522 research outputs found

    Integration of accessibility requirements in the design of multimedia user agents interfaces

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    Mención Internacional en el título de doctorThe continuous increase of multimedia content in the Web, especially video content, is not accompanied by a similar increase of accessibility; there is a lack of synchronized alternatives for the content such as captions, audio description, etc. that allow anyone with or without disability to access such content. This lack of accessibility in video content access is not only due to the lack of alternatives, but also because of the fact that user agents which deliver this content do not provide the necessary means to present them. This fact leads to the noncompliance of the current regulations and legislation in terms of accessibility. This noncompliance could be due to the lack of knowledge, or because of the fact that applying these regulations from an engineering point of view is not trivial. There is a lack of authoring tools and methodological approaches which assist in the development of an accessible product in the Engineering scope as it is the case of the development of a quality user agent which includes accessibility requirements. All these facts, multimedia content’s progressive increase on the Web, accessibility barriers both in the content and in the user agent together with current regulations and legislation regarding accessibility is what has motivated the accomplishment of this Doctoral Thesis. With this Doctoral Thesis, a set of accessibility requirements that a user agent which delivers multimedia content must fulfil is provided. Besides, a workspace is provided following a methodological approach which assists in the design and development of the interface of an accessible user agent which delivers accessible multimedia content. This workspace is composed of an architecture and models following a Model-Based User Interface Development (MBUID) approach and is oriented to be used by designers with knowledge in modeling. Finally, as a support to any professional regardless of their knowledge in modeling and in accessibility, an authoring tool based on models is offered in order to create user agents with accessibility requirements.El continuo incremento del contenido multimedia en la Web, especialmente del contenido vídeo, no va acompañado de un incremento similar de accesibilidad, hay una falta de alternativas sincronizadas al contenido como subtitulado, audiodescripción, etc., que permitan acceder a cualquier persona con y sin discapacidad a dicho contenido. Esta falta de accesibilidad en el acceso al contenido vídeo no solo se debe a la ausencia de alternativas, también es debido a que los agentes de usuario que entregan dicho contenido no proporcionan los medios necesarios para presentarlas. Este hecho da lugar a que no se cumpla la normativa y la legislación vigente en materia de accesibilidad. Dicho incumplimiento, puede ser debido al desconocimiento, o a que aplicar esa normativa desde el punto de vista de la ingeniería no es trivial. Hay una falta de herramientas de autor y de enfoques metodológicos que asistan en el desarrollo de un producto accesible en el ámbito de la Ingeniería, como es el caso del desarrollo de un agente de usuario con calidad que incluya requisitos de accesibilidad. Todos estos hechos, el incremento progresivo del contenido multimedia en la Web, las barreras de accesibilidad tanto en el contenido como en el agente de usuario junto con la normativa y legislación vigente en materia de accesibilidad es lo que ha motivado la realización de esta Tesis Doctoral. Con esta Tesis Doctoral se proporciona el conjunto de requisitos de accesibilidad que debe cumplir un agente de usuario que sirva contenido multimedia accesible. Además se proporciona un espacio de trabajo siguiendo un enfoque metodológico que asista en el diseño y desarrollo de la interfaz de un agente de usuario accesible que sirve contenido multimedia accesible. Este espacio de trabajo está compuesto de una arquitectura y modelos siguiendo el enfoque de Model-Based User Interface Development (MBUID) y está orientado a ser utilizado por diseñadores con conocimientos en modelado. Por último, como recurso de ayuda a cualquier profesional, independientemente de sus conocimientos en modelado y accesibilidad, se ofrece una herramienta de autor basada en modelos para crear agentes de usuario con requisitos de accesibilidad.Programa Oficial de Doctorado en Ciencia y Tecnología InformáticaPresidente: José Antonio Macías Iglesias.- Vocal: Hugo Alexandre Paredes Guede

    A sound idea: An investigation into accessible video game design for the deaf and hard of hearing

