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A mobile e-learning application for enhancement of basic mathematical skills in visually impaired children 用于提高视障儿童基本数学技能的移动电子学习应用程序
IF 2.4 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-03-17 DOI: 10.1007/s10209-023-00990-3
Muhammad Shoaib, Shakeel Khan, Donal Fitzpatrick, I. Pitt
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引用次数: 2
Meaningful learning: motivations of older adults in serious games. 有意义的学习:老年人在严肃游戏中的动机。
IF 2.4 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-03-14 DOI: 10.1007/s10209-023-00987-y
Johnny Salazar Cardona, Jeferson Arango Lopez, Francisco Luis Gutiérrez Vela, Fernando Moreira

Social sustainability is the generation of significant behaviors through balanced levels of education, learning and awareness so that the population has a good standard of living, achieves self-improvement and supports society. This can be achieved with various strategies, one of which is learning through games, which has gained popularity in recent years due to positive results. This is effectively achieved through serious gaming, which is growing steadily, mostly in education and healthcare. This type of strategy has been typically used in young populations with a transparent interaction with technological processes that facilitate its application. However, one cannot neglect other populations such as the elderly, who may experience a technology gap and may not perceive this type of initiative in the best light. The purpose of this article is to identify the different motivations that can encourage older adults to use serious games to encourage learning processes through technology. For this purpose, different previous research on gaming experiences with older adults has been identified, from which it was possible to categorize a series of factors that motivate this population. Subsequently, we represented these factors by means of a model of motivation for the elderly and, to be able to use it, we have defined a set of heuristics based on this model. Finally, we used the heuristics by means of a questionnaire to evaluate the design of serious gaming for older adults, obtaining positive results for the use of these elements to guide the design and construction of serious games for learning in older adults.

社会可持续性是指通过均衡的教育、学习和意识水平来产生重要行为,从而使人们拥有良好的生活水平,实现自我完善并支持社会。这可以通过各种策略来实现,其中之一是通过游戏进行学习,近年来由于积极的结果,游戏越来越受欢迎。这是通过严肃的游戏有效实现的,游戏正在稳步增长,主要是在教育和医疗保健领域。这种类型的战略通常用于年轻人群,并与促进其应用的技术过程进行透明的互动。然而,我们不能忽视其他人群,如老年人,他们可能会经历技术差距,可能不会从最好的角度看待这种主动性。本文的目的是确定鼓励老年人使用严肃游戏来鼓励技术学习过程的不同动机。为此,已经确定了以前对老年人游戏体验的不同研究,从中可以对激励这一人群的一系列因素进行分类。随后,我们通过老年人动机模型来表示这些因素,为了能够使用它,我们定义了一组基于该模型的启发式方法。最后,我们通过问卷调查的方式使用启发式方法来评估老年人严肃游戏的设计,获得了使用这些元素来指导老年人严肃学习游戏的设计和构建的积极结果。
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引用次数: 3
Understanding mindsets, skills, current practices, and barriers of adoption of digital accessibility in Kuwait's software development landscape. 了解科威特软件开发环境中采用数字无障碍的心态、技能、当前做法和障碍。
IF 2.4 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-03-11 DOI: 10.1007/s10209-023-00980-5
Zainab AlMeraj, Dari Alhuwail, Rumana Qadri, Shok Shama, Michael Crabb

The responsibility for creating accessible software within the development of digital services is important for multiple reasons, mainly equity and inclusion. However, adopting and sustaining the development of accessible digital solutions has always been challenging, more so in countries that are relatively new to the concept of universal design, and physical and digital accessibility, and where legal sanctions are not yet established. This work investigates the technology scene in the State of Kuwait and analyses the responses of computing professionals with regard to their skills, best practices and procurement of accessible tech and to their level of awareness toward people with disabilities. The findings reveal a low level of awareness among tech professionals with regard to disabilities and digital accessibility-related standards. The findings also highlight a lack of available guidance for developing inclusive design and accessibility. Additionally, time constraints, lack of training, legal enforcement and fundamentals concepts during undergraduate and higher education contributed to observed weaknesses. Participants were keen to learn more and benefited from flyers and free professional development courses offered as incentives for survey completion.

