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Serenity: exploring audio-based gaming for arm-hand rehabilitation after stroke Serenity:探索中风后手臂康复的音频游戏
Yijing Jiang, D. Tetteroo
Recent studies have shown that adding sonification to stroke rehabilitation training is effective. It helps patients achieve better training results by positively affecting motor control, the somatosensory system, and patient engagement. This paper explores the concept of audio-based games in stroke rehabilitation, hypothesizing that the removal of a visual dimension might increase patient focus on the body part being trained. In an expert study with nine therapists we evaluated Serenity, an audio-based rehabilitation game, as a design probe to explore the potential of audio-based games in rehabilitation training. Results show promise for further exploring the concept of audio-based gaming in stroke rehabilitation.
最近的研究表明,在脑卒中康复训练中加入超声是有效的。它通过积极影响运动控制、体感系统和患者参与,帮助患者获得更好的训练结果。本文探讨了基于音频的脑卒中康复游戏的概念,假设移除视觉维度可能会增加患者对正在训练的身体部位的注意力。在一项由9名治疗师参与的专家研究中,我们评估了基于音频的康复游戏《Serenity》,以此作为探索基于音频的游戏在康复训练中的潜力的设计探索。结果显示了进一步探索基于音频的游戏在中风康复中的概念的希望。
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引用次数: 0
College Students’ and Campus Counselors’ Attitudes Toward Teletherapy and Adopting Virtual Reality (Preliminary Exploration) for Campus Counseling Services 大学生与校园心理咨询师对远程治疗的态度及虚拟现实在校园心理咨询服务中的应用初探
Vanny Chao, Roshan Peiris
This work-in-progress explores factors that impact the attitudes towards existing modes of teletherapy and a preliminary exploration of attitudes toward virtual reality teletherapy (VRT) adoption for teletherapy on college campuses. Five semi-structured interviews were conducted with 3 students and 2 campus counselors. Thus far, 3 primary themes (physical, social, and clinical factors), 8 secondary sub-themes, and 9 tertiary sub-themes are identified in influencing participants’ attitudes of counseling modalities including their initial attitudes toward adopting VR for remote counseling services. These insights suggest that VRT may be more openly adopted for improved access to campus counseling services and for specific clinical use cases where students can translate learned skills to the real world. Concerns of VRT include students using VR to support antithetical behavior and establishing trust between users in a VR environment.
这项正在进行的工作探讨了影响人们对现有远程治疗模式态度的因素,并初步探讨了人们对大学校园远程治疗采用虚拟现实远程治疗(VRT)的态度。对3名学生和2名校园辅导员进行了5次半结构化访谈。到目前为止,确定了3个主要主题(身体、社会和临床因素)、8个次要次要主题和9个第三次要主题影响参与者对咨询方式的态度,包括他们对采用虚拟现实进行远程咨询服务的初步态度。这些见解表明,VRT可以更公开地用于改善校园咨询服务的获取,以及用于特定的临床用例,学生可以将所学技能转化为现实世界。VRT的关注点包括学生使用VR来支持对立行为,以及在VR环境中建立用户之间的信任。
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引用次数: 0
Designing a Data Visualization Dashboard for Pre-Screening Hong Kong Students with Specific Learning Disabilities 为香港特殊学习障碍学生的预检设计数据可视化仪表板
K. Fung, Z. Wen, Haotian Li, Xingbo Wang, S. Song, Huamin Qu
Students with specific learning disabilities (SLDs) often experience reading, writing, attention, and physical movement coordination difficulties. However, in Hong Kong, it takes years for special education needs coordinators (SENCOs) and special-ed teachers to pre-screen and diagnose students with SLDs. Therefore, many students with SLDs missed the golden time for special interventions (i.e., before six years old). In addition, although there are screening tools for students with SLDs in Chinese and Indo-European languages (e.g., English and Spanish), they did not provide a student data visualization dashboard that could help teachers speed up the pre-screening process. Therefore, we designed a new visualization dashboard for Hong Kong SENCOs and special-ed teachers to assist them in pre-screening students with SLDs. Our formative study showed that our current design met teachers’ need to quickly identify a student’s specific under-performing tasks and effectively collect evidence about how the student was affected by SLDs. Future work will further test the efficacy of our design in real life.
