2,593 research outputs found

    Adaptive mouse-replacement interface control functions for users with disabilities

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    We discuss experiences employing a video-based mouse-replacement interface system, the Camera Mouse, at care facilities for individuals with severe motion impairments and propose adaptations of the system. Traditional approaches to assistive technology are often inflexible, requiring users to adapt their limited motions to the requirements of the system. Such systems may have static or difficult-to-change configurations that make it challenging for multiple users to share the same system or for users whose motion abilities slowly degenerate. As users fatigue, they may experience more limited motion ability or additional unintended motions. To address these challenges, we propose adaptive mouse-control functions to be used in our mouse-replacement system. These functions can be changed to adapt the technology to the needs of the user, rather than making the user adapt to the technology. We present observations of an individual with severe cerebral palsy using our system.National Science Foundation (IIS-0713229, IIS-0855065, IIS-0910908

    Learner-centred Accessibility for Interoperable Web-based Educational Systems

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    This paper describes the need for an information model and specifications that support a new strategy for delivering accessible computer-based resources to learners based on their specific needs and preferences in the circumstances in which they are operating. The strategy augments the universal accessibility of resources model to enable systems to focus on individual learners and their particular accessibility needs and preferences. A set of specifications known as the AccessForAll specifications is proposed

    Using Wii technology to explore real spaces via virtual environments for people who are blind

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    Purpose - Virtual environments (VEs) that represent real spaces (RSs) give people who are blind the opportunity to build a cognitive map in advance that they will be able to use when arriving at the RS. Design - In this research study Nintendo Wii based technology was used for exploring VEs via the Wiici application. The Wiimote allows the user to interact with VEs by simulating walking and scanning the space. Finding - By getting haptic and auditory feedback the user learned to explore new spaces. We examined the participants' abilities to explore new simple and complex places, construct a cognitive map, and perform orientation tasks in the RS. Originality – To our knowledge, this finding presents the first virtual environment for people who are blind that allow the participants to scan the environment and by this to construct map model spatial representations

    Collaborative adaptive accessibility and human capabilities

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    This thesis discusses the challenges and opportunities facing the field of accessibility, particularly as computing becomes ubiquitous. It is argued that a new approach is needed that centres around adaptations (specific, atomic changes) to user interfaces and content in order to improve their accessibility for a wider range of people than targeted by present Assistive Technologies (ATs). Further, the approach must take into consideration the capabilities of people at the human level and facilitate collaboration, in planned and ad-hoc environments. There are two main areas of focus: (1) helping people experiencing minor-to-moderate, transient and potentially-overlapping impairments, as may be brought about by the ageing process and (2) supporting collaboration between people by reasoning about the consequences, from different users perspectives, of the adaptations they may require. A theoretical basis for describing these problems and a reasoning process for the semi-automatic application of adaptations is developed. Impairments caused by the environment in which a device is being used are considered. Adaptations are drawn from other research and industry artefacts. Mechanical testing is carried out on key areas of the reasoning process, demonstrating fitness for purpose. Several fundamental techniques to extend the reasoning process in order to take temporal factors (such as fluctuating user and device capabilities) into account are broadly described. These are proposed to be feasible, though inherently bring compromises (which are defined) in interaction stability and the needs of different actors (user, device, target level of accessibility). This technical work forms the basis of the contribution of one work-package of the Sustaining ICT use to promote autonomy (Sus-IT) project, under the New Dynamics of Ageing (NDA) programme of research in the UK. Test designs for larger-scale assessment of the system with real-world participants are given. The wider Sus-IT project provides social motivations and informed design decisions for this work and is carrying out longitudinal acceptance testing of the processes developed here

