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

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Behaviors, Problems and Strategies of Visually Impaired Persons During Meal Preparation in the Indian Context : Challenges and Opportunities for Design 印度背景下视障人士在膳食准备过程中的行为、问题和策略:设计的挑战和机遇
Avyay Ravi Kashyap
Meal preparation is a complex multisensorial task that requires many decisions to be made based on the appearance of the dish. This alienates individuals with low vision and makes cooking meals independently inaccessible. Products designed for individuals with low vision rarely aid with tasks that involve application of heat. As people with vision impairments have different requirements for technology, it is imperative that the behaviours and problems faced are thoroughly understood. A study to understand how users perform tasks involving heat application was conducted. Four cooking techniques commonly used to prepare Indian dishes were identified and interviews were carried out with a diverse group of visually impaired persons (n=12). The findings include insights about behaviours, problems and strategies employed by visually impaired persons while preparing meals using the following techniques: Boiling, Simmering, Roasting, and Frying. This work describes factors that affect behaviour during meal preparation by Indian visually impaired persons, and the various strategies used to mitigate challenges faced. The findings have been used to propose a set of considerations that have implications on the design of accessibility tools such as assistive devices, rehabilitation programs and strategies.
准备饭菜是一项复杂的多感官任务,需要根据菜肴的外观做出许多决定。这疏远了视力低下的人,使他们无法独立做饭。为视力低下的人设计的产品很少能帮助完成涉及加热的任务。由于视障人士对技术有不同的要求,因此彻底了解视障人士所面临的行为和问题是非常必要的。进行了一项研究,以了解用户如何执行涉及热应用的任务。确定了四种通常用于准备印度菜的烹饪技术,并对不同群体的视障人士(n=12)进行了采访。研究结果包括对视障人士在使用以下技术做饭时所使用的行为、问题和策略的见解:煮、煨、烤和煎。这项工作描述了影响印度视障人士在膳食准备过程中的行为的因素,以及用于减轻所面临挑战的各种策略。研究结果被用来提出一系列对辅助设备、康复计划和策略等无障碍工具的设计有影响的考虑因素。
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引用次数: 2
Playing With Others: Depicting Multiplayer Gaming Experiences of People With Visual Impairments 与他人一起玩:描述视觉障碍人士的多人游戏体验
David Gonçalves, André Rodrigues, Tiago Guerreiro
Games bring people together in immersive and challenging interactions. In this paper, we share multiplayer gaming experiences of people with visual impairments collected from interviews with 10 adults and 10 minors, and 140 responses to an online survey. We include the perspectives of 17 sighted people who play with someone who has a visual impairment, collected in a second online survey. Our focus is on group play, particularly on the problems and opportunities that arise from mixed-visual-ability scenarios. These show that people with visual impairments are playing diverse games, but face limitations in playing with others who have different visual abilities. What stands out is the lack of intersection in gaming opportunities, and consequently, in habits and interests of people with different visual abilities. We highlight barriers associated with these experiences beyond inaccessibility issues and discuss implications and opportunities for the design of mixed-ability gaming.
游戏让人们沉浸在充满挑战的互动中。在本文中,我们分享了来自10名成人和10名未成年人的访谈,以及140份在线调查的反馈。我们收录了17位视力正常的人的观点,他们和有视力障碍的人一起玩,这些观点是在第二次在线调查中收集的。我们的重点是团队游戏,特别是在混合视觉能力场景中出现的问题和机会。这些研究表明,有视觉障碍的人正在玩各种各样的游戏,但在与其他具有不同视觉能力的人一起玩时却面临着限制。最突出的是缺乏游戏机会的交叉点,因此,具有不同视觉能力的人的习惯和兴趣也是如此。我们强调了与这些体验相关的障碍,而不是无障碍问题,并讨论了混合能力游戏设计的影响和机遇。
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引用次数: 19
“Maps are hard for me”: Identifying How Older Adults Struggle with Mobile Maps “地图对我来说很难”:识别老年人如何挣扎于移动地图
Ja Eun Yu, Debaleena Chattopadhyay
Despite a global upward trend in mobile device ownership, older adults continue to use few applications and fewer features. For example, besides directions, maps provide information about public transit, traffic, and amenities. Mobile maps can assist older adults to navigate independently, avail city facilities, and explore new places. But how accessible are current mobile maps to older adults? In this paper, we present results from a qualitative study examining how older adults use mobile maps and the difficulties they encounter. 172 problems were identified and categorized across 17 older adults (ages 60+). Results indicate that non-motor issues were more difficult to mitigate than motor issues and led to maximum frustration and resignation. These non-motor issues stemmed from three factors, inadequate visual saliency, ambiguous affordances, and low information scent, making it difficult for older adults to notice, use, and infer, respectively. Two design solutions are proposed to address these non-motor issues.