有特殊学习障碍(SLDs)的学生通常在阅读、写作、注意力和身体动作协调方面存在困难。然而,在香港,特殊教育需要协调员(SENCO)和特殊教育教师需要花费数年时间对有特殊学习障碍的学生进行预先筛查和诊断。因此,许多有特殊学习障碍的学生错过了接受特殊干预的黄金时间(即六岁之前)。此外,虽然有中文和印欧语言(如英语和西班牙语)的特殊学习障碍学生筛查工具,但它们并没有提供学生数据可视化仪表盘来帮助教师加快预筛过程。因此,我们为香港的特殊教育需要辅导员和特殊教育教师设计了一个新的可视化仪表板,以帮助他们预选有特殊学习障碍的学生。我们的形成性研究表明,我们目前的设计符合教师的需要,能够快速识别学生表现不佳的具体任务,并有效收集学生受特殊学习障碍影响的证据。未来的工作将进一步检验我们的设计在现实生活中的有效性。
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引用次数: 0
It's Enactment Time!: High-fidelity Enactment Stage for Accessible Automated Driving System Technology Research 表演时间到了!:无障碍自动驾驶系统技术研究的高保真制定阶段
Aaron Gluck, Hannah M. Solini, Julian Brinkley
Automated driving system (ADS) technology has been incorporated into critical driving functions (e.g., adaptive cruise control and autonomous braking) for over two decades. Now companies like GM and Google are developing and testing fully autonomous vehicles (AVs). However, the current design of AVs is for individuals who can drive rather than those who cannot, those who would benefit most from these vehicles. As the technology is still primarily experimental, conducting research with AVs and older adults or people with disabilities is infeasible. Therefore, to explore the accessibility of AVs, we conduct user enactment studies, as this method works well with technologies that participants have little to no experience utilizing. This pictorial describes the iterative process of developing a high-fidelity enactment environment, the space and objects with which participants interact. The aim is to encourage the HCI community to utilize high-fidelity enactment environments for conducting accessible future technology research.
自动驾驶系统(ADS)技术已被纳入关键的驾驶功能(如自适应巡航控制和自动制动)超过二十年。现在,通用汽车和bbb等公司都在开发和测试全自动驾驶汽车。然而,目前自动驾驶汽车的设计是为那些会开车的人而不是那些不会开车的人设计的,而这些人将从这些车辆中获益最多。由于这项技术仍处于试验阶段,因此对自动驾驶汽车和老年人或残疾人进行研究是不可行的。因此,为了探索自动驾驶汽车的可访问性,我们进行了用户设定研究,因为这种方法适用于参与者几乎没有使用经验的技术。这幅图画描述了开发高保真的制定环境的迭代过程,参与者与之互动的空间和物体。其目的是鼓励HCI社区利用高保真的制定环境进行可访问的未来技术研究。
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引用次数: 3
Object recognition from two-dimensional tactile graphics: What factors lead to successful identification through touch? 二维触觉图形的物体识别:通过触摸成功识别的因素是什么?
Anchal Sharma, P. Rao, Srinivasan Venkataraman
Tactile Graphics (TG) are raised line diagrams to represent pictorial content for People with Visual Impairments (PVI). While shapes may be simple to depict, objects often appear disjunctive when represented in graphics. Researchers have evaluated the efficacy of TG and stated factors like size, complexity, or prior visual experience, affecting identification. However, the specific features of a graphic or aspects that enable object (3D) recognition through them need investigation. We evaluate the interactions of 12 PVI (8 born-blind and 4 late-blind), having minimal experience with TG or graphical representations, with 20 tactile stimuli including daily objects. We present graphic- and process-based factors that aid recognition. Our results indicate unique elements or a combination leading to recognition. Born-blind participants were able to identify stimuli based solely on their prior tactile experience of the actual objects, the majority being depictions of objects with insignificant thickness. Mirroring hand movements for symmetrical shapes were observed. A broader classification followed by deduction appeared as a common strategy of exploration. These insights impart improved understanding and evaluation of tactile graphics.
