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

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“I just went into it assuming that I wouldn't be able to have the full experience”: Understanding the Accessibility of Virtual Reality for People with Limited Mobility “我只是假设我无法拥有完整的体验”:了解行动不便的人的虚拟现实的可访问性
Martez E. Mott, John C. Tang, Shaun K. Kane, Edward Cutrell, M. Morris
Virtual reality (VR) has the potential to transform many aspects of our daily lives, including work, entertainment, communication, and education. However, there has been little research into understanding the usability of VR for people with mobility limitations. In this paper, we present the results of an exploration to understand the accessibility of VR for people with limited mobility. We conducted semi-structured interviews with 16 people with limited mobility about their thoughts on, and experiences with, VR systems. We identified 7 barriers related to the physical accessibility of VR devices that people with limited mobility might encounter, ranging from the initial setup of a VR system to keeping VR controllers in view of cameras embedded in VR headsets. We also elicited potential improvements to VR systems that would address some accessibility concerns. Based on our findings, we discuss the importance of considering the abilities of people with limited mobility when designing VR systems, as the abilities of many participants did not match the assumptions embedded in the design of current VR systems.
虚拟现实(VR)有可能改变我们日常生活的许多方面,包括工作、娱乐、交流和教育。然而,很少有研究了解VR对行动不便的人的可用性。在本文中,我们展示了一项探索的结果,以了解VR对行动不便的人的可访问性。我们对16位行动不便的人进行了半结构化采访,了解他们对虚拟现实系统的看法和体验。我们确定了与VR设备的物理可及性相关的7个障碍,行动不便的人可能会遇到这些障碍,从VR系统的初始设置到将VR控制器置于VR头显中嵌入的摄像头的视野中。我们还对VR系统进行了潜在的改进,以解决一些可访问性问题。基于我们的研究结果,我们讨论了在设计VR系统时考虑行动不便者能力的重要性,因为许多参与者的能力与当前VR系统设计中嵌入的假设不匹配。
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引用次数: 47
Supporting Selfie Editing Experiences for People with Visual Impairments 支持视觉障碍人士的自拍编辑体验
Soobin Park
With the increased popularity of social media, editing and sharing selfies using augmented reality filters, face editors, and sticker features have become popular social trends. However, it can be challenging for people with visual impairments to edit and add fun elements to their selfies, although they actively participate in social media. We conducted an online survey in which 47 participants with visual impairments identified their experience with and demands for using such features. Based on the results, we designed and developed a selfie editing application with sticker features based on voice command and voice feedback for people with visual impairments. We then conducted a design probe study with four participants who were visually impaired to provide design guidelines to increase the accessibility of selfie editing apps with sticker features. Voice command and feedback were both highly appreciated by participants, and we also investigated their requirements for selfie editing features.
随着社交媒体的日益普及,使用增强现实滤镜、面部编辑器和贴纸功能编辑和分享自拍已成为流行的社交趋势。然而,对于视障人士来说,尽管他们积极参与社交媒体,但在自拍中编辑和添加有趣的元素可能是一项挑战。我们进行了一项在线调查,其中47名有视觉障碍的参与者确定了他们使用这些功能的经验和需求。在此基础上,我们为视障人士设计并开发了一款基于语音命令和语音反馈的带有贴纸功能的自拍编辑应用。然后,我们对四名视力受损的参与者进行了一项设计探索研究,以提供设计指南,以增加带有贴纸功能的自拍编辑应用程序的可访问性。语音指令和反馈都得到了参与者的高度赞赏,我们也调查了他们对自拍编辑功能的需求。
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引用次数: 2
Creating questionnaires that align with ASL linguistic principles and cultural practices within the Deaf community 根据美国手语的语言原则和聋人社区的文化习俗制作问卷
Rachel Boll, Shruti Mahajan, Jeanne Reis, E. Solovey
Conducting human-centered research by, with, and for the ASL-signing Deaf community, requires rethinking current human-computer interaction processes in order to meet their linguistic and cultural needs and expectations. This paper highlights some key considerations that emerged in our work creating an ASL-based questionnaire, and our recommendations for handling them.
进行以人为本的研究,需要重新思考当前的人机交互过程,以满足他们的语言和文化需求和期望。本文强调了在我们创建基于美国手语的问卷时出现的一些关键考虑因素,以及我们对处理这些问题的建议。
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引用次数: 4
Inclusive improvisation through sound and movement mapping: from DMI to ADMI 通过声音和动作映射的包容性即兴演奏:从DMI到ADMI
Alon Ilsar, G. Kenning
The field of Accessible Digital Musical Instruments (ADMIs) is growing rapidly, with instrument designers recognising that adaptations to existing Digital Musical Instruments (DMIs) can foster inclusive music making. ADMIs offer opportunities to engage with a wider range of sounds than acoustic instruments. Furthermore, gestural ADMIs free the music maker from relying on screen, keyboard and mouse-based interfaces for engaging with these sounds. This brings greater opportunities for exploration, improvisation, empowerment and flow through music making for people living with disabilities. This paper presents a case study of the a gestural DMI invented by the first author and shows that system-based considerations that enabled an expert percussionist to achieve virtuoso performances with the instrument, required minimal hardware and software changes to facilitate greater inclusivity. Understanding the needs of the users and customising the system-based movement to sound mappings was of far greater importance in making the instrument accessible.