尽管全球移动设备拥有率呈上升趋势,但老年人仍然很少使用应用程序和功能。例如,除了方向,地图还提供有关公共交通、交通和便利设施的信息。手机地图可以帮助老年人独立导航,利用城市设施,探索新的地方。但是,目前的手机地图对老年人来说有多方便呢?在本文中,我们提出了一项定性研究的结果,该研究考察了老年人如何使用移动地图以及他们遇到的困难。在17名老年人(60岁以上)中发现并分类了172个问题。结果表明,非运动问题比运动问题更难缓解,并导致最大的挫折和辞职。这些非运动问题源于三个因素,视觉显著性不足,模糊的启示和低信息气味,分别使老年人难以注意,使用和推断。提出了两种设计方案来解决这些非电机问题。
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引用次数: 12
When to Add Human Narration to Photo-Sharing Social Media 何时在照片分享社交媒体中添加人类叙述
Lawrence H. Kim, Abena Boadi-Agyemang, A. Siu, John C. Tang
Social media platforms facilitate communication through sharing photos and videos. The abundance of visual content creates accessibility issues, particularly for people who are blind or have low vision. While assistive technologies like screen readers can help when alt-text for images is provided, synthesized voices lack the human element that is important for social interaction. Here, we investigate when it makes the most sense to use human narration as opposed to a screen reader to describe photos in a social media context. We explore the effects of voice familiarity (i.e., whether you hear the voice of someone you know) and the perspective of the description (i.e., first vs. third person point-of-view (POV)). Preliminary study suggests that users prefer hearing from a person they know when the content is described in first person POV, whereas synthesized voice is preferred for content described in third person POV.
社交媒体平台通过分享照片和视频来促进交流。丰富的视觉内容产生了可访问性问题,特别是对于盲人或视力低下的人。虽然屏幕阅读器等辅助技术可以在提供图像的替代文本时提供帮助,但合成语音缺乏对社交互动至关重要的人类元素。在这里,我们调查了在社交媒体背景下,使用人类叙述而不是屏幕阅读器来描述照片最合理的情况。我们探讨了声音熟悉度(即,你是否听到你认识的人的声音)和描述视角(即第一人称与第三人称观点(POV))的影响。初步研究表明,当内容以第一人称视角描述时,用户更喜欢听到自己认识的人的声音,而当内容以第三人称视角描述时,用户更喜欢合成声音。
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引用次数: 5
SoundLines: Exploration of Line Segments through Sonification and Multi-touch Interaction SoundLines:通过声音化和多点触控互动探索线段
D. Ahmetovic, C. Bernareggi, S. Mascetti, F. Pini
We demonstrate SoundLines, a mobile app designed to support children with visual impairments in exercising spatial exploration skills. This is achieved through multi-touch discovery of line segments on touchscreen, supported by sonification feedback. The approach is implemented as a game in which the child needs to guide a kitten to find its mother cat by following with a finger the line connecting them.