在数字服务开发中创建可访问软件的责任之所以重要,有多种原因,主要是公平和包容性。然而,采用和持续开发无障碍数字解决方案一直是一项挑战,在那些对通用设计、物理和数字无障碍概念相对较新、尚未制定法律制裁的国家更是如此。这项工作调查了科威特国的技术情况,并分析了计算机专业人员对其技能、最佳做法和无障碍技术采购的反应,以及他们对残疾人的认识水平。研究结果表明,科技专业人员对残疾和数字无障碍相关标准的认识水平较低。调查结果还突出表明,在开发包容性设计和无障碍性方面缺乏可用的指导。此外,在本科和高等教育期间,时间限制、缺乏培训、法律执行和基本概念也造成了观察到的弱点。参与者渴望了解更多信息,并从传单和免费的专业发展课程中受益,这些课程是完成调查的奖励措施。
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引用次数: 0
Empirical evaluation of Easy Language recommendations: a systematic literature review from journal research in Catalan, English, and Spanish 简易语言建议的实证评价:从加泰罗尼亚语,英语和西班牙语期刊研究的系统文献综述
IF 2.4 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-03-11 DOI: 10.1007/s10209-023-00975-2
Mariona González-Sordé, A. Matamala
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引用次数: 0
What are tutors' perceptions of an online tutoring project-Digital Learning Companion-During the COVID-19 pandemic? A case study in Taiwan. 新冠肺炎大流行期间,导师们对在线辅导项目——数字学习伙伴——有什么看法?台湾案例研究。
IF 2.4 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-03-08 DOI: 10.1007/s10209-023-00976-1
Khanh Nguyen Phuong Tran, Cathy Weng, Phuong Lan Tran-Nguyen, Melese Astatke, Nguyen-Phuong-Dung Tran

The COVID-19 outbreak has had serious impact on remote education and service-learning implementation in Taiwan. To alleviate these impacts, the Digital Learning Companion, an online tutoring project, was proposed to bridge the digital divide and learning gap among remote children, while offering university students an online service-learning environment. This project recruited international students as tutors for local children. To explore tutors' perceptions of this project during the COVID-19 pandemic, qualitative research, particularly a case study, was conducted. Adopting purposive sampling, 15 participants were chosen for interviews at the end of the project, and 10 reflective videos were used to reveal further information to supplement the interview results. Content analysis was employed to analyse the data. The findings implied that using JoinNet and tutoring journals significantly facilitated the tutoring process, which led to tutors' remarkable development in skills, social relationships, multicultural experience, altruism, social responsibility, self-efficacy, and affective values. However, they encountered some challenges, such as technical problems, communication barrier, lack of tutee information, and short tutoring duration. The solutions to these challenges and insightful suggestions for the project development are pointed out. The results of this study contribute to tutors' cognitive, social, and motivational development, and support the online service-learning-integrated curriculum, which can become a reference for further studies regarding online service-learning implementation to bridge the research gap.

Graphical abstract:

新冠肺炎疫情对台湾远程教育和服务学习的实施产生了严重影响。为了缓解这些影响,提出了在线辅导项目“数字学习伙伴”,以弥合远程儿童之间的数字鸿沟和学习差距,同时为大学生提供在线服务学习环境。该项目招募了国际学生作为当地儿童的辅导老师。为了探讨新冠肺炎大流行期间导师对该项目的看法,进行了定性研究,特别是案例研究。采用有针对性的抽样,在项目结束时选择了15名参与者进行访谈,并使用10段反思视频来揭示进一步的信息,以补充访谈结果。采用内容分析法对数据进行分析。研究结果表明,使用JoinNet和辅导期刊显著促进了辅导过程,这导致导师在技能、社会关系、多元文化体验、利他主义、社会责任、自我效能和情感价值观方面的显著发展。然而,他们遇到了一些挑战,如技术问题、沟通障碍、缺乏辅导信息、辅导时间短。针对这些挑战提出了解决方案,并对项目开发提出了富有见地的建议。本研究的结果有助于导师的认知、社会和动机发展,并支持在线服务学习综合课程,这可以成为进一步研究在线服务学习实施的参考,以弥合研究差距。图形摘要:
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引用次数: 3
Effects of audience familiarity on anxiety in a virtual reality public speaking training tool 虚拟现实公共演讲培训工具中受众熟悉度对焦虑的影响
IF 2.4 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-03-08 DOI: 10.1007/s10209-023-00985-0
D. Monteiro, Airong Wang, Lu-rong Wang, Hongji Li, A. Barrett, Austin Pack, Hai-Ning Liang
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引用次数: 5
"Creatures of habit": influential factors to the adoption of computer personalization and accessibility settings. “习惯的创造者”:采用计算机个性化和无障碍设置的影响因素。
IF 2.4 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-03-04 DOI: 10.1007/s10209-023-00984-1
Rachel Wood, Meagan Griffith, J Bern Jordan, Gregg Vanderheiden, Jonathan Lazar, Maureen Kaine-Krolak, Matthew Ryson, Amarja Desai, David Folmar

Purpose: Customizing the accessibility and ease-of-use settings of a computer can improve the overall user experience for people with and without disabilities. However, the adoption of such settings remains poor. This study investigates why various factors may influence people as they personalize and when they choose to integrate those changes into everyday use.

Methods: To better understand how these factors may impact people's personalization process, we conducted a series of interviews involving 15 people with and without disabilities across several months in 2020 when computer usage became required due to the COVID-19 lockdown. We used grounded theory to analyze 49 semi-structured interviews with participants. During these interviews, people reflected upon: past attempts at personalization using built-in accessibility or ease-of-use features of their Operating System (OS) or other assistive technologies (AT), current customization activities using the personalization software, Morphic, and future opportunities for personalization systems and features.

