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

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Designing Embodied Musical Interaction for Children with Autism 设计自闭症儿童的具身音乐互动
Grazia Ragone
This paper describes the design, implementation, and pilot evaluation of an interface to support embodied musical interaction for children with Autism Spectrum Conditions (ASC), in the context of music therapy sessions. Previous research suggests music and movement therapies are powerful tools for supporting children with autism in their development of communication, expression, and motor skills. OSMoSIS (Observation of Social Motor Synchrony with an Interactive System) is an interactive musical system which tracks body movements and transforms them into sounds using the Microsoft Kinect motion capture system. It is designed so that, regardless of motor abilities, children can generate sounds by moving in the environment either freely or guided by a facilitator. OSMoSIS was inspired by the author's experiences as a music therapist and supports observation of Social Motor Synchrony to allow facilitators and researchers to record and investigate this aspect of the therapy sessions. It converts movements into sounds using Microsoft Kinect body tracking, in the context of an interactive game. From our preliminary testing with 11 children with autism (aged 5 – 11 years old), we observed that our design actively connects children, who displayed a notable increase in engagement and interaction when the system was used.
本文描述了一个界面的设计、实现和试点评估,以支持自闭症谱系条件(ASC)儿童在音乐治疗过程中的体现音乐互动。先前的研究表明,音乐和运动疗法是帮助自闭症儿童发展沟通、表达和运动技能的有力工具。OSMoSIS(观察社会运动同步与一个互动系统)是一个互动音乐系统,跟踪身体动作,并将其转化为声音使用微软Kinect动作捕捉系统。它的设计目的是,无论运动能力如何,儿童都可以通过在环境中自由移动或在辅导员的指导下发出声音。OSMoSIS的灵感来自于作者作为音乐治疗师的经历,它支持对社会运动同步的观察,使辅导员和研究人员能够记录和调查治疗过程的这一方面。它利用微软Kinect身体追踪技术,在互动游戏的背景下,将动作转化为声音。从我们对11名自闭症儿童(5 - 11岁)的初步测试中,我们观察到我们的设计积极地连接了儿童,当使用该系统时,他们的参与度和互动性显着增加。
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引用次数: 8
Understanding Audio Production Practices of People with Vision Impairments 理解视障人士的音频制作实践
Abir Saha, Anne Marie Piper
The advent of digital audio workstations and other digital audio tools has brought a critical shift in the audio industry by empowering amateur and professional audio content creators with the necessary means to produce high quality audio content. Yet, we know little about the accessibility of widely used audio production tools for people with vision impairments. Through interviews with 18 audio professionals and hobbyists with vision impairments, we find that accessible audio production involves: piecing together accessible and efficient workflows through a combination of mainstream and custom tools; achieving professional competency through a steep learning curve in which domain knowledge and accessibility are inseparable; and facilitating learning and creating access by engaging in online communities of visually impaired audio enthusiasts. We discuss the deep entanglement between accessibility and professional competency and conclude with design considerations to inform future development of accessible audio production tools.
数字音频工作站和其他数字音频工具的出现,通过为业余和专业音频内容创作者提供生产高质量音频内容的必要手段,给音频行业带来了重大转变。然而,我们对视力障碍人士广泛使用的音频制作工具的可及性知之甚少。通过对18名音频专业人士和视觉障碍爱好者的采访,我们发现无障碍音频制作包括:通过主流和定制工具的结合,将无障碍和高效的工作流程拼凑在一起;通过陡峭的学习曲线获得专业能力,其中领域知识和可访问性是不可分割的;通过参与视障音频爱好者的在线社区,促进学习和创造机会。我们讨论了可访问性和专业能力之间的深层纠缠,并总结了可访问性音频制作工具未来开发的设计考虑。
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引用次数: 25
Supporting Older Adults in Locating Mobile Interface Features with Voice Input 支持老年人定位带有语音输入的移动界面功能
Ja Eun Yu, Debaleena Chattopadhyay
As mobile applications continue to offer more features, tackling the complexity of mobile interfaces can become challenging for older adults. Owing to a small screen and frequent updates that modify the visual layouts of menus and buttons, older adults can find it challenging to locate a function on a mobile interface quickly—even when familiar with the application. To address this issue, we present a system that supports older adults to quickly locate an on-screen feature on a mobile interface using speech queries. Our system allows users to ask for a function related to the current mobile screen using voice input. When that function is available, it provides visual guidance for users to engage with the pertinent user interface (UI) widget. The label and location of all UI components on the current screen are acquired via the Android’s Assist API. We discuss four scenarios of use.