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    A widely accepted, and incorrect, assumption towards hearing accessibility in video games is that deaf and hard of hearing (DHH) users are those who encounter the least barriers and are generally well catered for. Rapid advancement in video game technology has seen video game sound evolve from simple blips generated by internal circuitry to fully realised digital audio used to convey critical information. To accommodate the DHH, this information needs to be conveyed in an alternative manner. However, evidence suggests existing accessible design solutions for the DHH lack specificity and are insufficient. Thus, the inability to hear, or hear well, has historically resulted in DHH users left with impeded experience and gameplay. This thesis describes an investigation to address the primary research question: How might accessible video game design practices be facilitated to better accommodate the deaf and hard of hearing? To examine this question, an action research method as part of a transformative mixed methods methodology was used. Data collection procedures included critical analysis of literature, observations, and a cross-sectional self-administered survey for triangulation. The critical analysis of literature exposed issues relating to accessible video game design, particularly in relation to the identification of solutions and technical implementation. Further, issues related to the classification of video game software were identified. This posed potential problems with identification of game design methods and led to the development of a new video game classification model. The new model informed an analysis on the methods used for the design of video games, and results were visually represented and mapped to the different approaches to accessible design. Subsequent analysis determined that a game assessment framework is a suitable approach to facilitating accessible design. Further investigation identified visual feedback as the most suitable form of complementary feedback to game audio. This led to the development of a new model to classify visual feedback elements used in video games, and identification of audio feedback categories based on diegetic film theory. Through triangulation of results, a new game feedback model (GFM) was developed. The GFM was used for observational experimentation to identify and classify individual visual feedback elements used in video games. Each element was analysed and mapped to categories of game sound. The resulting model, with populated data, was used to determine what visual feedback elements may be used to complement specific categories of critical game audio. A survey was subsequently used for triangulation, and resulted in amendments to the final model. Through iterative development, and interpretation of findings, the research culminated in the development of a game assessment framework. The three-step framework aids in the classification of game sounds; assesses the impact of those game sounds; and provides recommendations for complementary visual feedback elements for sounds identified as having an adverse impact on user experience and gameplay if they were to be removed. The framework is innovative and has the potential to provide practical guidance for developers of video games. In addition, this research provides the foundation for future research, with the potential to influence accessible game design for the DHH

    Adaptive model-driven user interface development systems

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    Adaptive user interfaces (UIs) were introduced to address some of the usability problems that plague many software applications. Model-driven engineering formed the basis for most of the systems targeting the development of such UIs. An overview of these systems is presented and a set of criteria is established to evaluate the strengths and shortcomings of the state-of-the-art, which is categorized under architectures, techniques, and tools. A summary of the evaluation is presented in tables that visually illustrate the fulfillment of each criterion by each system. The evaluation identified several gaps in the existing art and highlighted the areas of promising improvement

    Forum Session at the First International Conference on Service Oriented Computing (ICSOC03)

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    The First International Conference on Service Oriented Computing (ICSOC) was held in Trento, December 15-18, 2003. The focus of the conference ---Service Oriented Computing (SOC)--- is the new emerging paradigm for distributed computing and e-business processing that has evolved from object-oriented and component computing to enable building agile networks of collaborating business applications distributed within and across organizational boundaries. Of the 181 papers submitted to the ICSOC conference, 10 were selected for the forum session which took place on December the 16th, 2003. The papers were chosen based on their technical quality, originality, relevance to SOC and for their nature of being best suited for a poster presentation or a demonstration. This technical report contains the 10 papers presented during the forum session at the ICSOC conference. In particular, the last two papers in the report ere submitted as industrial papers

    Ontology-based personalisation of e-learning resources for disabled students

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    Students with disabilities are often expected to use e-learning systems to access learning materials but most systems do not provide appropriate adaptation or personalisation to meet their needs.The difficulties related to inadaptability of current learning environments can now be resolved using semantic web technologies such as web ontologies which have been successfully used to drive e-learning personalisation. Nevertheless, e-learning personalisation for students with disabilities has mainly targeted those with single disabilities such as dyslexia or visual impairment, often neglecting those with multiple disabilities due to the difficulty of designing for a combination of disabilities.This thesis argues that it is possible to personalise learning materials for learners with disabilities, including those with multiple disabilities. This is achieved by developing a model that allows the learning environment to present the student with learning materials in suitable formats while considering their disability and learning needs through an ontology-driven and disability-aware personalised e-learning system model (ONTODAPS). A disability ontology known as the Abilities and Disabilities Ontology for Online LEarning and Services (ADOOLES) is developed and used to drive this model. To test the above hypothesis, some case studies are employed to show how the model functions for various individuals with and without disabilities and then the implemented visual interface is experimentally evaluated by eighteen students with disabilities and heuristically by ten lecturers. The results are collected and statistically analysed.The results obtained confirm the above hypothesis and suggest that ONTODAPS can be effectively employed to personalise learning and to manage learning resources. The student participants found that ONTODAPS could aid their learning experience and all agreed that they would like to use this functionality in an existing learning environment. The results also suggest that ONTODAPS provides a platform where students with disabilities can have equivalent learning experience with their peers without disabilities. For the results to be generalised, this study could be extended through further experiments with more diverse groups of students with disabilities and across multiple educational institutions

