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Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility最新文献

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Understanding In-Situ Use of Commonly Available Navigation Technologies by People with Visual Impairments 了解视觉障碍人士对常用导航技术的现场使用情况
Vaishnav Kameswaran, Alexander J. Fiannaca, M. Kneisel, Amy K. Karlson, Edward Cutrell, M. Morris
Despite the large body of work in accessibility concerning the design of novel navigation technologies, little is known about commonly available technologies that people with visual impairments currently use for navigation. We address this gap with a qualitative study consisting of interviews with 23 people with visual impairments, ten of whom also participated in a follow-up diary study. We develop the idea of complementarity first introduced by Williams et al. [53] and find that in addition to using apps to complement mobility aids, technologies and apps complemented each other and filled in for the gaps inherent in one another. Furthermore, the complementarity between apps and other apps/aids was primarily the result of the differences in information and modalities in which this information is communicated by apps, technology and mobility aids. We propose design recommendations to enhance this complementarity and guide the development of improved navigation experiences for people with visual impairments.
尽管在可访问性方面有大量关于新型导航技术设计的工作,但对于视觉障碍人士目前用于导航的常用技术知之甚少。我们通过一项定性研究解决了这一差距,该研究包括对23名视力障碍患者的访谈,其中10人还参与了后续日记研究。我们发展了Williams等人首先提出的互补性概念[53],并发现除了使用应用程序来补充移动辅助工具外,技术和应用程序还可以相互补充,填补彼此固有的空白。此外,应用程序和其他应用程序/辅助工具之间的互补性主要是由于信息和方式的差异,这些信息是通过应用程序、技术和移动辅助工具交流的。我们提出了一些设计建议,以增强这种互补性,并为视觉障碍人士提供更好的导航体验。
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引用次数: 14
Understanding the Hand and Wrist Strains Caused by Smart Cane Handles with Haptic Notification 理解由智能手杖手柄引起的手和手腕紧张与触觉通知
J. Pariti, T. Oh
Smart canes that use a haptic notification approach for informing cane users of upcoming obstacles can use vibrators placed on the handle. Prior studies have focused on the technical and functional performance of obstacle detection systems for smart canes. However, limited studies have been conducted to understand the hand and wrist strains on cane users when using a smart cane with a haptic notification approach. Understanding these strains can result in different handle and haptic notification designs that can minimize the stress and possibly injury to the cane users. Therefore, a research team conducted an initial exploratory study in which the participants observed any challenges they faced when using a smart cane prototype called an Intelligent Mobility Cane (IMC). The findings indicate that when they try to swing the cane handle and hold the vibrators on the handle at the same time, they can experience hand and wrist strain. Also, the vibrations can provide a heightened anxiety in some participants. To minimize their hand and wrist strains, some participants modified their cane holding method. We provided a set of design recommendations for future smart cane handles and haptic approaches based on the participants’ feedback to help reduce the strains for cane users.
智能手杖使用触觉通知的方式来通知手杖使用者即将到来的障碍,可以使用放置在手柄上的振动器。先前的研究主要集中在智能手杖障碍物检测系统的技术和功能性能上。然而,在使用带有触觉通知方法的智能手杖时,已经进行了有限的研究来了解手杖使用者的手和手腕紧张。了解这些张力可以产生不同的手柄和触觉通知设计,可以最大限度地减少对手杖使用者的压力和可能的伤害。因此,一个研究小组进行了一项初步的探索性研究,参与者观察他们在使用称为智能移动手杖(IMC)的智能手杖原型时所面临的任何挑战。研究结果表明,当他们试图同时摆动手杖柄和拿着手柄上的振动器时,他们可能会感到手和手腕紧张。此外,振动会让一些参与者感到高度焦虑。为了尽量减少手和手腕的劳损,一些参与者修改了他们拿手杖的方法。我们根据参与者的反馈,为未来的智能手杖手柄和触觉方法提供了一套设计建议,以帮助减少手杖使用者的压力。
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引用次数: 2
Designing an Assistant for the Disclosure and Management of Information about Needs and Support: the ADMINS project 为需求和支持信息的披露和管理设计一个助手:ADMINS项目
Francisco Iniesto, Tim Coughlan, K. Lister, Wayne Holmes
In this paper, we describe accessible design considerations for the Assistants for the Disclosure and Management of Information about Needs and Support project (ADMINS). In ADMINS, artificial intelligence (AI) services are being used to create a virtual assistant (VA), which is being designed to enable students to disclose any disabilities, and to provide guidance and suggestions about appropriate accessible support. ADMINS explores the potential of a conversational user interface (CUI) to reduce administrative burden and improve outcomes, by replacing static forms with written and spoken dialogue. Students with accessibility needs often face excessive administrative burden. A CUI could be beneficial in this context if designed to be fully accessible. At the same time, we recognise the broader potential of CUIs for these types of processes, and the project aims to understand the multiple opportunities and challenges, using participatory design, iterative development and trials evaluations.
