191 research outputs found
Considerations in Designing Human-Computer Interfaces for Elderly People
As computing devices continue to become more heavily integrated into our lives, proper design of human-computer interfaces becomes a more important topic of discussion. Efficient and useful human-computer interfaces need to take into account the abilities of the humans who will be using such interfaces, and adapt to difficulties that different users may face – such as the difficulties that elderly users must deal with. Interfaces that allow for user-specific customization, while taking into account the multiple difficulties that older users might face, can assist the elderly in properly using these newer computing devices, and in doing so possibly achieving a better quality of life through the advanced technological support that these devices offer. In this paper, we explore common problems the elderly face when using computing devices and solutions developed for these problems. Difficulties ultimately fall into several categories: cognition, auditory, haptic, visual, and motor-based troubles. We also present an idea for a new adaptive operating system with advanced customizations that would simplify computing for older users
Tacsel: Shape-Changing Tactile Screen applied for Eyes-Free Interaction in Cockpit
International audienceTouch screens have become widely used in recent years. Nowadays they have been integrated on numerous electronic devices for common use since they allow the user to interact with what is displayed on the screen. However, these technologies cannot be used in complex systems in which the visual attention is very limited (cockpit manipulation, driving tasks, etc.). This paper introduces the concept of Tacsel, the smaller dynamic element of a tactile screen. Tacsels allow shape-changing and flexible properties to touch screen devices providing eyes-free interaction. We developed a high-resolution prototype of Tacsel to demonstrate its technical feasibility and its potential within a cockpit context. Three interaction scenarios are described and a workshop with brainstorming and video-prototyping is conducted to evaluate the use of the proposed Tacsel in several cockpit tasks. Results showed that interactive Tacsels have a real potential for future cockpits. Several other possible applications are also described, and several advantages and limitations are discussed
Challenges in Developing Applications for Aging Populations
Elderly individuals can greatly benefit from the use of computer applications, which can assist in monitoring health conditions, staying in contact with friends and family, and even learning new things. However, developing accessible applications for an elderly user can be a daunting task for developers. Since the advent of the personal computer, the benefits and challenges of developing applications for older adults have been a hot topic of discussion. In this chapter, the authors discuss the various challenges developers who wish to create applications for the elderly computer user face, including age-related impairments, generational differences in computer use, and the hardware constraints mobile devices pose for application developers. Although these challenges are concerning, each can be overcome after being properly identified
Haptic Stylus and Empirical Studies on Braille, Button, and Texture Display
This paper presents a haptic stylus interface with a
built-in compact tactile display module and an impact module
as well as empirical studies on Braille, button, and texture
display. We describe preliminary evaluations verifying the
tactile display's performance indicating that it can
satisfactorily represent Braille numbers for both the normal
and the blind. In order to prove haptic feedback capability of
the stylus, an experiment providing impact feedback mimicking
the click of a button has been conducted. Since the developed
device is small enough to be attached to a force feedback
device, its applicability to combined force and tactile
feedback display in a pen-held haptic device is also
investigated. The handle of pen-held haptic interface was
replaced by the pen-like interface to add tactile feedback
capability to the device. Since the system provides
combination of force, tactile and impact feedback, three
haptic representation methods for texture display have been
compared on surface with 3 texture groups which differ in
direction, groove width, and shape. In addition, we evaluate
its capacity to support touch screen operations by providing
tactile sensations when a user rubs against an image displayed
on a monitor
Re-Presenting Text in a Website for Visually Impaired Users using Braille Line
As new web technologies emerging and being adopted in the design of a website,
web accessibility has become a major issue especially for people with disabilities
.Limitation of assistive technology to render webpage has also been contributing
factor for poor web accessibility by the visually impaired users. This issue has
caused visually impaired users loss semantic information of webpage besides
creating frustration situation of web browsing. In this paper, factors that cause web
browsing frustration to the visually impaired users and types of tactile effects that
can be implemented in the Braille Line device to render the semantic information of
webpage are explored. The main objectives of this project is to build a website reader