随着移动应用程序不断提供更多的功能,处理移动界面的复杂性对老年人来说可能变得具有挑战性。由于手机屏幕小,而且经常更新菜单和按钮的视觉布局,老年人很难在手机界面上快速找到一个功能,即使他们很熟悉这个应用程序。为了解决这个问题,我们提出了一个系统,该系统支持老年人使用语音查询在移动界面上快速定位屏幕上的功能。我们的系统允许用户使用语音输入来请求与当前手机屏幕相关的功能。当该功能可用时,它为用户提供可视化指导,以便与相关的用户界面(UI)小部件交互。当前屏幕上所有UI组件的标签和位置都是通过Android的Assist API获得的。我们将讨论四种使用场景。
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引用次数: 3
An OER Recommender System Supporting Accessibility Requirements 支持可访问性要求的OER推荐系统
Mirette Elias, M. Tavakoli, S. Lohmann, G. Kismihók, S. Auer
Open Educational Resources are becoming a significant source of learning that are widely used for various educational purposes and levels. Learners have diverse backgrounds and needs, especially when it comes to learners with accessibility requirements. Persons with disabilities have significantly lower employment rates partly due to the lack of access to education and vocational rehabilitation and training. It is not surprising therefore, that providing high quality OERs that facilitate the self-development towards specific jobs and skills on the labor market in the light of special preferences of learners with disabilities is difficult. In this paper, we introduce a personalized OER recommeder system that considers skills, occupations, and accessibility properties of learners to retrieve the most adequate and high-quality OERs. This is done by: 1) describing the profile of learners with disabilities, 2) collecting and analysing more than 1,500 OERs, 3) filtering OERs based on their accessibility features and predicted quality, and 4) providing personalised OER recommendations for learners according to their accessibility needs. As a result, the OERs retrieved by our method proved to satisfy more accessibility checks than other OERs. Moreover, we evaluated our results with five experts in educating people with visual and cognitive impairments. The evaluation showed that our recommendations are potentially helpful for learners with accessibility needs.
开放教育资源正在成为一个重要的学习资源,广泛用于各种教育目的和层次。学习者有不同的背景和需求,特别是当涉及到有无障碍要求的学习者时。残疾人就业率明显较低,部分原因是缺乏接受教育和职业康复与培训的机会。因此,根据残疾学习者的特殊偏好,提供高质量的oer,以促进他们在劳动力市场上向特定工作和技能的自我发展,这并不奇怪。在本文中,我们介绍了一个个性化的OER推荐系统,该系统考虑了学习者的技能,职业和可访问性属性,以检索最充分和高质量的OER。这是通过:1)描述残疾学习者的概况,2)收集和分析超过1500个OER, 3)根据其可访问性特征和预测质量对OER进行过滤,4)根据学习者的可访问性需求为他们提供个性化的OER建议。结果表明,使用该方法检索的oer比其他oer满足更多的可访问性检查。此外,我们还与五名教育视觉和认知障碍人士的专家一起评估了我们的结果。评估表明,我们的建议对有无障碍需求的学习者有潜在的帮助。
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引用次数: 3
Evaluation of the acceptability and usability of Augmentative and Alternative Communication (ACC) tools: the example of Pictogram grid communication systems with voice output. 评价辅助和替代通信(ACC)工具的可接受性和可用性:具有语音输出的象形图网格通信系统的例子。
Lucie Chasseur, Marion Dohen, B. Lecouteux, Sébastien Riou, Amélie Rochet-Capellan, D. Schwab
The multiplication of communication software based on pictogram grids with voice output has led to the democratisation of this type of tool. To date, however, there is no standard, nor systematic evaluation that makes it possible to objectively measure the suitability of these tools for a given language. There are also no methods for designers to improve the organisation of words into grids to optimise sentence production. This paper is a first step in this direction. We represented the Proloquo2Go® Crescendo vocabulary for a given grid size as a graph and computed the production cost of frequent sentences in French. This cost depends on the physical distance between the pictograms on a given page and navigation between pages. We discuss the interest of this approach for the evaluation as well as the conception of communicative pictogram grids.