在本文中,我们描述了关于需求和支持项目(ADMINS)的信息披露和管理助理的无障碍设计考虑因素。在ADMINS中,人工智能(AI)服务被用于创建虚拟助理(VA),旨在使学生能够披露任何残疾,并提供有关适当无障碍支持的指导和建议。ADMINS探索会话用户界面(CUI)的潜力,通过用书面和口头对话取代静态表单来减少管理负担并改善结果。有无障碍需求的学生往往面临过重的行政负担。在这种情况下,如果将CUI设计为完全可访问的,则CUI可能是有益的。同时,我们认识到图形用户界面对于这些类型的过程具有更广泛的潜力,该项目旨在通过参与式设计、迭代开发和试验评估来了解多种机遇和挑战。
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引用次数: 6
CLEVR: A Customizable Interactive Learning Environment for Users with Low Vision in Virtual Reality CLEVR:在虚拟现实中为低视力用户定制的交互式学习环境
A. Hoppe, Julia K. Anken, Thorsten Schwarz, R. Stiefelhagen, F. V. D. Camp
Technological advances enable the development of new low vision aids. One such new technology is virtual reality (VR). Existing VR applications offer a variety of adjustments to the content and the user's environment to support people with low vision. Yet, an interaction concept to conveniently activate and control these aids is missing. Therefore, we designed and implemented an interaction concept based on user and expert feedback and evaluated it in a user study. Our application offers various aids to support residual vision and a radial menu for intuitive use of these aids. The results of the user study show that the VR application allows simple task solving comparable to a desktop computer. Furthermore, the user study gives an insight into the effects of different visual impairments on the usage of VR, since the field of view has a larger impact than visual acuity. Overall, our results indicate that VR is a suitable aid to support the individual needs of users with low vision.
技术进步使新的低视力辅助设备得以发展。其中一项新技术就是虚拟现实(VR)。现有的VR应用程序对内容和用户环境进行了各种调整,以支持低视力人群。然而,一个方便地激活和控制这些辅助工具的交互概念是缺失的。因此,我们设计并实现了一个基于用户和专家反馈的交互概念,并在用户研究中对其进行了评估。我们的应用程序提供了各种辅助,以支持残余视觉和径向菜单直观地使用这些辅助。用户研究的结果表明,虚拟现实应用程序可以解决与台式电脑相当的简单任务。此外,用户研究深入了解了不同视觉障碍对VR使用的影响,因为视野比视力有更大的影响。总体而言,我们的研究结果表明,VR是一种适合支持低视力用户个性化需求的辅助工具。
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引用次数: 3
Living Disability Theory: Reflections on Access, Research, and Design 生活残疾理论:对获取、研究和设计的反思
M. Hofmann, Devva Kasnitz, Jennifer Mankoff, Cynthia L. Bennett
Accessibility research and disability studies are intertwined fields focused on, respectively, building a world more inclusive of people with disability and understanding and elevating the lived experiences of disabled people. Accessibility research tends to focus on creating technology related to impairment, while disability studies focuses on understanding disability and advocating against ableist systems. Our paper presents a reflexive analysis of the experiences of three accessibility researchers and one disability studies scholar. We focus on moments when our disability was misunderstood and causes such as expecting clearly defined impairments. We derive three themes: ableism in research, oversimplification of disability, and human relationships around disability. From these themes, we suggest paths toward more strongly integrating disability studies perspectives and disabled people into accessibility research.