Results: We identified several barriers, facilitators, and perpetuating factors that can influence why and when people choose to adopt and integrate their personalization changes. We also outline the overall personalization lifecycle, which illustrates when various factors may impact computer personalization.

Conclusion: Personalization activities are complex and easily affected by an ecosystem of influential factors that surround them. When paired with the three design considerations and ten lessons learned from this qualitative study, the overall personalization lifecycle may be useful during the design and development of future personalization systems or features for people with and without disabilities.

目的:自定义计算机的无障碍性和易用性设置可以改善残疾人和非残疾人的整体用户体验。然而,采用这种环境的情况仍然很差。这项研究调查了为什么当人们个性化时,以及当他们选择将这些变化融入日常使用时,各种因素可能会影响他们。方法:为了更好地了解这些因素如何影响人们的个性化过程,我们在2020年的几个月里对15名残疾人和非残疾人进行了一系列采访,当时由于新冠肺炎封锁,需要使用计算机。我们使用扎根理论分析了49个参与者的半结构化访谈。在这些采访中,人们反思了:过去使用操作系统(OS)或其他辅助技术(at)的内置可访问性或易用性功能进行个性化的尝试,当前使用个性化软件Morphic的定制活动,以及个性化系统和功能的未来机会。结果:我们确定了几个障碍、促进因素和持久因素,这些因素可以影响人们为什么以及何时选择采用和整合他们的个性化变化。我们还概述了整个个性化生命周期,说明了各种因素何时可能影响计算机个性化。结论:个性化活动是复杂的,很容易受到周围影响因素生态系统的影响。当结合这项定性研究中的三个设计考虑因素和十个经验教训时,在为残疾人和非残疾人设计和开发未来个性化系统或功能时,整个个性化生命周期可能会很有用。
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引用次数: 1
Interactive description to enhance accessibility and experience of deaf and hard-of-hearing individuals in museums. 交互式描述,以提高博物馆中聋人和重听者的可及性和体验。
IF 2.4 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-03-01 DOI: 10.1007/s10209-023-00983-2
JooYeong Kim, ChungHa Lee, JuYeon Kim, Jin-Hyuk Hong

Text descriptions in museums provide detailed and rich information about artifacts that broadens museum visitors' knowledge and enriches their experience. However, since deaf and hard-of-hearing (DHH) individuals have low literacy compared to hearing people and communicate through sign language, museum descriptions are considerably limited in delivering a stimulating and informative environment for understanding and enjoying exhibits. To improve DHH individuals' museum experience, we investigated the potential of three interactive description prototypes: active-linked, graph-based, and chatbot-based. A comparative study with 20 DHH participants confirmed that our interaction-based prototypes improve information accessibility and provide an enhanced experience compared to conventional museum descriptions. Most participants preferred the graph-based prototype, while post-interviews suggested that each prototype has potential benefits and limitations according to DHH individuals' particular literacy skills and preferences. Text descriptions can be enlivened for DHH visitors by adding a simple interaction functionality, e.g., clicking, which can lead to a better museum experience.

博物馆中的文字描述提供了关于文物的详细而丰富的信息,拓宽了博物馆游客的知识,丰富了他们的体验。然而,与听力正常的人相比,聋人和重听者的识字率较低,并且通过手语进行交流,因此博物馆的描述在为理解和欣赏展品提供刺激和信息环境方面受到了很大限制。为了改善DHH个人的博物馆体验,我们研究了三种交互式描述原型的潜力:主动链接、基于图形和基于聊天机器人。一项针对20名DHH参与者的比较研究证实,与传统的博物馆描述相比,我们基于互动的原型提高了信息的可访问性,并提供了更好的体验。大多数参与者更喜欢基于图形的原型,而事后采访表明,根据DHH个人的特定识字技能和偏好,每个原型都有潜在的好处和局限性。通过添加简单的互动功能,例如点击,可以为DHH游客提供生动的文本描述,这可以带来更好的博物馆体验。
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引用次数: 2
Senior-centered design for mobile medication adherence applications based on cognitive and technology attributes 基于认知和技术属性的以老年人为中心的移动药物依从性应用程序设计
IF 2.4 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-03-01 DOI: 10.1007/s10209-023-00979-y
Reem Alnanih, Amal Balabid, Lina Bahmdean
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引用次数: 0
A graph model and a three-stage algorithm to aid the physically disabled with navigation 一个图形模型和三阶段算法,以帮助身体残疾的导航
IF 2.4 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-03-01 DOI: 10.1007/s10209-023-00981-4
Hasan Buğra Yıldırım, Kurtulus Kullu, Şahin Emrah Amrahov
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引用次数: 0
期刊
Universal Access in the Information Society
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