触觉图形(TG)是为视障人士(PVI)提供图形内容的凸起线条图。虽然形状可能很容易描绘,但在图形中表现出来的对象往往是分离的。研究人员已经评估了TG的功效,并陈述了影响识别的因素,如大小、复杂性或先前的视觉经验。然而,图形的特定特征或通过它们实现对象(3D)识别的方面需要研究。我们评估了12名PVI(8名天生失明和4名晚期失明)与20种包括日常物体的触觉刺激的相互作用,这些PVI对TG或图形表示的经验很少。我们提出了图形和过程为基础的因素,以帮助识别。我们的结果表明,独特的元素或组合导致识别。先天失明的参与者能够仅仅根据他们之前对实际物体的触觉经验来识别刺激,其中大多数是对物体厚度不显著的描述。观察到对称形状的镜像手部运动。一种更广泛的分类,然后是演绎,这是一种常见的探索策略。这些见解有助于提高对触觉图形的理解和评价。
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引用次数: 1
Support in the Moment: Benefits and use of video-span selection and search for sign-language video comprehension among ASL learners 即时支持:视频跨度选择和搜索对美国手语学习者手语视频理解的好处和使用
Saad Hassan, Akhter Al Amin, Caluã de Lacerda Pataca, Diego Navarro, Alexis Gordon, Sooyeon Lee, Matt Huenerfauth
As they develop comprehension skills, American Sign Language (ASL) learners often view challenging ASL videos, which may contain unfamiliar signs. Current dictionary tools require students to isolate a single sign they do not understand and input a search query, by selecting linguistic properties or by performing the sign into a webcam. Students may struggle with extracting and re-creating an unfamiliar sign, and they must leave the video-watching task to use an external dictionary tool. We investigate a technology that enables users, in the moment, i.e., while they are viewing a video, to select a span of one or more signs that they do not understand, to view dictionary results. We interviewed 14 American Sign Language (ASL) learners about their challenges in understanding ASL video and workarounds for unfamiliar vocabulary. We then conducted a comparative study and an in-depth analysis with 15 ASL learners to investigate the benefits of using video sub-spans for searching, and their interactions with a Wizard-of-Oz prototype during a video-comprehension task. Our findings revealed benefits of our tool in terms of quality of video translation produced and perceived workload to produce translations. Our in-depth analysis also revealed benefits of an integrated search tool and use of span-selection to constrain video play. These findings inform future designers of such systems, computer vision researchers working on the underlying sign matching technologies, and sign language educators.
随着理解能力的发展,美国手语学习者经常观看具有挑战性的美国手语视频,其中可能包含不熟悉的符号。当前的词典工具要求学生分离出一个他们不理解的符号,并通过选择语言属性或对着网络摄像头执行该符号来输入搜索查询。学生们可能很难提取和重新创建一个不熟悉的符号,他们必须放弃观看视频的任务,使用外部词典工具。我们研究了一种技术,使用户能够在当下,即,当他们正在观看视频时,选择一个或多个他们不理解的符号的跨度,以查看字典结果。我们采访了14位美国手语(ASL)学习者,了解他们在理解ASL视频方面的挑战以及对不熟悉词汇的解决方法。然后,我们对15名美国手语学习者进行了比较研究和深入分析,以调查使用视频子跨度进行搜索的好处,以及他们在视频理解任务中与《绿野仙踪》原型的互动。我们的研究结果揭示了我们的工具在视频翻译质量和翻译工作量方面的好处。我们的深入分析还揭示了集成搜索工具和使用跨度选择来限制视频播放的好处。这些发现为未来此类系统的设计者、从事潜在的符号匹配技术的计算机视觉研究人员和手语教育者提供了信息。
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引用次数: 3
ASL Wiki: An Exploratory Interface for Crowdsourcing ASL Translations ASL Wiki:一个用于众包ASL翻译的探索性界面
Abraham Glasser, Fyodor O. Minakov, Danielle Bragg
The Deaf and Hard-of-hearing (DHH) community faces a lack of information in American Sign Language (ASL) and other signed languages. Most informational resources are text-based (e.g. books, encyclopedias, newspapers, magazines, etc.). Because DHH signers typically prefer ASL and are often less fluent in written English, text is often insufficient. At the same time, there is also a lack of large continuous sign language datasets from representative signers, which are essential to advancing sign langauge research and technology. In this work, we explore the possibility of crowdsourcing English-to-ASL translations to help address these barriers. To do this, we present a novel bilingual interface that enables the community to both contribute and consume translations. To shed light on the user experience with such an interface, we present a user study with 19 participants using the interface to both generate and consume content. To better understand the potential impact of the interface on translation quality, we also present a preliminary translation quality analysis. Our results suggest that DHH community members find real-world value in the interface, that the quality of translations is comparable to those created with state-of-the-art setups, and shed light on future research avenues.
