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Session details: Special session to be announced: Evaluation 会议详情:待定的特别会议:评估
Pub Date : 2020-04-20 DOI: 10.1145/3395942
Y. Yeşilada
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引用次数: 0
Screening risk of dyslexia through a web-game using language-independent content and machine learning 通过使用语言独立内容和机器学习的网络游戏筛选阅读障碍的风险
Pub Date : 2020-04-20 DOI: 10.1145/3371300.3383342
M. Rauschenberger, R. Baeza-Yates, Luz Rello
Children with dyslexia are often diagnosed after they fail school even if dyslexia is not related to general intelligence. In this work, we present an approach for universal screening of dyslexia using machine learning models with data gathered from a web-based language-independent game. We designed the game content taking into consideration the analysis of mistakes of people with dyslexia in different languages and other parameters related to dyslexia like auditory perception as well as visual perception. We did a user study with 313 children (116 with dyslexia) and train predictive machine learning models with the collected data. Our method yields an accuracy of 0.74 for German and 0.69 for Spanish as well as a F1-score of 0.75 for German and 0.75 for Spanish, using Random Forests and Extra Trees, respectively. To the best of our knowledge this is the first time that risk of dyslexia is screened using a language-independent content web-based game and machine-learning. Universal screening with language-independent content can be used for the screening of pre-readers who do not have any language skills, facilitating a potential early intervention.
患有阅读障碍的儿童通常在学业不及格后被诊断出来,即使阅读障碍与一般智力无关。在这项工作中,我们提出了一种使用机器学习模型和从基于网络的语言独立游戏中收集的数据来普遍筛查阅读障碍的方法。我们在设计游戏内容时考虑了对不同语言阅读障碍患者错误的分析,以及与阅读障碍相关的其他参数,如听觉感知和视觉感知。我们对313名儿童(其中116名患有阅读障碍)进行了用户研究,并用收集到的数据训练预测机器学习模型。我们的方法分别使用随机森林和额外树,德语和西班牙语的准确率分别为0.74和0.69,德语和西班牙语的f1得分分别为0.75和0.75。据我们所知,这是第一次使用独立于语言内容的网络游戏和机器学习来筛选阅读障碍的风险。具有语言独立内容的普遍筛查可用于筛查没有任何语言技能的预读者,促进潜在的早期干预。
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引用次数: 19
Session details: Standards and policy 会议细节:标准和政策
Pub Date : 2020-04-20 DOI: 10.1145/3395936
V. Sorge
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引用次数: 0
PDF readability enhancement on mobile devices 移动设备上的PDF可读性增强
Pub Date : 2020-04-20 DOI: 10.1145/3371300.3383352
Zachary Shelton, Chen-Hsiang Yu
In the past, researchers studied readability enhancement of English articles for non-native English readers, either on paper reading or hypertext reading. Using a variety of methods, researchers were able to enhance the reading comprehension and the users' satisfaction on hypertext reading, such as changing content presentation with visual-syntactic text formatting (VSTF) format or Jenga format. In terms of dynamically changing content presentation for reading, one less explored format is Portable Document Format (PDF), which was traditionally viewed within a modern Web browser or Adobe Acrobat reader on the desktop. PDF format was standardized as an open format in 2008 and has been widely used to keep a fixed-layout content. However, a fixed layout document presents a challenge to apply existing transformation methods, not mention on mobile devices. In this paper, we present a system that uses a novel algorithm to decode a PDF document and apply content transformation to enhance its readability. Although we used Jenga format as an example to enhance the readability of PDF documents, we envision the proposed framework can be used to adopt different transformation methods. The system was implemented in a mobile device and we are able to apply a basic transformation to a PDF document at both the sentence and paragraph levels. The main contribution of this research is we extend previous work of readability enhancement from paper document and hypertext content to PDF documents. Current result is promising, and we believe it is worth further investigation to make PDF documents readable and accessible on the Web for different populations, such as non-native English readers, people with dyslexia or special needs, etc.
