile feedback applications.
我们提出了一个双边振动触觉反馈系统,用于在完整的360度范围内精确地横向化目标角度。我们设想将该系统集成到情境感知助听器(HIs)或人工耳蜗(ci)中,以支持经历侧化困难的用户。在此基础上,研究哪种反馈和振动模式最适合为侧化提供支持是至关重要的。我们的系统能够在分辨率、反应时间、直观性和用户依赖性方面评估和比较不同的编码方案。该系统支持双边振动触觉反馈,以反映双耳佩戴的HIs或CIs的集成,并实现两种方法:量化绝对航向(QAH)和连续制导反馈(CGF)。我们提供了硬件的详细描述,该硬件的设计也适用于一般的振动触觉反馈应用。
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引用次数: 2
Session details: Mobile and ubiquitious UI 会话细节:移动和无处不在的UI
S. Harper
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引用次数: 0
Navigation and obstacle avoidance help (NOAH) for older adults with cognitive impairment: a pilot study 认知障碍老年人导航和避障帮助(NOAH):一项试点研究
P. Viswanathan, J. Little, Alan K. Mackworth, Alex Mihailidis
Many older adults with cognitive impairment are excluded from powered wheelchair use because of safety concerns. This leads to reduced mobility, and in turn, higher dependence on caregivers. In this paper, we describe an intelligent wheelchair that uses computer vision and machine learning methods to provide adaptive navigation assistance to users with cognitive impairment. We demonstrate the performance of the system in a user study with the target population. We show that the collision avoidance module of the system successfully decreases the number of collisions for all participants. We also show that the wayfinding module assists users with memory and vision impairments. We share feedback from the users on various aspects of the intelligent wheelchair system. In addition, we provide our own observations and insights on the target population and their use of intelligent wheelchairs. Finally, we suggest directions for future work.
出于安全考虑,许多有认知障碍的老年人不能使用电动轮椅。这导致行动不便,反过来,对照顾者的依赖程度更高。在本文中,我们描述了一种智能轮椅,它使用计算机视觉和机器学习方法为认知障碍用户提供自适应导航辅助。我们在目标人群的用户研究中演示了系统的性能。我们证明了系统的避碰模块成功地减少了所有参与者的碰撞次数。我们还展示了寻路模块可以帮助有记忆和视力障碍的用户。我们分享用户对智能轮椅系统各方面的反馈。此外,我们对目标人群及其使用智能轮椅的情况提供了自己的观察和见解。最后,提出了今后工作的方向。
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引用次数: 34
A tactile-thermal display for haptic exploration of virtual paintings 一种用于虚拟绘画触觉探索的触觉热显示器
Victoria E. Hribar, D. Pawluk
To enable individuals who are blind and visually impaired to participate fully in the world around them, it is important to make all environments accessible to them. This includes art museums which provide opportunities for cultural education and personal interest/enjoyment. Our interest focuses on the portrayal of paintings through refreshable haptic displays from their digital representations. As a complement to representing the structural elements (i.e., objects and shapes) in a painting, we believe it is also important to provide a personal experience of the style and expressiveness of the artist. This paper proposes a haptic display and display methods to do so. The haptic display consists of: (1) a pin matrix display to the fingers to relay tactile texture information about brushstroke, (2) a thermal display on which the warm-cold spectrum of colors is mapped, and (3) the sensing of location within the painting used to change tactile and thermal feedback to create contrasts within a painting.
为了使盲人和视障人士能够充分参与他们周围的世界,重要的是要使所有环境对他们无障碍。这包括提供文化教育和个人兴趣/享受机会的艺术博物馆。我们的兴趣集中在通过数字表示的可刷新的触觉显示来描绘绘画。作为一幅画中表现结构元素(即物体和形状)的补充,我们认为提供艺术家风格和表现力的个人体验也很重要。本文提出了一种触觉显示及其实现方法。触觉显示器包括:(1)手指上的针阵显示器,传递笔触的触觉纹理信息;(2)绘制冷暖光谱的热显示器;(3)对画作内位置的感知,用于改变触觉和热反馈,在画作内形成对比。
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引用次数: 19
The TaskTracker: assistive technology for task completion TaskTracker:完成任务的辅助技术
Victoria E. Hribar
A cognitive impairment can restrict the independence an individual has over their own life. Commonly, attention deficits affect individuals with cognitive impairments and make completion of everyday tasks difficult. While many technologies exist to assist this group in memory storage and retrieval, these individuals could also benefit from technology focused on time management and assistance with task completion. The TaskTracker has been created for this purpose by incorporating several features focused on task completion into one useful Android™ smart phone application. A progress bar, alarm reminders, and a motivational message have been combined to motivate task completion and time management rather than task memory alone.