无障碍数字乐器(admi)领域正在迅速发展,乐器设计师认识到对现有数字乐器(dmi)的适应可以促进包容性音乐制作。admi提供了接触比原声乐器更广泛的声音的机会。此外,手势admi将音乐制作者从依赖屏幕、键盘和鼠标的界面中解放出来,与这些声音互动。这为残疾人在音乐创作中带来了更多的探索、即兴创作、赋权和流动的机会。本文介绍了由第一作者发明的a手势DMI的案例研究,并展示了基于系统的考虑,使专家打击乐手能够使用乐器实现精湛的表演,需要最小的硬件和软件更改,以促进更大的包容性。了解用户的需求并根据声音映射定制基于系统的运动,对于使乐器易于使用具有重要得多的意义。
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引用次数: 10
Navigating Graduate School with a Disability 残疾人士在研究生院的导航
D. Jain, Venkatesh Potluri, Ather Sharif
In graduate school, people with disabilities use disability accommodations to learn, network, and do research. However, these accommodations, often scheduled ahead of time, may not work in many situations due to uncertainty and spontaneity of the graduate experience. Through a three-person autoethnography, we present a longitudinal account of our graduate school experiences as people with disabilities, highlighting nuances and tensions of situations when our requested accommodations did not work and the use of alternative coping strategies. We use retrospective journals and field notes to reveal the impact of our self-image, relationships, technologies, and infrastructure on our disabled experience. Using post-hoc reflection on our experiences, we then close with discussing personal and situated ways in which peers, faculty members, universities, and technology designers could improve the graduate school experiences of people with disabilities.
在研究生院,残障人士利用残障设施来学习、交流和做研究。然而,由于毕业生经历的不确定性和自发性,这些通常提前安排的住宿可能在许多情况下不起作用。通过一个三人的自我民族志,我们呈现了我们作为残疾人的研究生院经历的纵向描述,强调了当我们要求的住宿不工作时情况的细微差别和紧张局势,以及使用替代应对策略。我们使用回顾性日志和实地记录来揭示我们的自我形象、人际关系、技术和基础设施对我们残疾经历的影响。通过对我们经历的事后反思,我们最后讨论了同龄人、教师、大学和技术设计师可以改善残疾人研究生院体验的个人和情境方式。
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引用次数: 30
CaseGuide: Making Cheap Smartphones Accessible to Individuals with Visual Impairments in Informal Settlements 案例指南:为非正规住区的视力障碍人士提供廉价智能手机
Roos van Greevenbroek
Individuals with visual impairments in informal settlements (IVIIS) depend highly on others for access to basic services. Smartphones can help provide assistive technology and access to basic services but are too expensive for IVIIS or lack accessibility features. This study explores and promotes a low-cost concept that uses a static interface overlay app in conjunction with a button enabled phone case, to enable the use of cheap smartphones and increase IVIIS autonomy and inclusion in society. Using existing research and an observational study of YouTube videos, design requirements were determined. A low-fidelity prototype was developed and usertested on one visually impaired and two blindfolded participants. Although usertests showed promising results, research and usertesting were limited. Future research and usertests with IVIIS are needed to validate if CaseGuide is a desirable solution for IVIIS.
居住在非正式住区的视力障碍者在获得基本服务方面高度依赖他人。智能手机可以帮助提供辅助技术和获得基本服务,但对于IVIIS来说过于昂贵或缺乏无障碍功能。本研究探索并推广了一种低成本的概念,即使用静态界面覆盖应用程序与按键手机壳相结合,以实现廉价智能手机的使用,并增加IVIIS在社会中的自主性和包容性。利用现有的研究和对YouTube视频的观察性研究,确定了设计要求。开发了一个低保真原型,并在一名视障人士和两名蒙眼参与者身上进行了用户测试。虽然用户测试显示了有希望的结果,但研究和用户测试是有限的。需要对IVIIS进行进一步的研究和用户测试,以验证CaseGuide是否是IVIIS的理想解决方案。
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引用次数: 0
Teleconference Accessibility and Guidelines for Deaf and Hard of Hearing Users 聋人和重听用户的电话会议可及性和指南
R. Kushalnagar, Christian Vogler
In this experience report, we describe the accessibility challenges that deaf and hard of hearing users face in teleconferences, based on both our first-hand participation in meetings, and as User Interface and Experience experts. Teleconferencing poses new accessibility challenges compared to face-to-face communication because of limited social, emotional, and haptic feedback. Above all, teleconferencing participants and organizers need to be flexible, because deaf or hard of hearing people have diverse communication preferences. We explain what recurring problems users experience, where current teleconferencing software falls short, and how to address these shortcomings. We offer specific recommendations for best practices and the experiential reasons behind them.
