21,162 research outputs found

    Workshop: Accessible Interaction for Visually Impaired People

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    International audienceImproving access to information and technology for visually impaired people is a significant challenge within the field of Human-Computer Interaction. In the last decades assistive technology has helped to increase the autonomy and quality of life of the 285 million visually impaired people worldwide. Interactive technologies can support visually impaired people in many tasks, such as navigation and wayfinding, reading and writing, access to education, or even gaming (Brock et al. 2015, Scheibler 2014). It also helps disabled people to stay in touch with friends and participate in social networks and communities (van der Geest et al. 2014).Although legal regulations on accessibility (e.g. BGG 2003) and detailed W3C-guidelines (2009) exist since many years, the majority of websites, location based services, e-learning applications and games are still not designed and programmed to be accessible, even with assistive technology (vgl. AbleGamers Foundation 2012, Köhlmann 2014, Michalska et al. 2014, Wentz & Lazar 2011). In addition, the specific needs of people with different forms of visual impairment and blindness are not sufficiently considered (Kleynhans & Fourie 2014).Hence, this workshop concerns accessibility of all kinds of digital media and services. Besides dedicated assistive technologies, audio- and gesture-based interfaces are also of interest in this context, because they work without visual interfaces and can generate an innovative userexperience for sighted as well as blind users. Some audio-based computer games are already designed as special kind of game for sighted and blind players (Collins 2013, Friberg & Gärdenfors 2008)

    BRAILLESHAPES : efficient text input on smartwatches for blind people

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    Tese de Mestrado, Engenharia Informática, 2023, Universidade de Lisboa, Faculdade de CiênciasMobile touchscreen devices like smartphones or smartwatches are a predominant part of our lives. They have evolved, and so have their applications. Due to the constant growth and advancements in technology, using such devices as a means to accomplish a vast amount of tasks has become common practice. Nonetheless, relying on touch-based interactions, requiring good spatial ability and memorization inherent to mobile devices, and lacking sufficient tactile cues, makes these devices visually demanding, thus providing a strenuous interaction modality for visually impaired people. In scenarios occurring in movement-based contexts or where onehanded use is required, it is even more apparent. We believe devices like smartwatches can provide numerous advantages when addressing such topics. However, they lack accessible solutions for several tasks, with most of the existing ones for mobile touchscreen devices targeting smartphones. With communication being of the utmost importance and intrinsic to humankind, one task, in particular, for which it is imperative to provide solutions addressing its surrounding accessibility concerns is text entry. Since Braille is a reading standard for blind people and provided positive results in prior work regarding accessible text entry approaches, we believe using it as the basis for an accessible text entry solution can help solidify a standardization for this type of interaction modality. It can also allow users to leverage previous knowledge, reducing possible extra cognitive load. Yet, even though Braille-based chording solutions achieved good results, due to the reduced space of the smartwatch’s touchscreen, a tapping approach is not the most feasible. Hence, we found the best option to be a gesture-based solution. Therefore, with this thesis, we explored and validated the concept and feasibility of Braille-based shapes as the foundation for an accessible gesture-based smartwatch text entry method for visually impaired people

    Using Crowdsourcing to Improve Accessibility of Geographic Maps on Mobile Devices

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    The continuous growth of the use of technology and mobile applications means that more people have access to information published on the web, including geographic information. However, for visually impaired people interaction is difficult if maps are not accessible. For this reason, in this paper we analyze accessibility barriers of webpages with geographic content presented on mobile devices. With the purpose of showing an alternative to improve accessibility in these pages, this study proposes the use of a technique called crowdsourcing, i.e., a group of people that voluntarily access to webpages and provide information about physical accessibility and a general description in each map element (point, line or polygon). This description is written into the Scalable Vector Graphics Tiny (SVG Tiny) code. SVG Tiny is used to represent geographic maps with HTML. In this way, screen readers can interpret the descriptions to visually impaired people, thus making maps more accessible.This work has been partially supported by the research group "Ingeniería Web, Aplicaciones y Desarrollos (IWAD)" of the Universtiy of Alicante

