1,306 research outputs found

    Voice-For-Blind: An Utilizable Email Client for Visually Impaired Users

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    For people who are sighted, visually impaired, or blind, electronic mail has evolved into a vital tool for collaboration and communication. However, the current email-related activities on smartphones cause a number of problems due to insufficient mapping of haptic feedback, complex text-entry layouts, a variety of screen sizes and orientations, illogical ordering of navigational items, and inconsistent interface design. The Components on touch-screen interfaces that can't be seen can be difficult for blind people to precisely access, making it difficult for them to carry out common mailing tasks such as receiving, sending, organising, managing spam, deleting, searching, and filtering. Due to these issues, blind people are having trouble using smartphones and completing a number of tasks related to email. Junk and Spam email frustration and cognitive overload are additional effects. We proposed Voice-For-Blind an utilizable email client that is friendly to visully imapired individuals to get around the obstacles relating to the usability and accessibility of smartphone-related mailing activities. 38 blind participants in an empirical study who carried out 14 email-related tasks are used to evaluate the proposed email client. The outcomes of this prototype's use demonstrate an elevated accuracy in complettion, improved user experience, and improved touchscreen interface control for basic tasks like email management. The findings show that Voice-For-Blind is an email client that is inclusive of accessibility, giving blind individuals an enhanced user - interface experience and reducing cognitive load when managing emails

    Challenges Faced by Persons with Disabilities Using Self-Service Technologies

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    Foreseeable game changing solutions to SSTs will allow for better universal access by better implementing features that are easy and intuitive to use from the inception. Additional robotic advancements will allow for better and easier delivery of goods for consumers. Improvements to artificial intelligence will allow for better communication through natural language and alternative forms of communication. Furthermore, artificial intelligence will aid consumers at SSTs by remembering the consumers preferences and needs. With all foreseeable game changing solutions people with disabilities will be consulted when new and improved SSTs are being developed allowing for the SST to maximize its potential

    Human-powered smartphone assistance for blind people

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    Mobile devices are fundamental tools for inclusion and independence. Yet, there are still many open research issues in smartphone accessibility for blind people (Grussenmeyer and Folmer 2017). Currently, learning how to use a smartphone is non-trivial, especially when we consider that the need to learn new apps and accommodate to updates never ceases. When first transitioning from a basic feature-phone, people have to adapt to new paradigms of interaction. Where feature phones had a finite set of applications and functions, users can extend the possible functions and uses of a smartphone by installing new 3rd party applications. Moreover, the interconnectivity of these applications means that users can explore a seemingly endless set of workflows across applications. To that end, the fragmented nature of development on these devices results in users needing to create different mental models for each application. These characteristics make smartphone adoption a demanding task, as we found from our eight-week longitudinal study on smartphone adoption by blind people. We conducted multiple studies to characterize the smartphone challenges that blind people face, and found people often require synchronous, co-located assistance from family, peers, friends, and even strangers to overcome the different barriers they face. However, help is not always available, especially when we consider the disparity in each barrier, individual support network and current location. In this dissertation we investigated if and how in-context human-powered solutions can be leveraged to improve current smartphone accessibility and ease of use. Building on a comprehensive knowledge of the smartphone challenges faced and coping mechanisms employed by blind people, we explored how human-powered assistive technologies can facilitate use. The thesis of this dissertation is: Human-powered smartphone assistance by non-experts is effective and impacts perceptions of self-efficacy

    Designing Multimodal Mobile interaction for a Text Messaging application for Visually impaired Users

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    While mobile devices have experienced important accessibility advances in the past years, people with visual impairments still face important barriers, especially in specific contexts when both their hands are not free to hold the mobile device, like when walking outside. By resorting to a multimodal combination of body based gestures and voice, we aim to achieve full hands and vision free interaction with mobile devices. In this article, we describe this vision and present the design of a prototype, inspired by that vision, of a text messaging application. The article also presents a user study where the suitability of the proposed approach was assessed, and a performance comparison between our prototype and existing SMS applications was conducted. Study participants received positively the prototype, which also supported better performance in tasks that involved text editing