在这份经验报告中,我们描述了聋人和重听用户在电话会议中面临的无障碍挑战,基于我们对会议的第一手参与,以及作为用户界面和体验专家。由于有限的社交、情感和触觉反馈,与面对面交流相比,远程会议带来了新的可访问性挑战。最重要的是,远程会议的参与者和组织者需要灵活,因为聋人或重听人有不同的交流偏好。我们解释了用户遇到的反复出现的问题,当前的电话会议软件不足的地方,以及如何解决这些缺点。我们为最佳实践提供了具体的建议,以及它们背后的经验原因。
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引用次数: 28
Towards a gaze-contingent reading assistance for children with difficulties in reading 面向有阅读困难儿童的注视辅助阅读
Tobias Lunte, Susanne CJ Boll
Reading is a key skill in learning, working and participating in society on all levels. However, in 2018, 20% of German school students possessed only insufficient levels of reading proficiency. Frustration associated with these difficulties results in avoidance of reading, such that struggling readers will often not overcome them on their own. We present a first approach towards an assistance system that recognizes reading difficulties by analyzing the user's gaze behavior and offers dynamic adaptation of the text presentation. In a formative study, including 34 fifth-grade students, letter- and syllabication-based assistance significantly and substantially increased children's motivation to read. Based on these findings, gaze-contingent assistance presents a promising approach in improving struggling readers’ reading experience and motivation to read.
阅读是学习、工作和参与社会各个层面的关键技能。然而,2018年,20%的德国学生的阅读能力不足。与这些困难相关的挫折导致了逃避阅读,这样挣扎的读者往往无法自己克服它们。我们提出了一种辅助系统的第一种方法,该系统通过分析用户的凝视行为来识别阅读困难,并提供文本呈现的动态适应。在一项包括34名五年级学生的形成性研究中,基于信件和教学大纲的帮助显著地提高了孩子们的阅读动机。基于这些发现,注视辅助在改善困难读者的阅读体验和阅读动机方面提供了一种有希望的方法。
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引用次数: 3
Co-Designing Accessible Science Education Simulations with Blind and Visually-Impaired Teens 与盲人和视障青少年共同设计无障碍科学教育模拟
R. Michael Winters, E. Lynne Harden, Emily B. Moore
Design thinking is an approach to educational curriculum that builds empathy, encourages ideation, and fosters active problem solving through hands-on design projects. Embedding participatory “co-design” into design thinking curriculum offers students agency in finding solutions to real-world design challenges, which may support personal empowerment. An opportunity to explore this prospect arose in the design of sounds for an accessible interactive science-education simulation in the PhET Project. Over the course of three weeks, PhET researchers engaged blind and visually-impaired high-school students in a design thinking curriculum that included the co-design of sounds and auditory interactions for the Balloons and Static Electricity (BASE) sim. By the end of the curriculum, students had iterated through all aspects of design thinking and performed a quantitative evaluation of multiple sound prototypes. Furthermore, the group’s mean self-efficacy rating had increased. We reflect on our curriculum and the choices we made that helped enable the students to become authentic partners in sound design.
设计思维是教育课程的一种方法,通过动手设计项目来建立同理心,鼓励创意,培养积极解决问题的能力。将参与式“协同设计”嵌入到设计思维课程中,为学生提供了寻找现实世界设计挑战解决方案的代理,这可能会支持个人赋权。探索这一前景的机会出现在PhET项目中为可访问的交互式科学教育模拟设计声音的过程中。在为期三周的课程中,PhET的研究人员让盲人和视障高中生参与设计思维课程,其中包括为气球和静电(BASE)模拟游戏共同设计声音和听觉互动。在课程结束时,学生们已经迭代了设计思维的各个方面,并对多个声音原型进行了定量评估。此外,这组人的平均自我效能评分也有所提高。我们反思我们的课程和我们所做的选择,帮助学生成为声音设计的真正合作伙伴。
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引用次数: 8
Designing a Remote Framework to Create Custom Assistive Technologies 设计一个远程框架来创建自定义辅助技术
Verónica Alfaro-Arias, Amy Hurst, A. Perr
3D printing technologies can help individuals get customized assistive technologies that increase independence. However, designing these technologies is complicated and many users must rely on fabricators to translate their ideas and transform them into customized tools. We have developed a design framework, inspired by IDEO's Human-Centered Design principles [6], to help organize end-user's ideas, spark creativity, and engage end-users in a collaborative design process. It consists of digital artifacts divided into three main categories: explore, ideate, and create. We conducted virtual interviews with four occupational therapists and two people with motor disabilities to understand how end-users describe their abilities and needs in order to facilitate ideation and collaboration with fabricators.
3D打印技术可以帮助个人获得定制的辅助技术,增加独立性。然而,设计这些技术是复杂的,许多用户必须依靠制造商将他们的想法转化为定制工具。受IDEO以人为本的设计原则b[6]的启发,我们开发了一个设计框架,以帮助组织最终用户的想法,激发创造力,并使最终用户参与协作设计过程。它由数字文物组成,分为三大类:探索、构思和创造。我们对四名职业治疗师和两名运动障碍患者进行了虚拟访谈,以了解最终用户如何描述他们的能力和需求,从而促进与制造商的构思和合作。
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引用次数: 4
期刊
Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility
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