基于具有语音输出的象形图网格的通信软件的增加导致了这种类型工具的民主化。然而,到目前为止,还没有标准,也没有系统的评估可以客观地衡量这些工具对给定语言的适用性。设计师也没有办法将单词组织成网格来优化句子的生成。本文是朝这个方向迈出的第一步。我们将给定网格大小的Proloquo2Go®Crescendo词汇表表示为图形,并计算了法语频繁句子的生产成本。这个成本取决于给定页面上象形图和页面间导航之间的物理距离。我们讨论了这种方法对评价的兴趣,以及交流象形文字网格的概念。
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引用次数: 1
Making Mobile Augmented Reality Applications Accessible 使移动增强现实应用程序易于访问
Jaylin Herskovitz, Jason Wu, Samuel White, Amy Pavel, G. Reyes, Anhong Guo, Jeffrey P. Bigham
Augmented Reality (AR) technology creates new immersive experiences in entertainment, games, education, retail, and social media. AR content is often primarily visual and it is challenging to enable access to it non-visually due to the mix of virtual and real-world content. In this paper, we identify common constituent tasks in AR by analyzing existing mobile AR applications for iOS, and characterize the design space of tasks that require accessible alternatives. For each of the major task categories, we create prototype accessible alternatives that we evaluate in a study with 10 blind participants to explore their perceptions of accessible AR. Our study demonstrates that these prototypes make AR possible to use for blind users and reveals a number of insights to move forward. We believe our work sets forth not only exemplars for developers to create accessible AR applications, but also a roadmap for future research to make AR comprehensively accessible.
增强现实(AR)技术在娱乐、游戏、教育、零售和社交媒体领域创造了全新的沉浸式体验。AR内容通常主要是视觉的,由于虚拟内容和现实内容的混合,使其能够以非视觉方式访问是具有挑战性的。在本文中,我们通过分析现有的iOS移动AR应用程序,确定了AR中的常见组成任务,并描述了需要可访问替代方案的任务的设计空间。对于每个主要任务类别,我们创建了可访问的原型替代方案,并在10名盲人参与者的研究中进行了评估,以探索他们对可访问AR的看法。我们的研究表明,这些原型使AR可以为盲人用户使用,并揭示了一些向前发展的见解。我们相信,我们的工作不仅为开发人员创建可访问的AR应用程序提供了范例,而且为未来的研究提供了路线图,使AR全面可访问。
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引用次数: 21
Painting a Picture of Accessible Digital Art 绘制无障碍数字艺术的画面
Timothy Neate, Abi Roper, Stephanie M. Wilson
Visual creative forms, such as painting and sculpture, are a common expressive outlet and offer an alternative to language-based expression. They are particularly beneficial for those who find language challenging due to an impairment – for example, people with aphasia. However, being creative with digital platforms can be challenging due to the language-based barriers they impose. In this work, we describe an accessible tool called Inker. Inker supports people with aphasia in accessing digital creativity, supported by previously created physical artistic work.
