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A Preliminary Study on Understanding Voice-only Online Meetings Using Emoji-based Captioning for Deaf or Hard of Hearing Users 聋人或重听用户使用表情符号理解纯语音在线会议的初步研究
Kotaro Oomori, Akihisa Shitara, Tatsuya Minagawa, S. Sarcar, Yoichi Ochiai
In the midst of the coronavirus disease 2019 pandemic, online meetings are rapidly increasing. Deaf or hard of hearing (DHH) people participating in an online meeting often face difficulties in capturing the affective states of other speakers. Recent studies have shown the effectiveness of emoji-based representation of spoken text to capture such affective states. Nevertheless, in voice-only online meetings, it is still not clear how emoji-based spoken texts can assist DHH people to understand the feelings of speakers without perceiving their facial expressions. We therefore conducted a preliminary experiment to understand the effect of emoji-based text representation during voice-only online meetings by leveraging an emoji-based captioning system. Our preliminary results demonstrate the necessity of designing an advanced system to help DHH people understanding the voice-only online meetings more meaningfully.
在2019年冠状病毒大流行期间,在线会议正在迅速增加。参加在线会议的聋人或重听人(DHH)在捕捉其他发言者的情感状态时经常面临困难。最近的研究表明,基于表情符号的口语文本表示在捕捉这种情感状态方面是有效的。然而,在纯语音的在线会议中,基于表情符号的口语文本如何在不感知说话人面部表情的情况下帮助DHH人理解说话人的感受,目前还不清楚。因此,我们进行了一项初步实验,利用基于表情符号的字幕系统,了解基于表情符号的文本表示在纯语音在线会议中的效果。我们的初步结果表明,有必要设计一个先进的系统来帮助DHH人员更有意义地理解语音在线会议。
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引用次数: 5
SoundWatch: Exploring Smartwatch-based Deep Learning Approaches to Support Sound Awareness for Deaf and Hard of Hearing Users SoundWatch:探索基于智能手表的深度学习方法,以支持聋人和重听用户的声音意识
D. Jain, Hung Ngo, Pratyush Patel, Steven M. Goodman, Leah Findlater, Jon E. Froehlich
Smartwatches have the potential to provide glanceable, always-available sound feedback to people who are deaf or hard of hearing. In this paper, we present a performance evaluation of four low-resource deep learning sound classification models: MobileNet, Inception, ResNet-lite, and VGG-lite across four device architectures: watch-only, watch+phone, watch+phone+cloud, and watch+cloud. While direct comparison with prior work is challenging, our results show that the best model, VGG-lite, performed similar to the state of the art for non-portable devices with an average accuracy of 81.2% (SD=5.8%) across 20 sound classes and 97.6% (SD=1.7%) across the three highest-priority sounds. For device architectures, we found that the watch+phone architecture provided the best balance between CPU, memory, network usage, and classification latency. Based on these experimental results, we built and conducted a qualitative lab evaluation of a smartwatch-based sound awareness app, called SoundWatch (Figure 1), with eight DHH participants. Qualitative findings show support for our sound awareness app but also uncover issues with misclassifications, latency, and privacy concerns. We close by offering design considerations for future wearable sound awareness technology.
智能手表有可能为耳聋或有听力障碍的人提供可浏览的、随时可用的声音反馈。在本文中,我们提出了四种低资源深度学习声音分类模型的性能评估:MobileNet, Inception, ResNet-lite和VGG-lite,跨四种设备架构:手表,手表+电话,手表+电话+云,手表+云。虽然与之前的工作直接比较具有挑战性,但我们的结果表明,最佳模型VGG-lite在非便携式设备上的表现与目前的技术水平相似,在20个声音类别中平均准确率为81.2% (SD=5.8%),在三个最高优先级的声音中平均准确率为97.6% (SD=1.7%)。对于设备架构,我们发现手表+手机架构在CPU、内存、网络使用和分类延迟之间提供了最好的平衡。基于这些实验结果,我们建立了一个基于智能手表的声音感知应用程序,称为SoundWatch(图1),并与8名DHH参与者进行了定性实验室评估。定性调查结果显示了对我们的声音感知应用的支持,但也发现了错误分类、延迟和隐私问题。最后,我们提出了未来可穿戴声音感知技术的设计考虑。
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引用次数: 22
Designing Playful Activities to Promote Practice of Preposition Skills for Kids with ASD 设计有趣的活动促进ASD儿童介词技能的练习
Advait Bhat
Children with autism spectrum disorder and other developmental disorders tend to have difficulty in language and communication, especially in abstract language concepts like prepositions. Existing clinically used methods of conducting therapy are difficult to conduct at home. In this paper, we try to show the design and process to translate an existing therapy technique into a playful activity for children with ASD to practice prepositions. The design is generated through a deductive process and was based in theory and expert evaluation. The aim is to increase overall compliance by making the therapy activity more playful and fun.