and program a Braille Line 20 cell device for web browsing focusing on presenting
non visual text elements such as font attributes and text hierarchy that can be critical
to meaning of the text. Tactile technology have been chosen to be adopted in the
Braille Line as the touch is the most active sense of visually-impaired people to
acquire knowledge .From the prototype to be build, a sample group of visually
impaired users will be taken to test and evaluate the website and the device in terms
of technology as well as its effectiveness. The results and recommendations were
shared by the end of the project as a key milestone for future renditions of the
project
Uses of Technology in Upper Secondary Mathematics Education
Mathematics Education; Educational Technology; Teaching and Teacher Educatio
Re-Presenting Text in a Website for Visually Impaired Users using Braille Line
As new web technologies emerging and being adopted in the design of a website,
web accessibility has become a major issue especially for people with disabilities
.Limitation of assistive technology to render webpage has also been contributing
factor for poor web accessibility by the visually impaired users. This issue has
caused visually impaired users loss semantic information of webpage besides
creating frustration situation of web browsing. In this paper, factors that cause web
browsing frustration to the visually impaired users and types of tactile effects that
can be implemented in the Braille Line device to render the semantic information of
webpage are explored. The main objectives of this project is to build a website reader
and program a Braille Line 20 cell device for web browsing focusing on presenting
non visual text elements such as font attributes and text hierarchy that can be critical
to meaning of the text. Tactile technology have been chosen to be adopted in the
Braille Line as the touch is the most active sense of visually-impaired people to
acquire knowledge .From the prototype to be build, a sample group of visually
impaired users will be taken to test and evaluate the website and the device in terms
of technology as well as its effectiveness. The results and recommendations were
shared by the end of the project as a key milestone for future renditions of the
project
Designing an Educational and Intelligent Human-Computer Interface for Older Adults
As computing devices continue to become more heavily integrated into our lives, proper design of human-computer interfaces becomes a more important topic of discussion. Efficient and useful human-computer interfaces need to take into account the abilities of the humans who will be using such interfaces, and adapt to difficulties that different users may face – such as the particular difficulties older users must face. However, various issues in the design of human-computer interfaces for older users yet exist: a wide variance of ability is displayed by older adults, which can be difficult to design for. Motions and notions found intuitive by younger users can be anything but for the older user. Properly-designed devices must also assist without injuring the pride and independence of the users – thus, it’s understood that devices designed “for the elderly” may encounter a poor reception when introduced to the ageing community. Affective computing gives current researchers in HCI a useful opportunity to develop applications with interfaces that detect mood and attention via nonverbal cues and take appropriate actions accordingly. Current work in affective computing applications with older adult users points to possibilities reducing feelings of loneliness in the older adult population via these affective applications. However, we believe that everyday applications – such as chat programs or operating systems – can also take advantage of affective computing principles to make themselves more accessible for older adults, via communication enhancement. In this thesis, we document a variety of work in the field of developing human-computer interfaces for the older adult user, and the various requirements each of these studies confirm regarding human-computer interaction design for the elderly. We then explain how integration of affective computing can positively affect these designs, and outline a design approach for proper human-computer interfaces for the elderly which take into account affective computing principles. We then develop a case study around a chat application – ChitChat – which takes these principles and guidelines into account from the beginning, and give several examples of real-world applications also built with these guidelines. Finally, we conclude by summarizing the broader impacts of this work
A comprehensive framework for the rapid prototyping of ubiquitous interaction
In the interaction between humans and computational systems, many advances have
been made in terms of hardware (e.g., smart devices with embedded sensors and
multi-touch surfaces) and software (e.g., algorithms for the detection and tracking of
touches, gestures and full body movements). Now that we have the computational
power and devices to manage interactions between the physical and the digital world,
the question is—what should we do? For the Human-Computer Interaction research
community answering to this question means to materialize Mark Weiser’s vision of
Ubiquitous Computing.