我们展示了SoundLines,这是一款旨在帮助视力受损的儿童锻炼空间探索技能的移动应用程序。这是通过多点触摸发现的线段在触摸屏上,由声音反馈支持。这个方法是作为一个游戏来实现的,在这个游戏中,孩子需要引导小猫找到它的妈妈,用手指沿着连接它们的线。
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引用次数: 2
Tapsonic: One Dimensional Finger Mounted Multimodal Line Chart Reader Tapsonic:一维手指式多模态折线图阅读器
Zeyuan Zhang
This paper focuses on utilizing combination of haptics stimuli and auditory clarification to elucidate statistical information, specifically line chart, to person with visual impairment. Past research has explored varieties of vision substitute methods to depict shape and value information of line charts. It was identified that even though the general trend could be well interpreted, individual data values were not sufficiently perceived. This paper proposes a statistic orientated approach, instead of reconstructing the shape of charts, it adopts a dimensionality reduction strategy to split 2D information into bidirectional haptics and linear movements. Explicit voiceover of data values would be provided based on one-dimensional finger movement to assist graph interpretation. Our evaluation study showed that such an approach enabled users to efficiently decipher line chart information with an appropriate cognitive demand and high data interpretation accuracy.
本文的重点是利用触觉刺激和听觉澄清相结合的方法,向视障人士阐明统计信息,特别是折线图。过去的研究探索了多种视觉替代方法来描绘折线图的形状和价值信息。会议指出,虽然总的趋势可以很好地解释,但个别数据的价值没有得到充分的认识。本文提出了一种面向统计的方法,采用降维策略将二维信息分解为双向触觉和线性运动,而不是重构图表的形状。基于一维手指运动提供数据值的显式画外音,以辅助图形解释。我们的评估研究表明,这种方法可以使用户在适当的认知需求和较高的数据解释精度下有效地破译折线图信息。
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引用次数: 0
Exploring Low-Cost Materials to Make Pattern-Based Lock-Screens Accessible for Users with Visual Impairments or Deafblindness 探索低成本材料,为视觉障碍或聋哑用户提供基于模式的锁定屏幕
Lea Buchweitz, A. Theil, James Gay, Oliver Korn
Nowadays, the wide majority of Europeans uses smartphones. However, touch displays are still not accessible by everyone. Individuals with deafblindness, for example, often face difficulties in accessing vision-based touchscreens. Moreover, they typically have few financial resources which increases the need for customizable, low-cost assistive devices. In this work-in-progress, we present four prototypes made from low-cost, every-day materials, that make modern pattern lock mechanisms more accessible to individuals with vision impairments or even with deafblindness. Two out of four prototypes turned out to be functional tactile overlays for accessing digital 4-by-4 grids that are regularly used to encode dynamic dot patterns. In future work, we will conduct a user study investigating whether these two prototypes can make dot-based pattern lock mechanisms more accessible for individuals with visual impairments or deafblindness.
如今,绝大多数欧洲人都使用智能手机。然而,并不是所有人都能接触到触摸屏。例如,聋哑人在使用基于视觉的触摸屏时往往面临困难。此外,他们通常没有多少财政资源,这增加了对可定制的低成本辅助设备的需求。在这项正在进行的工作中,我们展示了四个由低成本、日常材料制成的原型,它们使视力受损甚至聋盲的人更容易使用现代图案锁机制。四个原型中有两个是功能性触觉覆盖层,用于访问通常用于编码动态点图案的数字4 × 4网格。在未来的工作中,我们将进行一项用户研究,调查这两种原型是否可以使基于点的模式锁定机制更容易被视力障碍或耳聋的人使用。
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引用次数: 1
#ActuallyAutistic Sense-Making on Twitter # actuallyautism sense making在推特上
Annuska Zolyomi, Ridley Jones, Tomer Kaftan
Autistic individuals engage in sense-making as they seek to better understand themselves and relate to others within a society formed by neuro-typical social norms. Our research examines the ways in which autistic individuals engage in sense-making activities about autism on Twitter. We collected autism-oriented Twitter conversations and Twitter user profiles data of people participating in those conversation. Our research contributes empirical evidence demonstrating that that autistic sense-making on Twitter is constituted by (1) engaging in dynamic discussions of life experiences, (2) countering stigma with actions of advocacy, and (3) enacting neuro-atypical social norms.
