9,277 research outputs found

    Weaving Lighthouses and Stitching Stories: Blind and Visually Impaired People Designing E-textiles

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    We describe our experience of working with blind and visually impaired people to create interactive art objects that are personal to them, through a participatory making process using electronic textiles (e-textiles) and hands-on crafting techniques. The research addresses both the practical considerations about how to structure hands-on making workshops in a way which is accessible to participants of varying experience and abilities, and how effective the approach was in enabling participants to tell their own stories and feel in control of the design and making process. The results of our analysis is the offering of insights in how to run e-textile making sessions in such a way for them to be more accessible and inclusive to a wider community of participants

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Computer Entertainment Technologies for the Visually Impaired: An Overview

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    Over the last years, works related to accessible technologies have increased both in number and in quality. This work presents a series of articles which explore different trends in the field of accessible video games for the blind or visually impaired. Reviewed articles are distributed in four categories covering the following subjects: (1) video game design and architecture, (2) video game adaptations, (3) accessible games as learning tools or treatments and (4) navigation and interaction in virtual environments. Current trends in accessible game design are also analysed, and data is presented regarding keyword use and thematic evolution over time. As a conclusion, a relative stagnation in the field of human-computer interaction for the blind is detected. However, as the video game industry is becoming increasingly interested in accessibility, new research opportunities are starting to appear

    Auditory and haptic feedback to train basic mathematical skills of children with visual impairments

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    Physical manipulatives, such as rods or tiles, are widely used for mathematics learning, as they support embodied cognition, enable the execution of epistemic actions, and foster conceptual metaphors. Counting them, children explore, rearrange, and reinterpret the environment through the haptic channel. Vision generally complements physical actions, which makes using traditional manipulatives limited for children with visual impairments (VIs). Digitally augmenting manipulatives with feedback through alternative modalities might improve them. We specifically discuss conveying number representations to children with VIs using haptic and auditory channels within an environment encouraging exploration and supporting active touch counting strategies while promoting reflection. This paper presents LETSMath, a tangible system for training basic mathematical skills of children with VIs, developed through Design-Based Research with three iterations in which we involved 19 children with VIs and their educators. We discuss how the system may support training skills in the composition of numbers and the impact that the different system features have on slowing down the interaction pace to trigger reflection, in understanding, and in incorporation.Universitat Pompeu Fabra (Spain) through MIREGAMIS: 2018 LLAV 00009Agencia Nacional de InvestigaciĂłn e InnovaciĂłn - ANIIFundaciĂłn CeibalCentro Interdisciplinario en CogniciĂłn para la Enseñanza y el Aprendizaje - CICEA, Universidad de la RepĂșblicaUniversitat Oberta de Catalunya (Spain) through Ministry of Science, Innovation, and Universities IJCI-2017-32162LASIGE Research Unit (Portugal) through FCT project mIDR (AAC02/SAICT/-2017, project 30347, cofunded by COMPETE/FEDER/FNR), the LASIGE Research Unit, ref. UIDB/00408/2020 and ref. UIDP/00408/2020

    TACTOPI: a playful approach to promote computational thinking to visually impaired children

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    Tese de mestrado em InformĂĄtica, Faculdade de CiĂȘncias, Universidade de Lisboa, 2021The use of playful activities is common in introductory programming settings. Visually, these activities tend to be stimulating enough. However, these are not accessible for visually impaired children. This work presents TACTOPI - a system that consists of a tangible environment that provides navigation skills training and enriches sensorial experiences using sound, visual and tactile elements; It allows the learning of introductory concepts of computational thinking embedded in playful activities with storytelling that promote environmental education for children with visual impairments from 4 to 7 years old. The map is modular, customizable and has a docking system to place the elements allowing a fun tactile interaction. Another essential element is the 3D printed helm containing a joystick and buttons for the child to control and pre-program the instructions to be played by the robot. A study was carried out using a qualitative questionnaire to evaluate the system. Suggestions were collected from respondents experienced with blind children about the suitability, relevance and accessibility of this system for these children. From the results, it is possible to conclude that this is a tool that, despite some limitations, is efficient to introduce computational thinking; interactive elements that support activities in other disciplines and contexts; a tool that ensures accessibility and supports task training for the development of blind children

    Multisensory learning in adaptive interactive systems

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    The main purpose of my work is to investigate multisensory perceptual learning and sensory integration in the design and development of adaptive user interfaces for educational purposes. To this aim, starting from renewed understanding from neuroscience and cognitive science on multisensory perceptual learning and sensory integration, I developed a theoretical computational model for designing multimodal learning technologies that take into account these results. Main theoretical foundations of my research are multisensory perceptual learning theories and the research on sensory processing and integration, embodied cognition theories, computational models of non-verbal and emotion communication in full-body movement, and human-computer interaction models. Finally, a computational model was applied in two case studies, based on two EU ICT-H2020 Projects, "weDRAW" and "TELMI", on which I worked during the PhD

    Teaching Cybersecurity to Students with Visual Impairments and Blindness

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    This work showcases specific adaptations used to make cybersecurity accessible to high school students with visual impairments and blindness (VIB). The rapidly growing field of cybersecurity demands a diverse workforce; however, barriers exist which can deter students with disabilities from studying cybersecurity, let alone pursuing a career in the field. To help overcome this challenge, we launched the first GenCyber camp specifically developed and instructed for high school students with VIB in summer 2019. We created a unique learning environment by combining interactive instructional aids, accessible development environments, and innovative instructional strategies. With intent to show cybersecurity as a viable career option for a diverse workforce, the program outcomes from this work included a clear understanding of the GenCyber Cybersecurity Concepts, sparking interest in cybersecurity careers, and building the confidence to pursue those careers. This material is based upon work supported by the National Security Agency and National Science Foundation through the GenCyber program under award number 19-AL-UAHx-UV-S1

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities
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