In the desktop computing paradigm, the desktop metaphor is implemented by a graphical
user interface operated via mouse and keyboard. Users are accustomed to employing artificial
control devices whose operation has to be learned and they interact in an environment
that inhibits their faculties. For example the mouse is a device that allows movements
in a two dimensional space, thus limiting the twenty three degrees of freedom of the
human’s hand. The Ubiquitous Computing is an evolution in the history of computation:
it aims at making the interface disappear and integrating the information processing into
everyday objects with computational capabilities. In this way humans would no more
be forced to adapt to machines but, instead, the technology will harmonize with the
surrounding environment. Conversely from the desktop case, ubiquitous systems make
use of heterogeneous Input/Output devices (e.g., motion sensors, cameras and touch
surfaces among others) and interaction techniques such as touchless, multi-touch, and
tangible. By reducing the physical constraints in interaction, ubiquitous technologies
can enable interfaces that endow more expressive power (e.g., free-hand gestures) and,
therefore, such technologies are expected to provide users with better tools to think,
create and communicate.
It appears clear that approaches based on classical user interfaces from the desktop
computing world do not fit with ubiquitous needs, for they were thought for a single user
who is interacting with a single computing systems, seated at his workstation and looking
at a vertical screen. To overcome the inadequacy of the existing paradigm, new models
started to be developed that enable users to employ their skills effortlessly and lower
the cognitive burden of interaction with computational machines. Ubiquitous interfaces
are pervasive and thus invisible to its users, or they become invisible with successive
interactions in which the users feel they are instantly and continuously successful.
All the benefits advocated by ubiquitous interaction, like the invisible interface and a more
natural interaction, come at a price: the design and development of interactive systems
raise new conceptual and practical challenges. Ubiquitous systems communicate with the real world by means of sensors, emitters and actuators. Sensors convert real world
inputs into digital data, while emitters and actuators are mostly used to provide digital or
physical feedback (e.g., a speaker emitting sounds). Employing such variety of hardware
devices in a real application can be difficult because their use requires knowledge of
underneath physics and many hours of programming work. Furthermore, data integration
can be cumbersome, for any device vendor uses different programming interfaces and
communication protocols. All these factors make the rapid prototyping of ubiquitous
systems a challenging task.
Prototyping is a pivoting activity to foster innovation and creativity through the exploration
of a design space. Nevertheless, while there are many prototyping tools and
guidelines for traditional user interfaces, very few solutions have been developed for a
holistic prototyping of ubiquitous systems. The tremendous amount of different input devices,
interaction techniques and physical environments envisioned by researchers produces
a severe challenge from the point of view of general and comprehensive development
tools. All of this makes it difficult to work in a design and development space where
practitioners need to be familiar with different related subjects, involving software and
hardware. Moreover, the technological context is further complicated by the fact that
many of the ubiquitous technologies have recently grown from an embryonic stage and are
still in a process of maturation; thus they lack of stability, reliability and homogeneity. For
these reasons, it is compelling to develop tools support to the programming of ubiquitous
interaction. In this thesis work this particular topic is addressed.