在一个由神经典型社会规范构成的社会中,自闭症患者寻求更好地了解自己,并与他人建立联系,从而参与意义建构。我们的研究考察了自闭症患者在Twitter上参与有关自闭症的意义建构活动的方式。我们收集了与自闭症相关的Twitter对话,以及参与这些对话的Twitter用户资料数据。我们的研究提供了经验证据,表明Twitter上的自闭症意义建构是由(1)参与生活经历的动态讨论,(2)通过倡导行动对抗耻辱,以及(3)制定神经非典型社会规范组成的。
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引用次数: 7
The TalkingBox.: Revealing Strengths of Adults with Severe Cognitive Disabilities TalkingBox。:揭示成人严重认知障碍的优势
Filip Bircanin, Laurianne Sitbon, Bernd Ploderer, A. Bayor, Michael Esteban, Stewart Koplick, M. Brereton
In this paper, we present a case study of the iterative design of TalkingBox, a communication device designed with a person with a severe cognitive disability and his support network. TalkingBox combines graphic symbols with tangible technology to foster the use of symbolic communication by leveraging the person's strength and interest in memory matching games. In the course of designing, trialing and iterating the TalkingBox, we discovered that the design supported not only the development of symbolic communication, but also revealed new interests and strengths of our participant. TalkingBox highlighted opportunities for interactions with peers, revealed new skills in visual discrimination, and evidenced interests. These could, in turn, support staff and family to adapt their support. More importantly, TalkingBox had become a living portfolio presenting our participant with severe disability through the lens of their strengths. We discuss opportunities for research through co-design to open new avenues for future communication technologies.
在本文中,我们提出了TalkingBox迭代设计的案例研究,TalkingBox是一种为患有严重认知障碍的人及其支持网络设计的通信设备。TalkingBox将图形符号与有形技术相结合,通过利用人在记忆匹配游戏中的力量和兴趣来培养符号交流的使用。在设计、试验和迭代TalkingBox的过程中,我们发现这个设计不仅支持了符号交流的发展,也揭示了参与者新的兴趣和优势。TalkingBox强调了与同龄人互动的机会,揭示了视觉辨别的新技能,并证明了兴趣。这反过来又可以支持工作人员和家庭调整他们的支持。更重要的是,TalkingBox已经成为一个活生生的作品集,通过镜头向我们的严重残疾参与者展示他们的优势。我们讨论了通过共同设计为未来通信技术开辟新途径的研究机会。
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引用次数: 2
Reflections on Using Chat-Based Platforms for Online Interviews with Screen-Reader Users 使用聊天平台对屏幕阅读器用户进行在线访谈的思考
R. Menzies, Benjamin M. Gorman, Garreth W. Tigwell
Within accessibility research, it is important for researchers to understand the lived experience of participants. Researchers often use in-person interviews to collect this data. However, in-person interviews can result in communication barriers and introduce logistical challenges surrounding scheduling and geographical location. For a recent study involving screen reader users, we used online chat-based platforms to conduct interviews. Unlike in-person interviews, there was little guidance within the field on conducting interviews using these platforms with screen reader users. To understand how effective these platforms were, we collected feedback from our participants on their experience after completing their interview. In this paper, we report on our experience of conducting online chat-based interviews with screen reader users. We present reflections from both the interviewer and participants on their experiences during the aforementioned study, and outline four lessons we learned during the process.
在可达性研究中,研究人员了解参与者的生活经验是很重要的。研究人员经常使用面对面的访谈来收集这些数据。然而,面对面的面试可能会导致沟通障碍,并引入围绕日程安排和地理位置的后勤挑战。在最近一项涉及屏幕阅读器用户的研究中,我们使用基于在线聊天的平台进行访谈。与面对面访谈不同,在使用这些平台对屏幕阅读器用户进行访谈方面,现场几乎没有指导。为了了解这些平台的有效性,我们收集了参与者在完成访谈后对他们的体验的反馈。在本文中,我们报告了我们对屏幕阅读器用户进行在线聊天访谈的经验。我们呈现了采访者和参与者对他们在上述研究中的经历的反思,并概述了我们在此过程中学到的四点经验教训。
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引用次数: 1
期刊
Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility
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