    Future Design of Accessibility in Games : A Design Vocabulary

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    Games represent one of the most significant cultural artefacts of this century. They are a massive force in economies around the world and are enjoyed by millions of players worldwide. With their cultural significance firmly in place, it is important to ensure that all people can participate in and play games in order to feel included in our wider society. For people with disabilities, games in particular provide a cultural outlet where they can be included with everyone else, and enabled to do things on an even footing with their non-disabled peers. However, this only happens if we create the necessary design environments that provide inclusive opportunities to game alongside the rest of the player base. Guidelines have been successful in raising awareness of accessibility in games and still function well for evaluating finished games. However, they are not the generative design thinking tools that developers need. Further in being divided to address specific disabilities, they are not capturing the diversity of needs of players with disabilities and the personalised and idiosyncratic adaptations that they make in order to play. We therefore propose developing a vocabulary and language of game accessibility which is no longer about whether someone can perceive or operate an interactive technology, but instead as to whether they can have the experience they want to have. We propose the structure for such a vocabulary showing that it needs to distinguish between access to controls, enablement to meet the challenges of the game and the player experience itself. We show how the intermediate-level knowledge embodied in guidelines can be reformulated in this way to be more generative and so support designers to develop games that deliver accessible player experiences

    Exploring asymmetric roles in mixed-ability gaming

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    Tese de mestrado, Informática, Universidade de Lisboa, Faculdade de Ciências, 2020Noticeably, the majority of mainstreamgames — digitalgames and tabletopgames — are still designed for players with a standard set of abilities. As such, people with someformof disability, oftenface insurmountable challengestoplay mainstreamgames or are limited to playgames specifcally designed for them. By conducting an initial study, 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. We found that people with visual impairments are playingdiversegames,butface limitationsin playing with others who have different visual abilities. What stood out is the lack of intersection ingaming opportunities, and consequently, in habits and interests of people with different visual abilities. In this study, we highlight barriers associated with these experiences beyond inaccessibility issues and discuss implications and opportunities for the design of mixed-abilitygaming.Asexpected,we foundaworrying absenceofgames that caterto different abilities. In this context, we explored ability-based asymmetric roles as a design approach to create engaging and challenging mixed-ability play. We designed and developed two collaborative testbedgamesexploring asymmetric interdependent roles. In a remote study with 13 mixed-visual-ability pairs we assessed how roles affected perceptions of engagement, competence, and autonomy, using a mixed-methods approach. The games provided an engaging and challenging experience, in which differences in visual ability were not limiting. Our results underline how experiences unequal by design can give rise to an equitable joint experience

    Language for High-Level Description of User Interface Requirements

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    Diplomová práce se zabývá problematikou návrhu vysokoúrovňového jazyka pro popis grafického uživatelského rozhraní. Teoretická část rozebírá současné technologie uživatelských rozhraní zejména pro stanovení požadavků na nový jazyk. Z těchto poznatků násladně jsou shrnuty zásadní požadavky, které se nutně musí zakomponovat při návrhu samotného jazyka. Jsou zde zmíněny i požadavky z pohledu osob se specifickými vzdělávacími potřebami dle tzv. návrhových principů \textit{počítačové terapie}. Následně práce dle analyzovaných požadavků navrhuje jazyk pro vysokoúrovňový popis uživatelského rozraní. Součástí návrhu jazyka je také popis algoritmu pro kompozici jednotlivých komponent definovaných v jazyce do výsledného uživatelského prostředí. Navržený jazyk je implementován v programovacím jazyce C\#. Implementace je demonstrována na reprezentativních příkladech. Nakonec se práce věnuje dalším možným rozšířením jazyka.This master's thesis investigates new high-level language for description of graphical user interface. The theoretical part of this thesis studies the UI technologies and software methodologies from a side of general requirements on new language. From that, we derive general requirements specifying what it is meant to be a functional part of an UI. We also list requirements for special educational needs according to known \textit{computer therapy design principles}. According to analyzed requirements is proposed a design of new language, including an algorithm of composition of UI components for further implementation of the language. Designed language is implemented in C\# programming language and is demonstrated on a representative example. We conclude this work with outlining further extensions of the proposed language.

    CGAMES'2009

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