The goal is to develop a general conceptual and software framework that makes use
of hardware abstraction to lighten the prototyping process in the design of ubiquitous
systems. The thesis is that, by abstracting from low-level details, it is possible to provide
unified, coherent and consistent access to interacting devices independently of their
implementation or communication protocols. In this dissertation the existing literature is
revised and is pointed out that there is a need in the art of frameworks that provide such
a comprehensive and integrate support. Moreover, the objectives and the methodology to
fulfill them, together with the major contributions of this work are described. Finally, the
design of the proposed framework, its development in the form of a set of software libraries,
its evaluation with real users and a use case are presented. Through the evaluation and
the use case it has been demonstrated that by encompassing heterogeneous devices into
a unique design it is possible to reduce user efforts to develop interaction in ubiquitous
environments. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------En la interacción entre personas y sistemas de computación se han realizado muchos
adelantos por lo que concierne el hardware (p.ej., dispositivos inteligentes con sensores
integrados y superficies táctiles) y el software (p.ej., algoritmos para el reconocimiento
y rastreo de puntos de contactos, gestos de manos y movimientos corporales). Ahora que
se dispone del poder computacional y de los dispositivos para proporcionar una interacción
entre el mundo fisico y el mundo digital, la pregunta es—que se debería hacer? Contestar
a esta pregunta, para la comunidad de investigación en la Interacción Persona-Ordenador,
significa hacer realidad la visión de Mark Weiser sobre la Computación Ubicua.
En el paradigma de computación de escritorio, la metáfora del escritorio se implementa
a través de la interfaz gráfica de usuario con la que se interactúa a través de teclado y
ratón. En este paradigma, los usuarios se adaptan a utilizar dispositivos artificiales, cuyas
operaciones deben ser aprendidas, y a interactuar en un entorno que inhibe sus capacidades.
Por ejemplo, el ratón es un dispositivo que permite movimientos en dos dimensiones,
por tanto limita los veintitrés grados de libertad de una mano. La Computación Ubicua
se considera como una evolución en la historia de la computación: su objetivo es hacer
que la interfaz desaparezca e integrar el procesamiento de la información en los objetos
cotidianos, provistos de capacidad de computo. De esta forma, el usuario no se vería
forzado a adaptarse a la maquinas sino que la tecnología se integrarían directamente
con el entorno. A diferencia de los sistemas de sobremesa, los sistemas ubicuos utilizan
dispositivos de entrada/salida heterogéneos (p.ej., sensores de movimiento, cameras y
superficies táctiles entre otros) y técnicas de interacción como la interacción sin tocar,
multitáctil o tangible. Reduciendo las limitaciones físicas en la interacción, las tecnologías
ubicuas permiten la creación de interfaces con un mayor poder de expresión (p.ej.,
gestos con las manos) y, por lo tanto, se espera que proporcionen a los usuarios mejores
herramientas para pensar, crear y comunicar.
Parece claro que las soluciones basadas en las interfaces clásicas no satisfacen las necesidades
de la interacción ubicua, porque están pensadas por un único usuario que interactúa
con un único sistema de computación, sentado a su mesa de trabajo y mirando una
pantalla vertical. Para superar las deficiencias del paradigma de escritorio, se empezaron
a desarrollar nuevos modelos de interacción que permitiesen a los usuarios emplear sin
esfuerzo sus capacidades innatas y adquiridas y reducir la carga cognitiva de las interfaces
clásicas. Las interfaces ubicuas son pervasivas y, por lo tanto, invisibles a sus usuarios, o
devienen invisibles a través de interacciones sucesivas en las que los usuarios siempre se
sienten que están teniendo éxito. Todos los beneficios propugnados por la interacción
ubicua, como la interfaz invisible o una interacción mas natural, tienen un coste: el diseño y el desarrollo de sistemas de interacción ubicua introducen nuevos retos conceptuales
y prácticos. Los sistemas ubicuos comunican con el mundo real a través de sensores y
emisores. Los sensores convierten las entradas del mundo real en datos digitales, mientras
que los emisores se utilizan principalmente para proporcionar una retroalimentación digital
o física (p.ej., unos altavoces que emiten un sonido). Emplear una gran variedad de
dispositivos hardware en una aplicación real puede ser difícil, porque su uso requiere
conocimiento de física y muchas horas de programación. Además, la integración de los
datos puede ser complicada, porque cada proveedor de dispositivos utiliza diferentes
interfaces de programación y protocolos de comunicación. Todos estos factores hacen
que el prototipado rápido de sistemas ubicuos sea una tarea que constituye un difícil reto
en la actualidad.