    Information and distances

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    We prove all randomized sampling methods produce outliers. Given a computable measure P over natural numbers or infinite binary sequences, there is no method that can produce an arbitrarily large sample such that all its members are typical of P. The second part of this dissertation describes a computationally inexpensive method to approximate Hilbertian distances. This method combines the semi-least squares inverse techinque with the canonical modern machine learning technique known as the kernel trick. In the task of distance approximation, our method was shown to be comparable in performance to a solution employing the Nystrom method. Using the kernel semi-least squares method, we developed and incorporated the Kernel-Subset-Tracker into the Camera Mouse, a video-based mouse replacement software for people with movement disabilities. The Kernel-Subset-Tracker is an exemplar-based method that uses a training set of representative images to produce online templates for positional tracking. Our experiments with test subjects show that augmenting the Camera Mouse with the Kernel-Subset-Tracker improves communication bandwidth statistically significantly

    Enabling learning for all through adaptable personal learning environments

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    Dwell-free input methods for people with motor impairments

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    Millions of individuals affected by disorders or injuries that cause severe motor impairments have difficulty performing compound manipulations using traditional input devices. This thesis first explores how effective various assistive technologies are for people with motor impairments. The following questions are studied: (1) What activities are performed? (2) What tools are used to support these activities? (3) What are the advantages and limitations of these tools? (4) How do users learn about and choose assistive technologies? (5) Why do users adopt or abandon certain tools? A qualitative study of fifteen people with motor impairments indicates that users have strong needs for efficient text entry and communication tools that are not met by existing technologies. To address these needs, this thesis proposes three dwell-free input methods, designed to improve the efficacy of target selection and text entry based on eye-tracking and head-tracking systems. They yield: (1) the Target Reverse Crossing selection mechanism, (2) the EyeSwipe eye-typing interface, and (3) the HGaze Typing interface. With Target Reverse Crossing, a user moves the cursor into a target and reverses over a goal to select it. This mechanism is significantly more efficient than dwell-time selection. Target Reverse Crossing is then adapted in EyeSwipe to delineate the start and end of a word that is eye-typed with a gaze path connecting the intermediate characters (as with traditional gesture typing). When compared with a dwell-based virtual keyboard, EyeSwipe affords higher text entry rates and a more comfortable interaction. Finally, HGaze Typing adds head gestures to gaze-path-based text entry to enable simple and explicit command activations. Results from a user study demonstrate that HGaze Typing has better performance and user satisfaction than a dwell-time method

    Virtual sculpting and 3D printing for young people with disabilities

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    In this paper, we present the SHIVA project which was designed to provide virtual sculpting tools for young people with complex disabilities, to allow them to engage with artistic and creative activities that they might otherwise never be able to access. Modern 3D printing then allows us to physically build their creations. To achieve this, we combined our expertise in education, accessible technology, user interfaces and geometric modelling. We built a generic accessible graphical user interface (GUI) and a suitable geometric modelling system and used these to produce two prototype modelling exercises. These tools were deployed in a school for students with complex disabilities and are now being used for a variety of educational and developmental purposes. In this paper, we present the project's motivations, approach and implementation details together with initial results, including 3D printed objects designed by young people who have disabilties

    Utilizing Brain-computer Interfacing to Control Neuroprosthetic Devices

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    Advances in neuroprosthetics in recent years have made an enormous impact on the quality of life for many people with disabilities, helping them regain the functionality of damaged or impaired abilities. One of the main hurdles to regaining full functionality regarding neuroprosthetics is the integration between the neural prosthetic device and the method in which the neural prosthetic device is controlled or manipulated to function correctly and efficiently. One of the most promising methods for integrating neural prosthetics to an efficient method of control is through Brian-computer Interfacing (BCI). With this method, the neuroprosthetic device is integrated into the human brain through the use of a specialized computer, which allows for users of neuroprosthetic devices to control the devices in the same way that they would control a normally working human function- with their mind. There are both invasive and non-invasive methods to implement Brain-computer Interfacing, both of which involve the process of acquiring a brain signal, processing the signal, and finally providing a usable device output. There are several examples of integration between Brain-computer Interfacing and neural prosthetics that are currently being researched. Many challenges must be overcome before a widespread clinical application of integration between Brain-computer Interfaces and neural prosthetics becomes a reality, but current research continues to provide promising advancement toward making this technology available as a means for people to regain lost functionality
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