无障碍研究和残疾研究是两个相互交织的领域,分别关注如何建设一个更加包容残疾人的世界,以及如何理解和提升残疾人的生活体验。无障碍研究往往侧重于创造与障碍相关的技术,而残疾研究则侧重于理解残疾并倡导反对残疾主义系统。本文对三位无障碍研究学者和一位残疾研究学者的经验进行了反思分析。我们关注的是我们的残疾被误解的时刻和原因,比如期待明确定义的缺陷。我们得出了三个主题:研究中的残疾歧视,对残疾的过度简化,以及围绕残疾的人际关系。从这些主题出发,我们提出了将残疾研究视角和残疾人更有力地融入无障碍研究的途径。
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引用次数: 73
"If you've gone straight, now, you must turn left" - Exploring the use of a tangible interface in a collaborative treasure hunt for people with visual impairments “如果你一直往前走,现在,你必须向左拐”——探索在视觉障碍人士的协作寻宝活动中使用有形界面
Quentin Chibaudel, W. Johal, Bernard Oriola, M. Macé, P. Dillenbourg, Valérie Tartas, C. Jouffrais
Tangible User Interfaces (TUI) have been found to be relevant tools for collaborative learning by providing a shared workspace and enhancing joint visual attention. Researchers have explored the use of TUIs in a variety of curricular activities and found them particularly interesting for spatial exploration. However, very few studies have explored how TUIs could be used as a collaborative medium for people with visual impairments (VIs). In this study, we investigated the effect of tangible interaction (a small tangible robot) in a spatial collaborative task (a treasure hunt) involving two people with VIs. The aim was to evaluate the impact of the design of the TUI on the collaboration and the strategies used to perform the task. The experiment involved six dyads of people with VIs. The results showed that the collaboration was impacted by the interaction design and open interesting perspectives on the design of collaborative games for people with VIs.
有形用户界面(TUI)通过提供共享的工作空间和增强共同的视觉注意力,已被发现是协作学习的相关工具。研究人员已经探索了tui在各种课程活动中的使用,并发现它们对空间探索特别有趣。然而,很少有研究探索如何将tui作为视障人士(VIs)的协作媒介。在这项研究中,我们调查了有形互动(一个小型有形机器人)在涉及两个具有可视化的人的空间协作任务(寻宝)中的影响。目的是评估可视化界面的设计对协作和执行任务所使用的策略的影响。实验涉及6对VIs。实验结果表明,交互设计对协作性有影响,并为VIs合作游戏的设计提供了有趣的视角。
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引用次数: 5
Keep Your Distance: A Playful Haptic Navigation Wearable for Individuals with Deafblindness 保持距离:一款有趣的触觉导航设备,适合聋哑人士使用
James Gay, Moritz Umfahrer, A. Theil, Lea Buchweitz, Eva Lindell, Li Guo, N. Persson, Oliver Korn
Deafblindness, a form of dual sensory impairment, significantly impacts communication, access to information and mobility. Independent navigation and wayfinding are main challenges faced by individuals living with combined hearing and visual impairments. We developed a haptic wearable that provides sensory substitution and navigational cues for users with deafblindness by conveying vibrotactile signals onto the body. Vibrotactile signals on the waist area convey directional and proximity information collected via a fisheye camera attached to the garment, while semantic information is provided with a tapping system on the shoulders. A playful scenario called “Keep Your Distance” was designed to test the navigation system: individuals with deafblindness were “secret agents” that needed to follow a “suspect”, but they should keep an optimal distance of 1.5 meters from the other person to win the game. Preliminary findings suggest that individuals with deafblindness enjoyed the experience and were generally able to follow the directional cues.
聋盲是一种双重感觉障碍,严重影响沟通、获取信息和行动能力。独立导航和寻路是听力和视觉双重障碍患者面临的主要挑战。我们开发了一种触觉可穿戴设备,通过将振动触觉信号传递到身体上,为聋盲用户提供感官替代和导航提示。腰部区域的振动触觉信号通过附着在衣服上的鱼眼摄像头传递方向和接近信息,而肩膀上的敲击系统提供语义信息。设计了一个名为“保持距离”的有趣场景来测试导航系统:聋哑人是“特工”,他们需要跟踪“嫌疑人”,但他们应该与另一个人保持1.5米的最佳距离,以赢得游戏。初步研究结果表明,聋哑人喜欢这种体验,并且通常能够跟随方向线索。
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引用次数: 15
”I can’t name it, but I can perceive it” Conceptual and Operational Design of ”Tactile Accuracy” Assisting Tactile Image Cognition “我说不出名字,但我能感知”“触觉精准”辅助触觉图像认知的概念与操作设计
Jiangtao Gong, Wenyuan Yu, Long Ni, Yang Jiao, Ye Liu, Xiaolan Fu, Ying-Qing Xu
Designing a tactile image for blind people is a significant challenge due to the difficulty of recognizing objects on a 2D line drawing image by touch compared to vision. In this paper, we proposed ”tactile accuracy”, a new criterion to evaluate the performance of recognizing 242 raised line images of common objects for 30 subjects (10 blindfolded sighted subjects, 10 congenitally blind subjects, and 10 late blind subjects), instead of the conventional ”naming accuracy” used in the visual image recognition tasks. We used multi-level evaluation criteria including ”tactile accuracy” to systematically analyze the design factors in tactile images. The results showed that using multi-level evaluate criteria could help unveil the tactile cognitive preferences of different types of subjects for personalized learning. Moreover, we reported important design factors that affect tactile image recognition, thus providing guidelines on the design of tactile images.