El prototipado es una actividad central para promover la innovación y la creatividad a
través de la exploración de un espacio de diseño. Sin embargo, a pesar de que existan
muchas herramientas y líneas guías para el prototipado de las interfaces de escritorio, a
día de hoy han sido desarrolladas muy pocas soluciones para un prototipado holístico de la
interacción ubicua. La enorme cantidad de dispositivos de entrada, técnicas de interacción
y entornos físicos concebidos por los investigadores supone un gran desafío desde el punto
de vista de un entorno general e integral. Todo esto hace que sea difícil trabajar en un
espacio de diseño y desarrollo en el que los profesionales necesitan tener conocimiento de
diferentes materias relacionadas con temas de software y hardware. Además, el contexto
tecnológico se complica por el hecho que muchas de estas tecnologías ubicuas acaban
de salir de un estadio embrionario y están todavía en un proceso de desarrollo; por lo
tanto faltan de estabilidad, fiabilidad y homogeneidad. Por estos motivos es fundamental
desarrollar herramientas que soporten el proceso de prototipado de la interacción ubicua.
Este trabajo de tesis doctoral se dedica a este problema.
El objetivo es desarrollar una arquitectura conceptual y software que utilice un nivel de
abstracción del hardware para hacer mas fácil el proceso de prototipado de sistemas de
interacción ubicua. La tesis es que, abstrayendo de los detalles de bajo nivel, es posible
proporcionar un acceso unificado, consistente y coherente a los dispositivos de interacción
independientemente de su implementación y de los protocolos de comunicación. En esta
tesis doctoral se revisa la literatura existente y se pone de manifiesto la necesidad de
herramientas y marcos que proporcionen dicho soporte global e integrado. Además, se
describen los objetivos propuestos, la metodología para alcanzarlos y las contribuciones
principales de este trabajo. Finalmente, se presentan el diseño del marco conceptual,
así como su desarrollo en forma de un conjunto de librerías software, su evaluación con
usuarios reales y un caso de uso. A través de la evaluación y del caso de uso se ha
demostrado que considerando dispositivos heterogéneos en un único diseño es posible
reducir los esfuerzos de los usuarios para desarrollar la interacción en entornos ubicuos
Tabletop tangible maps and diagrams for visually impaired users
En dépit de leur omniprésence et de leur rôle essentiel dans nos vies professionnelles et personnelles, les représentations
graphiques, qu'elles soient numériques ou sur papier, ne sont pas accessibles aux personnes déficientes visuelles car elles
ne fournissent pas d'informations tactiles. Par ailleurs, les inégalités d'accès à ces représentations ne cessent de
s'accroître ; grâce au développement de représentations graphiques dynamiques et disponibles en ligne, les personnes voyantes
peuvent non seulement accéder à de grandes quantités de données, mais aussi interagir avec ces données par le biais de
fonctionnalités avancées (changement d'échelle, sélection des données à afficher, etc.). En revanche, pour les personnes
déficientes visuelles, les techniques actuellement utilisées pour rendre accessibles les cartes et les diagrammes nécessitent
l'intervention de spécialistes et ne permettent pas la création de représentations interactives.
Cependant, les récentes avancées dans le domaine de l'adaptation automatique de contenus laissent entrevoir, dans les
prochaines années, une augmentation de la quantité de contenus adaptés. Cette augmentation doit aller de pair avec le
développement de dispositifs utilisables et abordables en mesure de supporter l'affichage de représentations interactives et
rapidement modifiables, tout en étant accessibles aux personnes déficientes visuelles. Certains prototypes de recherche
s'appuient sur une représentation numérique seulement : ils peuvent être instantanément modifiés mais ne fournissent que très
peu de retour tactile, ce qui rend leur exploration complexe d'un point de vue cognitif et impose de fortes contraintes sur
le contenu. D'autres prototypes s'appuient sur une représentation numérique et physique : bien qu'ils puissent être explorés
tactilement, ce qui est un réel avantage, ils nécessitent un support tactile qui empêche toute modification rapide. Quant aux
dispositifs similaires à des tablettes Braille, mais avec des milliers de picots, leur coût est prohibitif.