过去有研究针对非英语为母语的读者进行了提高英语文章可读性的研究,无论是纸质阅读还是超文本阅读。研究者采用多种方法来提高超文本阅读的阅读理解能力和用户满意度,如将内容呈现改为视觉语法文本格式(VSTF)格式或叠叠格式。在动态更改内容表示以供阅读方面,一种较少探索的格式是可移植文档格式(Portable Document format, PDF),它传统上是在现代Web浏览器或桌面上的Adobe Acrobat阅读器中查看的。PDF格式在2008年被标准化为开放格式,并被广泛用于保持固定布局的内容。然而,固定布局文档在应用现有的转换方法时面临挑战,更不用说在移动设备上了。在本文中,我们提出了一个系统,使用一种新颖的算法来解码PDF文档,并应用内容转换来提高其可读性。虽然我们使用Jenga格式作为示例来增强PDF文档的可读性,但我们设想所提出的框架可以用于采用不同的转换方法。该系统是在移动设备上实现的,我们能够在句子和段落级别上对PDF文档进行基本转换。本研究的主要贡献在于将以往的纸质文档和超文本内容的可读性增强工作扩展到PDF文档。目前的结果是有希望的,我们认为值得进一步的研究,使PDF文档在网络上可读和可访问的不同人群,如非英语母语的读者,有阅读障碍或特殊需要的人等。
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引用次数: 0
Session details: Google doctoral consortium - Presentation session 会议详情:谷歌博士联盟-演讲会议
Pub Date : 2020-04-20 DOI: 10.1145/3395940
Vagner Figuerêdo de Santana, Y. Zhong
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引用次数: 0
Contextual adaptive communication aid: supporting individuals with neurological disease in communication 情境适应性沟通援助:支持神经系统疾病患者的沟通
Pub Date : 2020-04-20 DOI: 10.1145/3371300.3383355
Lula Albar
Communication Impairments (CI) are defined as damage in brain functions that are responsible for language and memory. This disorder can impair the expression and understanding of language as well as reading and writing. Many people with CI try to use Augmented and Alternative Communication (AAC) to help them recognize and produce spoken phrases. AAC often uses pictures to serve as memory cues for forgotten words or in enabling them to express needs and share experiences. However, AAC typically uses standard clip-art that does not always convey meaningful information to their users or pre-set conversation scenarios. As a result, people with CI eventually abandon their AAC, which leads to facing difficulties in daily life activities. Our objective in this research is to understand how to support AAC users with a rich contextual information communication aid that can empower people with CI in any conversational setting especially (unplanned/unfamiliar) and not limit them with a list of vocabularies or photos. Our approach to design the proposed solution will be based on co-design theories and working in collaboration with speech therapists and people with CI to have a better understanding of their needs.