认知障碍会限制一个人对自己生活的独立性。通常,注意力缺陷会影响认知障碍患者,使他们难以完成日常任务。虽然有许多技术可以帮助这一群体进行记忆存储和检索,但这些人也可以从专注于时间管理和协助完成任务的技术中受益。TaskTracker就是为此目的而创建的,它将几个专注于任务完成的功能整合到一个有用的Android™智能手机应用程序中。进度条、闹钟提醒和激励信息被结合起来激励任务完成和时间管理,而不仅仅是任务内存。
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引用次数: 4
Session details: Multimedia and TV 会议详情:多媒体和电视
Enrico Pontelli
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引用次数: 0
Situation-based indoor wayfinding system for the visually impaired 为视障人士设计的基于情境的室内寻路系统
Eunjeong Ko, Jinsun Ju, Eun Yi Kim
This paper presents an indoor wayfinding system to help the visually impaired finding their way to a given destination in an unfamiliar environment. The main novelty is the use of the user's situation as the basis for designing color codes to explain the environmental information and for developing the wayfinding system to detect and recognize such color codes. Actually, people would require different information according to their situations. Therefore, situation-based color codes are designed, including location-specific codes and guide codes. These color codes are affixed in certain locations to provide information to the visually impaired, and their location and meaning are then recognized using the proposed wayfinding system. Consisting of three steps, the proposed wayfinding system first recognizes the current situation using a vocabulary tree that is built on the shape properties of images taken of various situations. Next, it detects and recognizes the necessary codes according to the current situation, based on color and edge information. Finally, it provides the user with environmental information and their path through an auditory interface. To assess the validity of the proposed wayfinding system, we have conducted field test with four visually impaired, then the results showed that they can find the optimal path in real-time with an accuracy of 95%.
本文介绍了一种室内寻路系统,以帮助视障人士在不熟悉的环境中找到通往指定目的地的路。主要的新颖之处在于利用用户的情况作为设计颜色代码的基础来解释环境信息,并开发寻路系统来检测和识别这些颜色代码。实际上,人们会根据自己的情况需要不同的信息。因此,设计了基于情境的颜色代码,包括特定位置的代码和引导代码。这些颜色代码贴在特定位置,为视障人士提供信息,然后使用拟议的寻路系统识别其位置和含义。该寻路系统由三个步骤组成,首先使用基于不同情况下拍摄的图像的形状属性的词汇树来识别当前情况。其次,根据当前情况,根据颜色和边缘信息,检测和识别必要的代码。最后,它通过听觉界面为用户提供环境信息和他们的路径。为了评估该寻路系统的有效性,我们对四名视障人士进行了现场测试,结果表明他们可以实时找到最优路径,准确率为95%。
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引用次数: 11
Thought cubes: exploring the use of an inexpensive brain-computer interface on a mental rotation task 思维立方体:探索在心智旋转任务中使用廉价的脑机接口
G. M. Poor, L. Leventhal, Scott Kelley, J. Ringenberg, Samuel D. Jaffee
Brain-computer interfaces (BCI) allow users to relay information to a computer by capturing reactions to their thoughts via brain waves (or similar measurements). This "new" type of interaction allows users with limited motor control to interact with a computer without a mouse/keyboard or other physically manipulated interaction device. While this technology is in its infancy, there have been major strides in the area allowing researchers to investigate potential uses. One of the first such interfaces that has broached the commercial market at an affordable price is the Emotiv "EPOC" headset. This paper reports on results of a study exploring usage of the EPOC headset.
脑机接口(BCI)允许用户通过脑电波(或类似的测量)捕捉对他们思想的反应,从而将信息传递给计算机。这种“新型”交互方式允许用户在没有鼠标/键盘或其他物理操作的交互设备的情况下与计算机进行有限的电机控制交互。虽然这项技术还处于起步阶段,但该领域已经取得了重大进展,使研究人员能够研究潜在的用途。Emotiv“EPOC”头戴式耳机是首批以可承受的价格进入商业市场的此类接口之一。本文报道了一项关于EPOC耳机使用的研究结果。
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引用次数: 16
Brazilian sign language multimedia hangman game: a prototype of an educational and inclusive application 巴西手语多媒体绞刑游戏:一个教育和包容性应用的原型
R. Madeo
This paper presents a prototype of an educative and inclusive application: the Brazilian Sign Language Multimedia Hangman Game. This application aims to estimulate people, specially children, deaf or not, to learn a sign language and to help deaf people to improve their vocabulary in an oral language. The differential of this game is that its input consists of videos of the user performing signs from Brazilian Sign Language corresponding to Latin alphabet letters, recorded through the game graphical interface. These videos are processed by a computer vision module in order to recognize the letter to which the sign corresponds, using a recognition strategy based on primitives - hand configuration, movement and orientation, reaching 84.3% accuracy.
本文提出了一个教育和包容性应用的原型:巴西手语多媒体猜字游戏。这个应用程序旨在刺激人们,特别是儿童,聋人或不聋人,学习手语,并帮助聋人提高他们的口语词汇量。这个游戏的不同之处在于,它的输入是由用户用巴西手语做手势的视频组成的,这些手势对应于拉丁字母,通过游戏的图形界面记录下来。这些视频由计算机视觉模块处理,使用基于原语的识别策略-手的结构,运动和方向,以识别符号对应的字母,准确率达到84.3%。
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引用次数: 8
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The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility
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