聋人和听力障碍(DHH)社区面临着美国手语(ASL)和其他手语信息的缺乏。大多数信息资源是基于文本的(如书籍、百科全书、报纸、杂志等)。由于DHH手语者通常更喜欢美国手语,并且通常不太流利的书面英语,所以文本通常不足。与此同时,也缺乏来自代表性签名者的大型连续手语数据集,这对于推进手语研究和技术至关重要。在这项工作中,我们探索了众包英语到美国手语翻译的可能性,以帮助解决这些障碍。为此,我们提供了一个新颖的双语界面,使社区能够贡献和使用翻译。为了阐明使用这种界面的用户体验,我们提出了一项用户研究,其中有19名参与者使用该界面生成和消费内容。为了更好地了解界面对翻译质量的潜在影响,我们还提出了初步的翻译质量分析。我们的研究结果表明,DHH社区成员在界面中发现了现实世界的价值,翻译的质量可以与最先进的设置相媲美,并为未来的研究途径指明了方向。
{"title":"ASL Wiki: An Exploratory Interface for Crowdsourcing ASL Translations","authors":"Abraham Glasser, Fyodor O. Minakov, Danielle Bragg","doi":"10.1145/3517428.3544827","DOIUrl":"https://doi.org/10.1145/3517428.3544827","url":null,"abstract":"The Deaf and Hard-of-hearing (DHH) community faces a lack of information in American Sign Language (ASL) and other signed languages. Most informational resources are text-based (e.g. books, encyclopedias, newspapers, magazines, etc.). Because DHH signers typically prefer ASL and are often less fluent in written English, text is often insufficient. At the same time, there is also a lack of large continuous sign language datasets from representative signers, which are essential to advancing sign langauge research and technology. In this work, we explore the possibility of crowdsourcing English-to-ASL translations to help address these barriers. To do this, we present a novel bilingual interface that enables the community to both contribute and consume translations. To shed light on the user experience with such an interface, we present a user study with 19 participants using the interface to both generate and consume content. To better understand the potential impact of the interface on translation quality, we also present a preliminary translation quality analysis. Our results suggest that DHH community members find real-world value in the interface, that the quality of translations is comparable to those created with state-of-the-art setups, and shed light on future research avenues.","PeriodicalId":384752,"journal":{"name":"Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125509875","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: 3
Website Builders Still Contribute To Inaccessible Web Design 网站建设者仍然有助于不可访问的网页设计
Athira Pillai, Kristen Shinohara, Garreth W. Tigwell
Website builders enable individuals without design or technical skills to create websites. However, it is unclear if modern websites created by website builders meet accessibility standards. We reviewed six popular website building platforms and found a lack of accessibility support. Wix provided the most comprehensive accessibility documentation and robust accessibility features. However, during an accessibility audit of 90 Wix webpages, we found many accessibility issues, raising concerns about how users are supported.