    Designing an interactive exhibitor for assisting blind and visually impaired visitors in tactile exploration of original museum pieces

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    Blind and visually impaired visitors experience a lot of constraints when visiting museums exhibitions, giving the ocular centricity of these institutions, the lack of cognitive, physical and sensorial access to exhibits or replicas, increased by the inaccessibility to use the digital media technologies designed to provide different experiences, among other constraints. This paper aims to present the design and implementation of an exhibitor to communicate original museum samples to blind and visually impaired patrons, without the need to be replicated, that interactively "tell stories about their lives" whenever picked up. Tests performed with 13 partially sighted and blind participants at the main exhibition museum space, demonstrated very positive evaluations regarding pragmatic and hedonic qualities of the interaction, a positive capacity to mentally conceptualize the exhibits according to the audio descriptions, and how to enhance the experience of using more exhibitors like this one during a future visit to the museum.info:eu-repo/semantics/publishedVersio

    Wearable Urban Mobility Assistive Device for Visually Impaired Pedestrians Using a Smartphone and a Tactile-Foot Interface

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    This paper reports on the progress of a wearable assistive technology (AT) device designed to enhance the independent, safe, and efficient mobility of blind and visually impaired pedestrians in outdoor environments. Such device exploits the smartphone’s positioning and computing capabilities to locate and guide users along urban settings. The necessary navigation instructions to reach a destination are encoded as vibrating patterns which are conveyed to the user via a foot-placed tactile interface. To determine the performance of the proposed AT device, two user experiments were conducted. The first one requested a group of 20 voluntary normally sighted subjects to recognize the feedback provided by the tactile-foot interface. The results showed recognition rates over 93%. The second experiment involved two blind voluntary subjects which were assisted to find target destinations along public urban pathways. Results show that the subjects successfully accomplished the task and suggest that blind and visually impaired pedes-trians might find the AT device and its concept approach useful, friendly, fast to master, and easy to use

    Touch- and Walkable Virtual Reality to Support Blind and Visually Impaired Peoples‘ Building Exploration in the Context of Orientation and Mobility