患有自闭症谱系障碍和其他发育障碍的儿童往往在语言和交流方面存在困难,特别是在介词等抽象语言概念方面。现有临床使用的治疗方法难以在家中进行。在本文中,我们试图展示将现有的治疗技术转化为ASD儿童练习介词的游戏活动的设计和过程。该设计是通过演绎过程产生的,并以理论和专家评价为基础。目的是通过使治疗活动更有趣和有趣来提高整体依从性。
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引用次数: 2
Towards Recommending Accessibility Features on Mobile Devices 推荐移动设备的无障碍功能
Jason Wu, G. Reyes, Samuel White, Xiaoyi Zhang, Jeffrey P. Bigham
Numerous accessibility features have been developed to increase who and how people can access computing devices. Increasingly, these features are included as part of popular platforms, e.g., Apple iOS, Google Android, and Microsoft Windows. Despite their potential to improve the computing experience, many users are unaware of these features and do not know which combination of them could benefit them. In this work, we first quantified this problem by surveying 100 participants online (including 25 older adults) about their knowledge of accessibility and features that they could benefit from, showing very low awareness. We developed four prototypes spanning numerous accessibility categories (e.g., vision, hearing, motor), that embody signals and detection strategies applicable to accessibility recommendation in general. Preliminary results from a study with 20 older adults show that proactive recommendation is a promising approach for better pairing users with accessibility features they could benefit from.
已经开发了许多可访问性特性,以增加人们访问计算设备的对象和方式。这些功能越来越多地被包括在流行的平台中,例如苹果iOS、谷歌Android和微软Windows。尽管它们具有改善计算体验的潜力,但许多用户并不知道这些特性,也不知道它们的哪些组合可以使他们受益。在这项工作中,我们首先通过在线调查100名参与者(包括25名老年人)来量化这个问题,了解他们对可访问性和他们可以从中受益的功能的了解,显示出非常低的意识。我们开发了四个原型,涵盖了许多可访问性类别(例如,视觉、听觉、运动),它们包含了适用于可访问性推荐的信号和检测策略。一项针对20名老年人的研究的初步结果表明,主动推荐是一种很有前途的方法,可以更好地将用户与他们可能受益的无障碍功能配对。
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引用次数: 4
Bridging the Divide: Exploring the use of digital and physical technology to aid mobility impaired people living in an informal settlement 弥合鸿沟:探索使用数字和物理技术来帮助生活在非正式定居点的行动不便的人
G. Barbareschi, B. Oldfrey, Long Xin, G. Magomere, Wycliffe Ambeyi Wetende, Carol Wanjira, J. Olenja, Victoria Austin, C. Holloway
Living in informality is challenging. It is even harder when you have a mobility impairment. Traditional assistive products such as wheelchairs are essential to enable people to travel. Wheelchairs are considered a Human Right. However, they are difficult to access. On the other hand, mobile phones are becoming ubiquitous and are increasingly seen as an assistive technology. Should therefore a mobile phone be considered a Human Right? To help understand the role of the mobile phone in contrast of a more traditional assistive technology – the wheelchair, we conducted contextual interviews with eight mobility impaired people who live in Kibera, a large informal settlement in Nairobi. Our findings show mobile phones act as an accessibility bridge when physical accessibility becomes too challenging. We explore our findings from two perspective – human infrastructure and interdependence, contributing an understanding of the role supported interactions play in enabling both the wheelchair and the mobile phone to be used. This further demonstrates the critical nature of designing for context and understanding the social fabric that characterizes informal settlements. It is this social fabric which enables the technology to be useable.