网站建设者使个人没有设计或技术技能创建网站。然而,目前尚不清楚网站建设者创建的现代网站是否符合无障碍标准。我们回顾了六个流行的网站建设平台,发现它们缺乏可访问性支持。Wix提供了最全面的可访问性文档和健壮的可访问性特性。然而,在对90个Wix网页的可访问性审计中,我们发现了许多可访问性问题,引起了人们对如何支持用户的关注。
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引用次数: 1
Creating 3D Printed Assistive Technology Through Design Shortcuts: Leveraging Digital Fabrication Services to Incorporate 3D Printing into the Physical Therapy Classroom: Leveraging Digital Fabrication Services to Incorporate 3D Printing into the Physical Therapy Classroom 通过设计捷径创建3D打印辅助技术:利用数字制造服务将3D打印纳入物理治疗教室:利用数字制造服务将3D打印纳入物理治疗教室
E. Higgins, W. Easley, Karen L. Gordes, Amy Hurst, Foad Hamidi
Digital fabrication methods have been shown to be an effective method for producing customized assistive technology (AT). However, the skills required to utilize these tools currently require a high level of technical skill. Previous research showed that integration of these skills within physical therapy training is appropriate but that the level of technical difficulty required can be an issue. We worked to address these issues by introducing a group of PT students to maker concepts and having them develop custom AT for real end users with the help of makers. We present three considerations when integrating making into PT curriculum: 1) including all stakeholders, 2) developing interdisciplinary competencies for PTs and makers, and 3) leveraging academic training programs to connect makers and PT students. In this paper, we contribute to knowledge on how to facilitate the 3D printing of customized ATs for PT students by connecting them with a community organization that provides digital fabrication services and technical expertise. By connecting multiple stakeholders (i.e., PT students, digital fabricators, and AT users), we offer an approach to overcome time and capacity constraints of PT students to utilize advanced fabrication technologies to create customized ATs through connecting them to professional makers.
数字制造方法已被证明是生产定制辅助技术(AT)的有效方法。然而,利用这些工具所需的技能目前需要高水平的技术技能。先前的研究表明,在物理治疗培训中整合这些技能是适当的,但所需的技术难度水平可能是一个问题。为了解决这些问题,我们向一组PT学生介绍了创客的概念,并让他们在创客的帮助下为真正的最终用户开发定制的AT。在将制作融入PT课程时,我们提出了三个考虑因素:1)包括所有利益相关者,2)培养PT和创客的跨学科能力,3)利用学术培训计划将创客和PT学生联系起来。在本文中,我们通过将PT学生与提供数字制造服务和技术专长的社区组织联系起来,为他们提供如何促进3D打印定制at的知识。通过连接多个利益相关者(即PT学生,数字制造商和AT用户),我们提供了一种方法来克服PT学生的时间和能力限制,通过将他们与专业制造商联系起来,利用先进的制造技术来创建定制的AT。
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引用次数: 3
Exploring Accessibility Features and Plug-ins for Digital Prototyping Tools 探索数字原型工具的可访问性特性和插件
Urvashi Kokate, Kristen Shinohara, Garreth W. Tigwell
Many digital systems are found to be inaccessible and a large part of the issue is that accessibility is not considered early enough in the design process. Digital prototyping tools are a powerful resource for designers to quickly explore both low and high fidelity design mockups during initial stages of product design and development. We evaluated 10 popular prototyping tools to understand their built-in and third-party accessibility features. We found that accessible design support is largely from third-party plug-ins rather than prototyping tools’ built-in features, and the availability of accessibility support varies from tool to tool. There is potential to improve accessible design by increasing the potential for accessibility to be consider earlier in the design process.
许多数字系统被发现是不可访问的,很大一部分问题是在设计过程中没有尽早考虑可访问性。数字原型工具是设计师在产品设计和开发的初始阶段快速探索低保真度和高保真度设计模型的强大资源。我们评估了10个流行的原型工具,以了解它们的内置和第三方可访问性特性。我们发现可访问性设计支持主要来自第三方插件,而不是原型工具的内置特性,并且可访问性支持的可用性因工具而异。通过增加在设计过程早期考虑可访问性的可能性,有可能改进可访问性设计。
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引用次数: 3
期刊
Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility
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