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    Der Zugang zu digitalen Inhalten und Informationen wird immer wichtiger für eine erfolgreiche Teilnahme an der heutigen, zunehmend digitalisierten Zivilgesellschaft. Solche Informationen werden meist visuell präsentiert, was den Zugang für blinde und sehbehinderte Menschen einschränkt. Die grundlegendste Barriere ist oft die elementare Orientierung und Mobilität (und folglich die soziale Mobilität), einschließlich der Erlangung von Kenntnissen über unbekannte Gebäude vor deren Besuch. Um solche Barrieren zu überbrücken, sollten technische Hilfsmittel entwickelt und eingesetzt werden. Es ist ein Kompromiss zwischen technologisch niedrigschwellig zugänglichen und verbreitbaren Hilfsmitteln und interaktiv-adaptiven, aber komplexen Systemen erforderlich. Die Anpassung der Technologie der virtuellen Realität (VR) umfasst ein breites Spektrum an Entwicklungs- und Entscheidungsoptionen. Die Hauptvorteile der VR-Technologie sind die erhöhte Interaktivität, die Aktualisierbarkeit und die Möglichkeit, virtuelle Räume und Modelle als Abbilder von realen Räumen zu erkunden, ohne dass reale Gefahren und die begrenzte Verfügbarkeit von sehenden Helfern auftreten. Virtuelle Objekte und Umgebungen haben jedoch keine physische Beschaffenheit. Ziel dieser Arbeit ist es daher zu erforschen, welche VR-Interaktionsformen sinnvoll sind (d.h. ein angemessenes Verbreitungspotenzial bieten), um virtuelle Repräsentationen realer Gebäude im Kontext von Orientierung und Mobilität berührbar oder begehbar zu machen. Obwohl es bereits inhaltlich und technisch disjunkte Entwicklungen und Evaluationen zur VR-Technologie gibt, fehlt es an empirischer Evidenz. Zusätzlich bietet diese Arbeit einen Überblick über die verschiedenen Interaktionen. Nach einer Betrachtung der menschlichen Physiologie, Hilfsmittel (z.B. taktile Karten) und technologischen Eigenschaften wird der aktuelle Stand der Technik von VR vorgestellt und die Anwendung für blinde und sehbehinderte Nutzer und der Weg dorthin durch die Einführung einer neuartigen Taxonomie diskutiert. Neben der Interaktion selbst werden Merkmale des Nutzers und des Geräts, der Anwendungskontext oder die nutzerzentrierte Entwicklung bzw. Evaluation als Klassifikatoren herangezogen. Begründet und motiviert werden die folgenden Kapitel durch explorative Ansätze, d.h. im Bereich 'small scale' (mit sogenannten Datenhandschuhen) und im Bereich 'large scale' (mit einer avatargesteuerten VR-Fortbewegung). Die folgenden Kapitel führen empirische Studien mit blinden und sehbehinderten Nutzern durch und geben einen formativen Einblick, wie virtuelle Objekte in Reichweite der Hände mit haptischem Feedback erfasst werden können und wie verschiedene Arten der VR-Fortbewegung zur Erkundung virtueller Umgebungen eingesetzt werden können. Daraus werden geräteunabhängige technologische Möglichkeiten und auch Herausforderungen für weitere Verbesserungen abgeleitet. Auf der Grundlage dieser Erkenntnisse kann sich die weitere Forschung auf Aspekte wie die spezifische Gestaltung interaktiver Elemente, zeitlich und räumlich kollaborative Anwendungsszenarien und die Evaluation eines gesamten Anwendungsworkflows (d.h. Scannen der realen Umgebung und virtuelle Erkundung zu Trainingszwecken sowie die Gestaltung der gesamten Anwendung in einer langfristig barrierefreien Weise) konzentrieren.Access to digital content and information is becoming increasingly important for successful participation in today's increasingly digitized civil society. Such information is mostly presented visually, which restricts access for blind and visually impaired people. The most fundamental barrier is often basic orientation and mobility (and consequently, social mobility), including gaining knowledge about unknown buildings before visiting them. To bridge such barriers, technological aids should be developed and deployed. A trade-off is needed between technologically low-threshold accessible and disseminable aids and interactive-adaptive but complex systems. The adaptation of virtual reality (VR) technology spans a wide range of development and decision options. The main benefits of VR technology are increased interactivity, updatability, and the possibility to explore virtual spaces as proxies of real ones without real-world hazards and the limited availability of sighted assistants. However, virtual objects and environments have no physicality. Therefore, this thesis aims to research which VR interaction forms are reasonable (i.e., offering a reasonable dissemination potential) to make virtual representations of real buildings touchable or walkable in the context of orientation and mobility. Although there are already content and technology disjunctive developments and evaluations on VR technology, there is a lack of empirical evidence. Additionally, this thesis provides a survey between different interactions. Having considered the human physiology, assistive media (e.g., tactile maps), and technological characteristics, the current state of the art of VR is introduced, and the application for blind and visually impaired users and the way to get there is discussed by introducing a novel taxonomy. In addition to the interaction itself, characteristics of the user and the device, the application context, or the user-centered development respectively evaluation are used as classifiers. Thus, the following chapters are justified and motivated by explorative approaches, i.e., in the group of 'small scale' (using so-called data gloves) and in the scale of 'large scale' (using an avatar-controlled VR locomotion) approaches. The following chapters conduct empirical studies with blind and visually impaired users and give formative insight into how virtual objects within hands' reach can be grasped using haptic feedback and how different kinds of VR locomotion implementation can be applied to explore virtual environments. Thus, device-independent technological possibilities and also challenges for further improvements are derived. On the basis of this knowledge, subsequent research can be focused on aspects such as the specific design of interactive elements, temporally and spatially collaborative application scenarios, and the evaluation of an entire application workflow (i.e., scanning the real environment and exploring it virtually for training purposes, as well as designing the entire application in a long-term accessible manner)
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