沟通障碍(CI)被定义为负责语言和记忆的大脑功能受损。这种障碍会损害语言的表达和理解,以及阅读和写作。许多CI患者尝试使用增强和替代交流(AAC)来帮助他们识别和生成口语短语。AAC经常使用图片作为遗忘单词的记忆线索,或使他们能够表达需求和分享经验。然而,AAC通常使用标准的剪贴画,这些剪贴画并不总是向用户或预先设置的对话场景传达有意义的信息。因此,CI患者最终会放弃AAC,从而在日常生活活动中面临困难。我们在这项研究中的目标是了解如何通过丰富的上下文信息通信辅助来支持AAC用户,这种辅助可以使具有CI的人在任何会话环境中(特别是(计划外的/不熟悉的),而不是用词汇表或照片来限制他们。我们设计建议的解决方案的方法将基于共同设计理论,并与语言治疗师和CI患者合作,以更好地了解他们的需求。
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引用次数: 0
Session details: Visual accessibility 会话细节:视觉可访问性
Pub Date : 2020-04-20 DOI: 10.1145/3395938
M. Rauschenberger
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引用次数: 0
Session details: Neurodiversity 会议细节:神经多样性
Pub Date : 2020-04-20 DOI: 10.1145/3395939
F. Hwang
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引用次数: 0
Evaluation of user experience and cognitive load of a gamified cognitive training application for children with learning disabilities 儿童学习障碍游戏化认知训练应用程序的用户体验和认知负荷评估
Pub Date : 2020-04-20 DOI: 10.1145/3371300.3383341
Adel Shaban, E. Pearson
This study presents a gamified application for children with learning disabilities, designed to train and improve working memory. The application takes the form of a treasure hunt, and is designed according to a framework incorporating guidelines derived from accessibility, usability and cognitive load theory, and from gamification techniques. The aim is to exploit working memory capacity, motivate and engage the child in working memory training activities. The main focus of this study is the evaluation of the user experience and the cognitive load level of this gamified application. A sample of 12 Egyptian children with learning disabilities completed a five-week training period using the application, followed by an evaluation process. The evaluation took the form of a simple usability survey, an unstructured observation, and a cognitive load measurement scale. The purpose was to evaluate the children's perceived experience and assess the level of cognitive load experienced in each of the activities. The results revealed that all the children enjoyed playing the gamified application, were eager to participate in the daily training, and the cognitive load experienced during the training was found to be generally appropriate - although some areas for improvement were identified. Finally, the experiments identified a correlation between user experience, cognitive load and training performance.
本研究为有学习障碍的儿童提供了一个游戏化的应用程序,旨在训练和提高工作记忆。该应用程序采用寻宝的形式,并根据可访问性,可用性和认知负荷理论以及游戏化技术的指导方针的框架进行设计。目的是开发工作记忆能力,激励和参与儿童的工作记忆训练活动。本研究的主要焦点是评估这种游戏化应用程序的用户体验和认知负荷水平。12名有学习障碍的埃及儿童样本使用该应用程序完成了为期五周的培训,随后进行了评估。评估采用了简单的可用性调查、非结构化观察和认知负荷测量量表的形式。目的是评估儿童的感知经验和评估在每个活动中经历的认知负荷水平。结果显示,所有的孩子都喜欢玩游戏化应用程序,渴望参与日常训练,并且在训练过程中经历的认知负荷总体上是适当的-尽管确定了一些有待改进的领域。最后,实验确定了用户体验、认知负荷和训练表现之间的相关性。
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引用次数: 4
A declarative model for accessibility requirements 可访问性需求的声明性模型
Pub Date : 2020-04-20 DOI: 10.1145/3371300.3383339
Jens Pelzetter
The web has become the primary source of information for many people. Many services are provided are on the web. Despite extensive guidelines for the accessibility of web pages, many web sites are not accessible making these web sites difficult or impossible to use for people with disabilities. Evaluating the accessibility of web pages can either be done manually, which is a very laborious task or using automated tools. Unfortunately, the results from different tools are often inconsistent because of the ambiguity of the current guidelines. In this paper, a declarative approach for describing the requirements for accessible web pages is presented. This declarative model will help developers of accessibility evaluation tools to create tools that produce more consistent results and are easier to maintain.
网络已经成为许多人获取信息的主要来源。许多服务都是在网络上提供的。尽管有广泛的网页易读性指引,但许多网站仍无法无障碍使用,令残疾人士难以或无法使用。评估网页的可访问性既可以手动完成,这是一项非常费力的任务,也可以使用自动化工具。不幸的是,由于当前指导方针的模糊性,不同工具的结果往往不一致。本文提出了一种描述可访问网页需求的声明式方法。这种声明性模型将帮助可访问性评估工具的开发人员创建产生更一致的结果并且更易于维护的工具。
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引用次数: 3
期刊
Proceedings of the 17th International Web for All Conference
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