1,880 research outputs found

    The Graphical Access Challenge for People with Visual Impairments: Positions and Pathways Forward

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    Graphical access is one of the most pressing challenges for individuals who are blind or visually impaired. This chapter discusses some of the factors underlying the graphics access challenge, reviews prior approaches to addressing this long-standing information access barrier, and describes some promising new solutions. We specifically focus on touchscreen-based smart devices, a relatively new class of information access technologies, which our group believes represent an exemplary model of user-centered, needs-based design. We highlight both the challenges and the vast potential of these technologies for alleviating the graphics accessibility gap and share the latest results in this line of research. We close with recommendations on ideological shifts in mindset about how we approach solving this vexing access problem, which will complement both technological and perceptual advancements that are rapidly being uncovered through a growing research community in this domain

    Ambient Gestures

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    We present Ambient Gestures, a novel gesture-based system designed to support ubiquitous ‘in the environment’ interactions with everyday computing technology. Hand gestures and audio feedback allow users to control computer applications without reliance on a graphical user interface, and without having to switch from the context of a non-computer task to the context of the computer. The Ambient Gestures system is composed of a vision recognition software application, a set of gestures to be processed by a scripting application and a navigation and selection application that is controlled by the gestures. This system allows us to explore gestures as the primary means of interaction within a multimodal, multimedia environment. In this paper we describe the Ambient Gestures system, define the gestures and the interactions that can be achieved in this environment and present a formative study of the system. We conclude with a discussion of our findings and future applications of Ambient Gestures in ubiquitous computing

    Universal Accessibility as a Multimodal Design Issue

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    In recent years, many research activities have focused on design that aims to produce universally accessible systems, taking into account special needs of various user groups. These special needs are associated with many user factors, such as impairments of speech, hearing or vision, cognitive limitations, aging, as well as with various environmental factors. Fields that address this problem, such as Usability, Universal Accessibility, Universal Design, or Inclusive Design have been developed as relatively independent domains, but they share many aspects with other human-computer interaction (HCI) disciplines. However, researchers and practitioners are often not aware of interconnections among concepts of universal accessibility and "ordinary" HCI. In view of this situation, in this article we show there is a fundamental connection between multimodal interface design and universal accessibility, and that awareness of these links can help both disciplines. Researchers from these areas may use different terminology, but the concepts they use often have essentially the same meaning. We propose a unified conceptual framework where these areas can be joined

    Multimodal Accessibility of Documents

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    Guidelines for digital storytelling for Arab children

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    Children are getting more exposed to various technologies in teaching-learning. Various types of teaching-learning have been designed, including interactive digital storytelling. In Malaysia, local children have been clear about story-based learning materials. However, the situation is a little bit different with Arab children. Because the number of Arab children migrating into Malaysia is increasing, for following their parents who are studying at higher levels, they have to also make themselves familiar with the local scenario. In accordance, this study is initiates, to identify their acceptance towards story-based learning materials, or specifically interactive digital storytelling. Hence, this study reacts proactively, by approaching Arab children asking for their feedback on whether they have any desire for interactive digital storytelling. Through a series of interviews, this study found that they have a strong desire and tendency. Then, the following objectives have been stated: (1) to determine the components for the interactive digital storytelling for Arab children, (2) to design and develop a prototype of the interactive digital storytelling, and (3) to observe on how the Arab children experience the interactive digital storytelling. User-centered design (UCD) approach has been gone through in ensuring that the objectives are achieved. The process of determining the components for the interactive digital storytelling was carried out by directly involving Arab children and their teachers from three preschools in Changlun and Sintok. It was similar with the efforts in determining the contents, and interface design until the prototype development. Having the prototype ready, user testing was carried out to explore the way Arab children experience the prototype. All the processes involved various techniques through observation, interviews, and noting. Specifically, the user testing involved qualitative and empirical data. Qualitative data were gathered through observation, meanwhile the empirical data were gathered using Computer System Usability Questionnaire (CSUQ) tool. In the end, having data processed, the findings show that Arab children are highly satisfied with the prototype. Scientifically, the developed prototype is a mirror of the obtained guidelines, obtained through the UCD seminars. Hence, the positive acceptance on the prototype reflects positive acceptance on the guidelines, as the main contribution of this study. Besides the guidelines as the main contribution of this study, the developed prototype is also a wonderful contribution to the Arab children and their teacher. They will be using it as part of their teaching and learning material

    Emerging issues and current trends in assistive technology use 2007-1010: practising, assisting and enabling learning for all

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    Following an earlier review in 2007, a further review of the academic literature relating to the uses of assistive technology (AT) by children and young people was completed, covering the period 2007-2011. As in the earlier review, a tripartite taxonomy: technology uses to train or practise, technology uses to assist learning and technology uses to enable learning, was used in order to structure the findings. The key markers for research in this field and during these three years were user involvement, AT on mobile mainstream devices, the visibility of AT, technology for interaction and collaboration, new and developing interfaces and inclusive design principles. The paper concludes by locating these developments within the broader framework of the Digital Divide
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