生活在非正式的环境中是具有挑战性的。如果你有行动障碍,那就更难了。轮椅等传统的辅助产品对人们出行至关重要。轮椅被认为是一项人权。然而,他们很难进入。另一方面,手机正变得无处不在,越来越被视为一种辅助技术。因此,手机应该被视为一项人权吗?为了帮助理解手机与更传统的辅助技术——轮椅相比的作用,我们对居住在内罗毕一个大型非正式定居点基贝拉的8名行动不便的人进行了背景采访。我们的研究结果表明,当物理上的可达性变得过于困难时,手机充当了可达性的桥梁。我们从人类基础设施和相互依赖两个角度探讨了我们的发现,有助于理解支持互动在轮椅和移动电话的使用中所起的作用。这进一步证明了为环境设计和理解非正式住区特征的社会结构的关键性质。正是这种社会结构使这项技术变得有用。
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引用次数: 13
Chat in the Hat: A Portable Interpreter for Sign Language Users 帽子里的聊天:手语使用者的便携式翻译
Larwan Berke, W. Thies, Danielle Bragg
Many Deaf and Hard-of-Hearing (DHH) individuals rely on sign language interpreting to communicate with hearing peers. If on-site interpreting is not available, DHH individuals may use remote interpreting over a smartphone video-call. However, this solution requires the DHH individual to give up either 1) the use of one signing hand by holding the smartphone or 2) their ability to multitask and move around by propping the smartphone up in a fixed location. We explore this problem within the context of the workplace, and present a prototype hands-free device using augmented reality glasses with a hat-mounted fisheye camera and mic/speaker. To explore the validity of our design, we conducted 1) a video interpretability experiment, and 2) a user study with 18 participants (9 DHH, 9 hearing) in a workplace environment. Our results suggest that a hands-free device can support accurate interpretation while enhancing personal interactions.
许多聋人和听力障碍(DHH)个体依靠手语翻译与听力正常的同龄人交流。如果没有现场口译,DHH个人可以通过智能手机视频通话使用远程口译。然而,这个解决方案要求DHH患者放弃以下两种选择:1)用一只手拿着智能手机,或者2)通过把智能手机固定在一个固定的位置来实现多任务和移动的能力。我们在工作场所的背景下探讨了这个问题,并提出了一个使用增强现实眼镜的免提设备原型,该设备带有帽子上的鱼眼摄像头和麦克风/扬声器。为了探索我们设计的有效性,我们在工作环境中进行了1)视频可解释性实验,以及2)18名参与者(9名DHH, 9名听力)的用户研究。我们的研究结果表明,免提设备可以在增强人际互动的同时支持准确的口译。
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引用次数: 2
PLACES: A Framework for Supporting Blind and Partially Sighted People in Outdoor Leisure Activities 场所:支持盲人和弱视人士进行户外休闲活动的框架
Maryam Bandukda, C. Holloway, Aneesha Singh, N. Bianchi-Berthouze
Interacting with natural environments such as parks and the countryside improves health and wellbeing. These spaces allow for exercise, relaxation, socialising and exploring nature, however, they are often not used by blind and partially sighted people (BPSP). To better understand the needs of BPSP for outdoor leisure experience and barriers encountered in planning, accessing and engaging with natural environments, we conducted an exploratory qualitative online survey (22 BPSP), semi-structured interviews (20 BPSP) and a focus group (9 BPSP; 1 support worker). We also explored how current technologies support park experiences for BPSP. Our findings identify common barriers across the stages of planning (e.g. limited accessible information about parks), accessing (e.g. poor wayfinding systems), engaging with and sharing leisure experiences. Across all stages (PLan, Access, Engage, Share) we found a common theme of Contribute. BPSP wished to co-plan their trip, contribute to ways of helping others access a place, develop multisensory approaches to engaging in their surroundings and share their experiences to help others. In this paper, we present the initial work supporting the development of a framework for understanding the leisure experiences of BPSP. We explore this theme of contribution and propose a framework where this feeds into each of the stages of leisure experience, resulting in the proposed, PLACES framework (PLan, Access, Contribute, Engage, Share), which aims to provide a foundation for future research on accessibility and outdoor leisure experiences for BPSP and people with disabilities.
与公园和乡村等自然环境互动可以改善健康和福祉。这些空间允许锻炼、放松、社交和探索自然,然而,它们通常不被盲人和弱视人士(BPSP)使用。为了更好地了解户外休闲体验的需求以及在规划、进入和参与自然环境时遇到的障碍,我们进行了探索性质的在线调查(22个BPSP)、半结构化访谈(20个BPSP)和焦点小组(9个BPSP);1 .支持工作者)。我们还探讨了当前技术如何支持BPSP的园区体验。我们的研究结果确定了规划阶段的常见障碍(例如,关于公园的可访问信息有限),访问(例如,糟糕的寻路系统),参与和分享休闲体验。在所有阶段(计划、访问、参与、分享)中,我们发现了一个共同的主题——贡献。BPSP希望共同规划他们的旅行,帮助他人进入一个地方,开发多感官的方法来参与他们的周围环境,并分享他们的经验来帮助他人。在本文中,我们提出了初步的工作支持框架的发展,以了解BPSP的休闲体验。我们探讨了贡献这一主题,并提出了一个框架,将其纳入休闲体验的每个阶段,从而形成了拟议的PLACES框架(计划、访问、贡献、参与、分享),旨在为未来研究BPSP和残疾人的可达性和户外休闲体验奠定基础。
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引用次数: 8
TACTOPI: a Playful Approach to Promote Computational Thinking for Visually Impaired Children TACTOPI:一种促进视障儿童计算思维的有趣方法
L. Abreu, A. Pires, Tiago Guerreiro
The usage of playful activities is common in introductory programming settings. There is normally a virtual character or a physical robot that has to collect items or reach a goal within a map. Visually, these activities tend to be exciting enough to maintain children engaged: there is constant feedback about the actions being performed, and the virtual environments tend to be stimulating and aesthetically pleasant. Conversely, in adaptations for visually impaired children, these environments tend to become poorer, damaging the story at the cost of the programming actions and its dull mechanics (e.g., place a arrow block to move the character forward). In this paper, we present TACTOPI, a playful environment designed from the ground up to be rich in both its story (a nautical game) and its mechanics (e.g., a physical robot-boat controlled with a 3D printed wheel), tailored to promote computational thinking at different levels (4 to 8 years old). This poster intends to provoke discussion and motivate accessibility researchers that are interested in computational thinking to make playfulness a priority.