L'objectif de cette thèse est de pallier les limitations de ces approches en étudiant comment développer des cartes et
diagrammes interactifs physiques, modifiables et abordables. Pour cela, nous nous appuyons sur un type d'interface qui a
rarement été étudié pour des utilisateurs déficients visuels : les interfaces tangibles, et plus particulièrement les
interfaces tangibles sur table. Dans ces interfaces, des objets physiques représentent des informations numériques et peuvent
être manipulés par l'utilisateur pour interagir avec le système, ou par le système lui-même pour refléter un changement du
modèle numérique - on parle alors d'interfaces tangibles sur tables animées, ou actuated. Grâce à la conception, au
développement et à l'évaluation de trois interfaces tangibles sur table (les Tangible Reels, la Tangible Box et BotMap), nous
proposons un ensemble de solutions techniques répondant aux spécificités des interfaces tangibles pour des personnes
déficientes visuelles, ainsi que de nouvelles techniques d'interaction non-visuelles, notamment pour la reconstruction d'une
carte ou d'un diagramme et l'exploration de cartes de type " Pan & Zoom ". D'un point de vue théorique, nous proposons aussi
une nouvelle classification pour les dispositifs interactifs accessibles.Despite their omnipresence and essential role in our everyday lives, online and printed graphical representations are
inaccessible to visually impaired people because they cannot be explored using the sense of touch. The gap between sighted
and visually impaired people's access to graphical representations is constantly growing due to the increasing development
and availability of online and dynamic representations that not only give sighted people the opportunity to access large
amounts of data, but also to interact with them using advanced functionalities such as panning, zooming and filtering. In
contrast, the techniques currently used to make maps and diagrams accessible to visually impaired people require the
intervention of tactile graphics specialists and result in non-interactive tactile representations.
However, based on recent advances in the automatic production of content, we can expect in the coming years a growth in the
availability of adapted content, which must go hand-in-hand with the development of affordable and usable devices. In
particular, these devices should make full use of visually impaired users' perceptual capacities and support the display of
interactive and updatable representations. A number of research prototypes have already been developed. Some rely on digital
representation only, and although they have the great advantage of being instantly updatable, they provide very limited
tactile feedback, which makes their exploration cognitively demanding and imposes heavy restrictions on content. On the other
hand, most prototypes that rely on digital and physical representations allow for a two-handed exploration that is both
natural and efficient at retrieving and encoding spatial information, but they are physically limited by the use of a tactile
overlay, making them impossible to update. Other alternatives are either extremely expensive (e.g. braille tablets) or offer
a slow and limited way to update the representation (e.g. maps that are 3D-printed based on users' inputs).
In this thesis, we propose to bridge the gap between these two approaches by investigating how to develop physical
interactive maps and diagrams that support two-handed exploration, while at the same time being updatable and affordable. To
do so, we build on previous research on Tangible User Interfaces (TUI) and particularly on (actuated) tabletop TUIs, two
fields of research that have surprisingly received very little interest concerning visually impaired users. Based on the
design, implementation and evaluation of three tabletop TUIs (the Tangible Reels, the Tangible Box and BotMap), we propose
innovative non-visual interaction techniques and technical solutions that will hopefully serve as a basis for the design of
future TUIs for visually impaired users, and encourage their development and use. We investigate how tangible maps and
diagrams can support various tasks, ranging from the (re)construction of diagrams to the exploration of maps by panning and
zooming. From a theoretical perspective we contribute to the research on accessible graphical representations by highlighting
how research on maps can feed research on diagrams and vice-versa. We also propose a classification and comparison of
existing prototypes to deliver a structured overview of current research
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