Pub Date : 2023-03-17DOI: 10.1007/s10209-023-00990-3
Muhammad Shoaib, Shakeel Khan, Donal Fitzpatrick, I. Pitt
{"title":"A mobile e-learning application for enhancement of basic mathematical skills in visually impaired children","authors":"Muhammad Shoaib, Shakeel Khan, Donal Fitzpatrick, I. Pitt","doi":"10.1007/s10209-023-00990-3","DOIUrl":"https://doi.org/10.1007/s10209-023-00990-3","url":null,"abstract":"","PeriodicalId":49115,"journal":{"name":"Universal Access in the Information Society","volume":" ","pages":""},"PeriodicalIF":2.4,"publicationDate":"2023-03-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46884968","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-14DOI: 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.
{"title":"Meaningful learning: motivations of older adults in serious games.","authors":"Johnny Salazar Cardona, Jeferson Arango Lopez, Francisco Luis Gutiérrez Vela, Fernando Moreira","doi":"10.1007/s10209-023-00987-y","DOIUrl":"10.1007/s10209-023-00987-y","url":null,"abstract":"<p><p>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.</p>","PeriodicalId":49115,"journal":{"name":"Universal Access in the Information Society","volume":" ","pages":"1-16"},"PeriodicalIF":2.4,"publicationDate":"2023-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10012313/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9714056","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-11DOI: 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.
{"title":"Understanding mindsets, skills, current practices, and barriers of adoption of digital accessibility in Kuwait's software development landscape.","authors":"Zainab AlMeraj, Dari Alhuwail, Rumana Qadri, Shok Shama, Michael Crabb","doi":"10.1007/s10209-023-00980-5","DOIUrl":"10.1007/s10209-023-00980-5","url":null,"abstract":"<p><p>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.</p>","PeriodicalId":49115,"journal":{"name":"Universal Access in the Information Society","volume":" ","pages":"1-20"},"PeriodicalIF":2.4,"publicationDate":"2023-03-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10005915/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9707595","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-11DOI: 10.1007/s10209-023-00975-2
Mariona González-Sordé, A. Matamala
{"title":"Empirical evaluation of Easy Language recommendations: a systematic literature review from journal research in Catalan, English, and Spanish","authors":"Mariona González-Sordé, A. Matamala","doi":"10.1007/s10209-023-00975-2","DOIUrl":"https://doi.org/10.1007/s10209-023-00975-2","url":null,"abstract":"","PeriodicalId":49115,"journal":{"name":"Universal Access in the Information Society","volume":" ","pages":""},"PeriodicalIF":2.4,"publicationDate":"2023-03-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43043060","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"What are tutors' perceptions of an online tutoring project-Digital Learning Companion-During the COVID-19 pandemic? A case study in Taiwan.","authors":"Khanh Nguyen Phuong Tran, Cathy Weng, Phuong Lan Tran-Nguyen, Melese Astatke, Nguyen-Phuong-Dung Tran","doi":"10.1007/s10209-023-00976-1","DOIUrl":"10.1007/s10209-023-00976-1","url":null,"abstract":"<p><p>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.</p><p><strong>Graphical abstract: </strong></p>","PeriodicalId":49115,"journal":{"name":"Universal Access in the Information Society","volume":" ","pages":"1-17"},"PeriodicalIF":2.4,"publicationDate":"2023-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9992914/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10093445","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-08DOI: 10.1007/s10209-023-00985-0
D. Monteiro, Airong Wang, Lu-rong Wang, Hongji Li, A. Barrett, Austin Pack, Hai-Ning Liang
{"title":"Effects of audience familiarity on anxiety in a virtual reality public speaking training tool","authors":"D. Monteiro, Airong Wang, Lu-rong Wang, Hongji Li, A. Barrett, Austin Pack, Hai-Ning Liang","doi":"10.1007/s10209-023-00985-0","DOIUrl":"https://doi.org/10.1007/s10209-023-00985-0","url":null,"abstract":"","PeriodicalId":49115,"journal":{"name":"Universal Access in the Information Society","volume":" ","pages":""},"PeriodicalIF":2.4,"publicationDate":"2023-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43878925","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-04DOI: 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.
{"title":"\"Creatures of habit\": influential factors to the adoption of computer personalization and accessibility settings.","authors":"Rachel Wood, Meagan Griffith, J Bern Jordan, Gregg Vanderheiden, Jonathan Lazar, Maureen Kaine-Krolak, Matthew Ryson, Amarja Desai, David Folmar","doi":"10.1007/s10209-023-00984-1","DOIUrl":"10.1007/s10209-023-00984-1","url":null,"abstract":"<p><strong>Purpose: </strong>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 <i>why</i> various factors may influence people as they personalize and <i>when</i> they choose to integrate those changes into everyday use.</p><p><strong>Methods: </strong>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.</p><p><strong>Results: </strong>We identified several barriers, facilitators, and perpetuating factors that can influence <i>why</i> and <i>when</i> 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.</p><p><strong>Conclusion: </strong>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.</p>","PeriodicalId":49115,"journal":{"name":"Universal Access in the Information Society","volume":" ","pages":"1-27"},"PeriodicalIF":2.4,"publicationDate":"2023-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9985475/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10093441","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-01DOI: 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.
{"title":"Interactive description to enhance accessibility and experience of deaf and hard-of-hearing individuals in museums.","authors":"JooYeong Kim, ChungHa Lee, JuYeon Kim, Jin-Hyuk Hong","doi":"10.1007/s10209-023-00983-2","DOIUrl":"10.1007/s10209-023-00983-2","url":null,"abstract":"<p><p>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: <i>active-linked</i>, <i>graph-based</i>, and <i>chatbot-based</i>. 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 <i>graph-based</i> 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.</p>","PeriodicalId":49115,"journal":{"name":"Universal Access in the Information Society","volume":" ","pages":"1-14"},"PeriodicalIF":2.4,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9976656/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9714057","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-01DOI: 10.1007/s10209-023-00979-y
Reem Alnanih, Amal Balabid, Lina Bahmdean
{"title":"Senior-centered design for mobile medication adherence applications based on cognitive and technology attributes","authors":"Reem Alnanih, Amal Balabid, Lina Bahmdean","doi":"10.1007/s10209-023-00979-y","DOIUrl":"https://doi.org/10.1007/s10209-023-00979-y","url":null,"abstract":"","PeriodicalId":49115,"journal":{"name":"Universal Access in the Information Society","volume":" ","pages":""},"PeriodicalIF":2.4,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42533359","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-01DOI: 10.1007/s10209-023-00981-4
Hasan Buğra Yıldırım, Kurtulus Kullu, Şahin Emrah Amrahov
{"title":"A graph model and a three-stage algorithm to aid the physically disabled with navigation","authors":"Hasan Buğra Yıldırım, Kurtulus Kullu, Şahin Emrah Amrahov","doi":"10.1007/s10209-023-00981-4","DOIUrl":"https://doi.org/10.1007/s10209-023-00981-4","url":null,"abstract":"","PeriodicalId":49115,"journal":{"name":"Universal Access in the Information Society","volume":" ","pages":""},"PeriodicalIF":2.4,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48369096","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}