40 research outputs found

    A Haptic System for Depicting Mathematical Graphics for Students with Visual Impairments

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    When teaching students with visual impairments educators generally rely on tactile tools to depict visual mathematical topics. Tactile media, such as embossed paper and simple manipulable materials, are typically used to convey graphical information. Although these tools are easy to use and relatively inexpensive, they are solely tactile and are not modifiable. Dynamic and interactive technologies such as pin matrices and haptic pens are also commercially available, but tend to be more expensive and less intuitive. This study aims to bridge the gap between easy-to-use tactile tools and dynamic, interactive technologies in order to facilitate the haptic learning of mathematical concepts. We developed an haptic assistive device using a Tanvas electrostatic touchscreen that provides the user with multimodal (haptic, auditory, and visual) output. Three methodological steps comprise this research: 1) a systematic literature review of the state of the art in the design and testing of tactile and haptic assistive devices, 2) a user-centered system design, and 3) testing of the system’s effectiveness via a usability study. The electrostatic touchscreen exhibits promise as an assistive device for displaying visual mathematical elements via the haptic modality

    Extending mobile touchscreen interaction

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    Touchscreens have become a de facto interface for mobile devices, and are penetrating further beyond their core application domain of smartphones. This work presents a design space for extending touchscreen interaction, to which new solutions may be mapped. Specific touchscreen enhancements in the domains of manual input, visual output and haptic feedback are explored and quantitative and experiental findings reported. Particular areas covered are unintentional interaction, screen locking, stereoscopic displays and picoprojection. In addition, the novel interaction approaches of finger identification and onscreen physical guides are also explored. The use of touchscreens in the domains of car dashboards and smart handbags are evaluated as domain specific use cases. This work draws together solutions from the broad area of mobile touchscreen interaction. Fruitful directions for future research are identified, and information is provided for future researchers addressing those topics.Kosketusnäytöistä on muodostunut mobiililaitteiden pääasiallinen käyttöliittymä, ja ne ovat levinneet alkuperäiseltä ydinsovellusalueeltaan, matkapuhelimista, myös muihin laitteisiin. Työssä tutkitaan uusia vuorovaikutuksen, visualisoinnin ja käyttöliittymäpalautteen keinoja, jotka laajentavat perinteistä kosketusnäytön avulla tapahtuvaa vuorovaikutusta. Näihin liittyen väitöskirjassa esitetään sekä kvantitatiivisia tuloksia että uutta kartoittavia löydöksiä. Erityisesti työ tarkastelee tahatonta kosketusnäytön käyttöä, kosketusnäytön lukitusta, stereoskooppisia kosketusnäyttöjä ja pikoprojektoreiden hyödyntämistä. Lisäksi kartoitetaan uusia vuorovaikutustapoja, jotka liittyvät sormien identifioimiseen vuorovaikutuksen yhteydessä, ja fyysisiin, liikettä ohjaaviin rakenteisiin kosketusnäytöllä. Kosketusnäytön käyttöä autossa sekä osana älykästä käsilaukkua tarkastellaan esimerkkeinä käyttökonteksteista. Väitöskirjassa esitetään vuorovaikutussuunnittelun viitekehys, joka laajentaa kosketusnäyttöjen kautta tapahtuvaa vuorovaikutusta mobiililaitteen kanssa, ja johon työssä esitellyt, uudet vuorovaikutustavat voidaan sijoittaa. Väitöskirja yhdistää kosketusnäyttöihin liittyviä käyttöliittymäsuunnittelun ratkaisuja laajalta alueelta. Työ esittelee potentiaalisia suuntaviivoja tulevaisuuden tutkimuksille ja tuo uutta tutkimustietoa, jota mobiililaitteiden vuorovaikutuksen tutkijat ja käyttöliittymäsuunnittelijat voivat hyödyntää