    A usability evaluation model for accessible mobile e-book applications for the visually impaired

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    Evaluation plays a critical role in assessing the usability of e-book applications in terms of their accessibility which allows the visually impaired to get the same benefits as ordinary people. However, current e-book usability evaluation models are not for evaluating accessible mobile e-book applications for the visually impaired as they did not sufficiently consider the accessibility issues of these applications. This study aims to develop a model that evaluates the usability of accessible mobile e-book applications for the visually impaired. Literature review and requirement-gathering methods were used to generate usability evaluation factors and metrics and later constructed as a usability evaluation model. This model was verified with 11 domain experts, and the data were analysed using the Fuzzy Delphi Method. Besides, the model was reviewed for consistency, ease of use, understandability, verifiability, and overall impression. Further, a series of online usability tests and interview sessions were conducted with 12 visually impaired participants to validate on data collection ability of the model. The descriptive analysis method was used to analyse objective metrics, and deductive thematic analysis was performed to analyse subjective metrics from interviews. This study initially proposed five evaluation factors: satisfaction, accessibility, efficiency, effectiveness, and learnability, with 35 metrics which were refined to 31 metrics after being verified. Besides, the model was validated, and the findings showed the ability to collect data and the reliability of this model in the actual context of use. The proposed model contributes to the knowledge of accessibility design, evaluation methods and human-computer interaction. Mobile application developers or usability researchers can use this model as one of the references for developing excellent and usable accessible mobile e-book applications for the visually impaired. By having a usable and satisfying accessible mobile e-book application, visually impaired learning and reading routines could be more accessible

    Creating a transportation app for visually impaired people

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    Client for this thesis was Bernmobil. Bernmobil provides public transportation services in the Bern area by busses and trams. The idea for this assignment came from the interest to provide services for a specific target group, visually impaired people. The goal of this thesis was to develop a concept of an assistive mobile application for visually impaired users to help them use public transportation by themselves. Literature research was used as the research method, which was based on the previous projects and reports on this field, including guidelines of the assistive application development and documentations about existing public transportation applications for visually impaired. The analysis and research for this project started by defining the problems, which visually impaired face when using public transportation. From a list of existing problems, four were picked which were found to be the most relevant. Guidelines for assistive application development define what is to be taken into consideration when developing an application for visually impaired users. Research of existing applications were used to define which features this kind of application includes, where they are used, and how the application for the visually impaired works. The conceptual design and interface of this application was based on the literature research. The four major features of the conceptual application (planning the route, information about arriving vehicle, information while on board and information about abnormalities on the route) solve the problems defined by the literature research. Interaction between user and the application works by screen reader and touch-based gestures. The interface is designed to be simple, only including features that are relevant and necessary. As a conclusion, companies and developers have made big efforts to design assistive applications for visually impaired. There is a lot of research concerning this matter on the general level. On the field of public transportation, there is still work to do. There are some public transportation applications that work locally in different parts of the world. World-wide there are only a few public transportation applications but they are not designed specifically for visually impaired users. So there is a gap to fill for Bernmobil to provide more accessible public transportation for their customers

    How to move from Inclusive Systems to Collaborative Systems: the Case of Virtual Reality for teaching O&M

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    International audienceInclusive systems can be used both by people with and without impairments. This creates new opportunities for sighted and visually impaired people to collaborate with the same tool. Audio-tactile maps and virtual reality (VR) represent a safe and controlled environment for Orientation & Mobility (O&M) classes. These classes aim to teach visually impaired students to move safely and independently, in particular in urban environments, and can be seen as collaborative activity between teachers and students. To go further regarding collaboration in the classroom, the same virtual environment could be used in parallel by several users. The question of collaboration through awareness from CSCW (Computer Supported Collaborative Work) is extended to VR and accessible interaction. By implementing various facilities for mutual awareness sharing the virtual and physical environment, for users with and without vision, we open the question of inclusive collaboration
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