设计盲人的触觉图像是一项重大挑战,因为与视觉相比,通过触摸识别2D线条图像上的物体很困难。本文提出了一种新的评价标准“触觉准确度”,用于评价30名被试(10名蒙眼正常被试、10名先天失明被试和10名晚期失明被试)对242幅常见物体凸起线图像的识别性能,取代了传统的视觉图像识别任务中的“命名准确度”。采用包括“触觉精度”在内的多层次评价标准,系统分析了触觉图像中的设计因素。结果表明,采用多层次评价标准有助于揭示不同类型被试的触觉认知偏好,以进行个性化学习。此外,我们报告了影响触觉图像识别的重要设计因素,从而为触觉图像的设计提供指导。
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引用次数: 5
ThermalCane: Exploring Thermotactile Directional Cues on Cane-Grip for Non-Visual Navigation 热手杖:探索热触觉方向线索手杖握非视觉导航
Arshad Nasser, Kai-Ning Keng, Kening Zhu
Non-visual feedback (e.g., auditory and haptic) has been used as directional cues for the blind and visually impaired (BVI) users. This paper presents the design and the evaluation of ThermalCane, a white-cane grip instrumented with multiple flexible thermal modules, to offer thermotactile directional cues for BVI users. We also conducted two thermotactile experiments on users’ perception of ThermalCane. Our first experiment with twelve BVI users reports on the selection of the thermal-module configuration, considering the BVI users’ perceptive accuracy and preference. We then evaluated the effectiveness of the four-module ThermalCane in walking with 6 BVI users, in comparison with vibrotactile cues. The results show that the thermal feedback yielded significantly higher accuracy than the vibrotactile feedback. The results also suggested the feasibility of using thermal directional cues around the cane grip for BVI users’ navigation.
非视觉反馈(如听觉和触觉)已被用作盲人和视障(BVI)用户的方向提示。本文介绍了ThermalCane的设计和评估,这是一种带有多个柔性热模块的白手杖握把,可为英属维尔京群岛用户提供热触觉方向提示。我们还对用户对ThermalCane的感知进行了两次热触觉实验。我们对12个英属维尔京群岛用户的第一个实验报告了热模块配置的选择,考虑了英属维尔京群岛用户的感知准确性和偏好。然后,我们评估了四模块ThermalCane在6名BVI用户行走中的有效性,并与振动触觉提示进行了比较。结果表明,热反馈的测量精度明显高于振动触觉反馈。结果还表明,在BVI用户的导航中,在手杖握把周围使用热方向提示是可行的。
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引用次数: 14
Establishing a Serious Game on Relationship Boundaries for People with Developmental Disabilities 为发育障碍人士建立一个关于关系界限的严肃游戏
Samantha Conde
This research project aims to explore the gamification of information gathering related to social-emotional skills that are directly relevant to personal relationship boundaries. The target population of this game is adults with developmental disabilities. This game, titled “Boundaries,” was developed because of the little to no supportive resources of sexual education for this community. Ten people with developmental disabilities later tested the game and provided feedback. Our results can be generalized into design suggestions for games like Boundaries as a vehicle to provide unique insights that can lead to awareness on issues that are faced by those with developmental disabilities in particular as well as those with other disabilities.
本研究项目旨在探索与人际关系边界直接相关的社交情感技能相关的信息收集的游戏化。这个游戏的目标人群是有发育障碍的成年人。这款名为“边界”的游戏之所以被开发出来,是因为这个社区几乎没有支持性教育资源。10名有发育障碍的人后来测试了这款游戏并提供了反馈。我们的研究结果可以推广到《边界》等游戏的设计建议中,作为一种工具,提供独特的见解,让人们意识到那些有发育障碍的人所面临的问题,尤其是那些有其他残疾的人。
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引用次数: 3
期刊
Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility
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