    Extending mobile touchscreen interaction

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    Touchscreens have become a de facto interface for mobile devices, and are penetrating further beyond their core application domain of smartphones. This work presents a design space for extending touchscreen interaction, to which new solutions may be mapped. Specific touchscreen enhancements in the domains of manual input, visual output and haptic feedback are explored and quantitative and experiental findings reported. Particular areas covered are unintentional interaction, screen locking, stereoscopic displays and picoprojection. In addition, the novel interaction approaches of finger identification and onscreen physical guides are also explored. The use of touchscreens in the domains of car dashboards and smart handbags are evaluated as domain specific use cases. This work draws together solutions from the broad area of mobile touchscreen interaction. Fruitful directions for future research are identified, and information is provided for future researchers addressing those topics.Kosketusnäytöistä on muodostunut mobiililaitteiden pääasiallinen käyttöliittymä, ja ne ovat levinneet alkuperäiseltä ydinsovellusalueeltaan, matkapuhelimista, myös muihin laitteisiin. Työssä tutkitaan uusia vuorovaikutuksen, visualisoinnin ja käyttöliittymäpalautteen keinoja, jotka laajentavat perinteistä kosketusnäytön avulla tapahtuvaa vuorovaikutusta. Näihin liittyen väitöskirjassa esitetään sekä kvantitatiivisia tuloksia että uutta kartoittavia löydöksiä. Erityisesti työ tarkastelee tahatonta kosketusnäytön käyttöä, kosketusnäytön lukitusta, stereoskooppisia kosketusnäyttöjä ja pikoprojektoreiden hyödyntämistä. Lisäksi kartoitetaan uusia vuorovaikutustapoja, jotka liittyvät sormien identifioimiseen vuorovaikutuksen yhteydessä, ja fyysisiin, liikettä ohjaaviin rakenteisiin kosketusnäytöllä. Kosketusnäytön käyttöä autossa sekä osana älykästä käsilaukkua tarkastellaan esimerkkeinä käyttökonteksteista. Väitöskirjassa esitetään vuorovaikutussuunnittelun viitekehys, joka laajentaa kosketusnäyttöjen kautta tapahtuvaa vuorovaikutusta mobiililaitteen kanssa, ja johon työssä esitellyt, uudet vuorovaikutustavat voidaan sijoittaa. Väitöskirja yhdistää kosketusnäyttöihin liittyviä käyttöliittymäsuunnittelun ratkaisuja laajalta alueelta. Työ esittelee potentiaalisia suuntaviivoja tulevaisuuden tutkimuksille ja tuo uutta tutkimustietoa, jota mobiililaitteiden vuorovaikutuksen tutkijat ja käyttöliittymäsuunnittelijat voivat hyödyntää

    Dashboard settings design in SVARA using user-centred design method

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    SVARA is the first Social Media audio application in Indonesia developed by PT. Zamrud Teknologi Khatulistiwa. At present, this application does not have feature settings to display content and other basic settings on the user's side. This situation results in users not having the role to manage the appearance of the dashboard according to their preferences. Settings are done entirely by administrators using scripts and must take APIs with regular PHP scripts. And this is very troublesome. So to give a role to the view of user management, the application needs to be made a dashboard setting feature as a follow-up. Through this paper, the researchers propose designing this dashboard feature using the User-Centered Design (UCD) method. The design results show that this method has a positive correlation with user involvement support in the application development process

    Multi-Sensory Interaction for Blind and Visually Impaired People

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    This book conveyed the visual elements of artwork to the visually impaired through various sensory elements to open a new perspective for appreciating visual artwork. In addition, the technique of expressing a color code by integrating patterns, temperatures, scents, music, and vibrations was explored, and future research topics were presented. A holistic experience using multi-sensory interaction acquired by people with visual impairment was provided to convey the meaning and contents of the work through rich multi-sensory appreciation. A method that allows people with visual impairments to engage in artwork using a variety of senses, including touch, temperature, tactile pattern, and sound, helps them to appreciate artwork at a deeper level than can be achieved with hearing or touch alone. The development of such art appreciation aids for the visually impaired will ultimately improve their cultural enjoyment and strengthen their access to culture and the arts. The development of this new concept aids ultimately expands opportunities for the non-visually impaired as well as the visually impaired to enjoy works of art and breaks down the boundaries between the disabled and the non-disabled in the field of culture and arts through continuous efforts to enhance accessibility. In addition, the developed multi-sensory expression and delivery tool can be used as an educational tool to increase product and artwork accessibility and usability through multi-modal interaction. Training the multi-sensory experiences introduced in this book may lead to more vivid visual imageries or seeing with the mind’s eye

    Mobile Application Design of Learning Word in Lamaholot Language for Children Using User-Centered Design

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    Indonesia is a country with a variety of regional languages that characterize the nation. Every region in Indonesia has its local language and with its dialect and is characteristic of the region. Regional languages have become a long-established identity. Unknowingly, Indonesia is experiencing an increasingly rapid cultural change in which young generations are already in a condition where many require them not to use their local language. Also, data collected by UNESCO shows that there are approximately 30 regional languages that are endangered and, on average, are in eastern Indonesia. Facing the existing problems, this study aims to help young people to get to know their local languages through mobile applications. The local language used in this research is the “lamaholot” language, which is one of the native languages of the people of East Flores Regency and uses the user-centered design method. The design will be tailored to the user so that it can be more attractive and according to user needs. Respondents were taken as many as 147 children with an average age between 10 years to 14 years who are people in ast Flores Regency