有趣活动的使用在入门编程设置中很常见。通常会有虚拟角色或实体机器人在地图中收集道具或达成目标。从视觉上看,这些活动往往是令人兴奋的,足以保持孩子们的参与:有关于正在执行的行动的持续反馈,虚拟环境往往是刺激和美观的。相反地,在针对视障儿童的改编中,这些环境往往会变得更糟糕,以牺牲编程行动及其无聊机制(例如,放置一个箭头块来推动角色前进)为代价破坏故事。在本文中,我们介绍了TACTOPI,这是一个从基础开始设计的有趣的环境,具有丰富的故事(航海游戏)和机制(例如,用3D打印轮子控制的物理机器人船),专为促进不同年龄段(4至8岁)的计算思维而量身定制。这张海报旨在引发讨论,并激励对计算思维感兴趣的可访问性研究人员将可玩性作为优先事项。
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引用次数: 9
EASIER system. Language resources for cognitive accessibility. 简单的系统。认知可及性的语言资源。
Lourdes Moreno, Rodrigo Alarcón, Paloma Martínez
Difficulties in understanding texts that contain unusual words can create accessibility barriers for people with cognitive, language and learning disabilities. In this work, the EASIER system, a web system that provides various tools which improve cognitive accessibility, is presented. From a text in Spanish, complex words are detected and synonyms, a definition and a pictogram are offered for each complex word detected. Language and accessibility resources were used, such as easy-to-read dictionaries. The web system can be accessed from both desktop computers and mobile devices. Moreover, a browser extension is also offered.
对于有认知、语言和学习障碍的人来说,理解含有不寻常单词的文本的困难可能会造成无障碍障碍。在本工作中,提出了一个提供各种工具来提高认知可达性的web系统。从西班牙语文本中检测复杂单词,并为检测到的每个复杂单词提供同义词、定义和象形图。使用了语言和可访问性资源,例如易于阅读的字典。web系统可以通过台式电脑和移动设备访问。此外,还提供了浏览器扩展。
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引用次数: 5
Deconstructing a “puzzle” of visual experiences of blind and low-vision visual artists. 解构盲人和低视力视觉艺术家的视觉体验“谜题”。
Yulia Zhiglova
A lot of experiences that come from visual information are often not fully accessible by people with visual impairments (VIPs). Details like subtle facial expressions, physical appearance and atmosphere in the space are not easily perceived by VIPs. Our goal is to design a technological solution to communicate visual details haptically. In order to better understand how visual details are perceived and interpreted by VIPs, we conducted semi-structured interviews with six blind and low vision visual artists. Our interviews focused on understanding how visual information is perceived and reflected in their artwork. We identified four themes that described the participants’ visual experiences in relation to (1) Perception of Physical Attributes, (2) Interactions with Others, (3) Identifying Challenging Environments, (4) Strategies and Challenges of Perceiving the Surroundings. Our findings from this preliminary study will guide the design of a haptic solution.
许多来自视觉信息的体验往往不能被视障人士(vip)完全访问。微妙的面部表情、物理外观和空间氛围等细节不容易被vip感知。我们的目标是设计一种技术解决方案,以触觉传达视觉细节。为了更好地了解vip是如何感知和解读视觉细节的,我们对六位盲人和低视力视觉艺术家进行了半结构化的采访。我们的采访重点是了解视觉信息是如何被感知和反映在他们的艺术作品中。我们确定了四个主题,描述了参与者在以下方面的视觉体验:(1)物理属性感知,(2)与他人互动,(3)识别具有挑战性的环境,(4)感知环境的策略和挑战。我们的初步研究结果将指导触觉解决方案的设计。
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引用次数: 0
期刊
Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility
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