视觉创意形式,如绘画和雕塑,是一种常见的表达方式,为基于语言的表达提供了另一种选择。对于那些因语言障碍而面临语言挑战的人,比如失语症患者,它们尤其有益。然而,在数字平台上发挥创意可能是一项挑战,因为它们施加了基于语言的障碍。在这项工作中,我们描述了一个可访问的工具,称为Inker。Inker支持失语症患者访问数字创意,支持以前创建的物理艺术作品。
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引用次数: 4
Accessible Creativity with a Comic Spin 具有喜剧色彩的无障碍创造力
Carla Tamburro, Timothy Neate, Abi Roper, Stephanie M. Wilson
Creativity and humour allow people to be expressive and to address topics which they might otherwise avoid or find deeply uncomfortable. One such way to express these sentiments is via comics. Comics have a highly-visual format with relatively little language. They therefore offer a promising opportunity for people who experience challenges with language to express creativity and humour. Most comic tools, however, are not accessible to people with language impairments. In this paper we describe Comic Spin, a comic app designed for people with aphasia. Comic Spin builds upon the literature on supporting creativity by constraining the creative space. We report both the design process and the results of a creative workshop where people with aphasia used Comic Spin. Participants were not only successful in using the app, but were able to create a range of narrative, humorous and subversive comics.
创造力和幽默感使人们能够表达自己,并解决他们可能会避免或感到非常不舒服的话题。表达这些情感的一种方式就是通过漫画。漫画具有高度视觉化的形式,语言相对较少。因此,它们为那些在语言方面遇到挑战的人提供了一个很好的机会来表达创造力和幽默。然而,大多数喜剧工具对于有语言障碍的人来说是无法使用的。在本文中,我们描述了Comic Spin,一个为失语症患者设计的漫画应用程序。Comic Spin建立在通过限制创意空间来支持创意的文献基础上。我们报道了一个创意工作室的设计过程和结果,在那里失语症患者使用了Comic Spin。参与者不仅成功地使用了这款应用程序,而且能够创作一系列叙事、幽默和颠覆性的漫画。
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引用次数: 10
A Mobile Cloud Collaboration Fall Detection System Based on Ensemble Learning 基于集成学习的移动云协同跌倒检测系统
Tong Wu, Yang Gu, Yiqiang Chen, Yunlong Xiao, Jiwei Wang
Falls are one of the major causes of accidental or unintentional injury death worldwide. Therefore, this paper proposes a reliable fall detection algorithm and a mobile cloud collaboration system for fall detection. The algorithm is an ensemble learning method based on decision tree, named Fall-detection Ensemble Decision Tree (FEDT). The mobile cloud collaboration system is composed of three stages: 1) mobile stage: a light-weighted threshold method is used to filter out activities of daily livings (ADLs), 2) collaboration stage: TCP protocol is used to transmit data to cloud and meanwhile features are extracted in the cloud, 3) cloud stage: the model trained by FEDT is deployed to give the final detection result with the extracted features. Experiments show that the proposed FEDT outperforms the others' over 1-3% both on sensitivity and specificity and has superior robustness on different devices.
跌倒是全世界意外或非故意伤害死亡的主要原因之一。因此,本文提出了一种可靠的跌倒检测算法和一种移动云协同跌倒检测系统。该算法是一种基于决策树的集成学习方法,称为跌倒检测集成决策树(FEDT)。移动云协作系统由三个阶段组成:1)移动阶段:使用轻量级阈值法过滤日常生活活动(ADLs); 2)协作阶段:使用TCP协议将数据传输到云端,同时在云中提取特征;3)云阶段:部署FEDT训练的模型,利用提取的特征给出最终的检测结果。实验表明,所提出的FEDT在灵敏度和特异度上均优于其他方法,且在不同的器件上具有优异的鲁棒性。
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引用次数: 13
期刊
Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility
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