    Interactive maps for visually impaired people : design, usability and spatial cognition

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    Connaître la géographie de son environnement urbain est un enjeu important pour les personnes déficientes visuelles. Des cartes tactiles en relief sont généralement utilisées mais elles présentent des limitations importantes (nombre limité d'informations, recours à une légende braille). Les nouvelles technologies permettent d'envisager des solutions innovantes. Nous avons conçu et développé une carte interactive accessible, en suivant un processus de conception participative. Cette carte est basée sur un dispositif multi-touch, une carte tactile en relief et une sortie sonore. Ce dispositif permet au sujet de recueillir des informations en double-cliquant sur certains objets de la carte. Nous avons démontré expérimentalement que ce prototype était plus efficace et plus satisfaisant pour des utilisateurs déficients visuels qu'une carte tactile simple. Nous avons également exploré et testé différents types d'interactions avancées accessibles pour explorer la carte. Cette thèse démontre l'importance des cartes tactiles interactives pour les déficients visuels et leur cognition spatiale.Knowing the geography of an urban environment is crucial for visually impaired people. Tactile relief maps are generally used, but they retain significant limitations (limited amount of information, use of braille legend, etc.). Recent technological progress allows the development of innovative solutions which overcome these limitations. In this thesis, we present the design of an accessible interactive map through a participatory design process. This map is composed by a multi-touch screen with tactile map overlay and speech output. It provides auditory information when tapping on map elements. We have demonstrated in an experiment that our prototype was more effective and satisfactory for visually impaired users than a simple raised-line map. We also explored and tested different types of advanced non-visual interaction for exploring the map. This thesis demonstrates the importance of interactive tactile maps for visually impaired people and their spatial cognition

    Research on Application of Cognitive-Driven Human-Computer Interaction

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    Human-computer interaction is an important research content of intelligent manufacturing human factor engineering. Natural human-computer interaction conforms to the cognition of users' habits and can efficiently process inaccurate information interaction, thus improving user experience and reducing cognitive load. Through the analysis of the information interaction process, user interaction experience cognition and human-computer interaction principles in the human-computer interaction system, a cognitive-driven human-computer interaction information transmission model is established. Investigate the main interaction modes in the current human-computer interaction system, and discuss its application status, technical requirements and problems. This paper discusses the analysis and evaluation methods of interaction modes in human-computer system from three levels of subjective evaluation, physiological measurement and mathematical method evaluation, so as to promote the understanding of inaccurate information to achieve the effect of interaction self-adaptation and guide the design and optimization of human-computer interaction system. According to the development status of human-computer interaction in intelligent environment, the research hotspots, problems and development trends of human-computer interaction are put forward

    Assessing the implementation of user-centred design standards on assistive technology for persons with visual impairments: a systematic review

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    Despite scientific and technological advances in the field of assistive technology (AT) for people with visual impairment (VI), technological designs are frequently based on a poor understanding of the physical and social context of use, resulting in devices that are less than optimal for their intended beneficiaries. To resolve this situation, user-centred approaches in the development process of AT have been widely adopted in recent years. However, there is a lack of systematization on the application of this approach. This systematic review registered in PROSPERO (CRD42022307466), assesses the application of the ISO 9241-210 human-centred design principles in allegedly “user-centred designed” AT developments for persons with VI (see Supplementary PROSPERO Protocol). The results point to a wide variation of the depth of understanding of user needs, a poor characterization of the application of the User Centred Design (UCD) approach in the initial design phases or in the early prototyping, and a vague description of user feedback and device iteration. Among the principles set out in ISO 9241-210, the application of 5.6: “the design team includes multidisciplinary skills and perspectives” is the one for which the least evidence is found. The results show there is not enough evidence to fully assess the impact of UCD in (1) promoting innovation regarding AT products and practices, and (2) Judging if AT produced following such standards is leading to better user access, wellbeing outcomes and satisfaction. To address this gap it is necessary to, first, generate better implementation of UCD in AT development and second, to strengthen evidence regarding the implementation and outcomes of using UCD for AT. To better engage with the realities of persons with VI, we propose capacity building across development teams regarding UCD, its principles and components; better planning for UCD implementation; and cross-fertilization across engineering disciplines and social and clinical science.Systematic Review Registrationhttps://www.crd.york.ac.uk/PROSPERO/display_record.php?RecordID=307466 PROSPERO (CRD42022307466)
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