279 research outputs found
A framework for the assembly and delivery of multimodal graphics in E-learning environments
In recent years educators and education institutions have embraced E-Learning environments as a method of delivering content to and communicating with their learners. Particular attention needs to be paid to the accessibility of the content that each educator provides. In relation to graphics, content providers are instructed to provide textual alternatives for each graphic using either the āaltā attribute or the ālongdescā attribute of the HTML IMG tag. This is not always suitable for graphical concepts inherent in technical topics due to the spatial nature of the information. As there is currently no suggested alternative to the use of textual descriptions in E-Learning environments, blind learners are at a signiļ¬cant disadvantage when attempting to learn Science, Technology, Engineering or Mathematical (STEM) subjects online. A new approach is required that will provide blind learners with the same learning capabilities enjoyed by their sighted peers in relation to graphics.
Multimodal graphics combine the modalities of sound and touch in order to deliver graphical concepts to blind learners. Although they have proven successful, they can be time consuming to create and often require expertise in accessible graphic design. This thesis proposes an approach based on mainstream E-Learning techniques that can support non-experts in the assembly of multimodal graphics. The approach is known as the Multimodal Graphic Assembly and Delivery Framework (MGADF). It exploits a component based Service Oriented Architecture (SOA) to provide non experts with the ability to assemble multimodal graphics and integrate them into mainstream E-Learning environments.
This thesis details the design of the system architecture, information architecture and methodologies of the MGADF. Proof of concept interfaces were implemented, based on the design, that clearly demonstrate the feasibility of the approach. The interfaces were used in an end-user evaluation that assessed the beneļ¬ts of a component based approach for non-expert multimodal graphic producers
Non-Visual Representation of Complex Documents for Use in Digital Talking Books
Essential written information such as text books, bills, and catalogues needs to be accessible by everyone. However, access is not always available to vision-impaired people. As they require electronic documents to be available in specific formats. In order to address the accessibility issues of electronic documents, this research aims to design an affordable, portable, standalone and simple to use complete reading system that will convert and describe complex components in electronic documents to print disabled users
The integrated accessible library: a model of service development for the 21st century
The Integrated Accessible Library: A model of service development for the 21st century makes the case for a national initiative to make all library and information services accessible to people who are blind or have a visual impairment. The Resources for Visually Impaired Users of the Electronic Library (REVIEL) Project has investigated the current state of accessible services and explored what would be needed to achieve national excellence in this field. A model is presented in The Integrated Accessible Library: A model of service development for the 21st century, which if implemented would enable libraries to fulfil their responsibilities to provide inclusive services, ensuring that no-one is excluded because of their visual impairment. As we move into increasingly electronic information environments, in which visual images are playing an increasing role as carriers of content, inclusion cannot be achieved by default or by wishful thinking or by small bands of committed volunteers. Making all library and information services accessible should be on the agenda of every information professional and every policy maker. Working together, we can reach the goal of accessible services
The design and evaluation of non-visual information systems for blind users
This research was motivated by the sudden increase of hypermedia information (such as
that found on CD-ROMs and on the World Wide Web), which was not initially accessible
to blind people, although offered significant advantages over traditional braille and audiotape
information. Existing non-visual information systems for blind people had very
different designs and functionality, but none of them provided what was required according
to user requirements studies: an easy-to-use non-visual interface to hypermedia material
with a range of input devices for blind students. Furthermore, there was no single suitable
design and evaluation methodology which could be used for the development of non-visual
information systems. The aims of this research were therefore: (1) to develop a generic,
iterative design and evaluation methodology consisting of a number of techniques suitable
for formative evaluation of non-visual interfaces; (2) to explore non-visual interaction
possibilities for a multimodal hypermedia browser for blind students based on user
requirements; and (3) to apply the evaluation methodology to non-visual information
systems at different stages of their development.
The methodology developed and recommended consists of a range of complementary
design and evaluation techniques, and successfully allowed the systematic development of
prototype non-visual interfaces for blind users by identifying usability problems and
developing solutions. Three prototype interfaces are described: the design and evaluation
of two versions of a hypermedia browser; and an evaluation of a digital talking book.
Recommendations made from the evaluations for an effective non-visual interface include
the provision of a consistent multimodal interface, non-speech sounds for information and
feedback, a range of simple and consistent commands for reading, navigation, orientation
and output control, and support features. This research will inform developers of similar
systems for blind users, and in addition, the methodology and design ideas are considered
sufficiently generic, but also sufficiently detailed, that the findings could be applied
successfully to the development of non-visual interfaces of any type
Non-visual representation of complex documents for use in digital talking books
According to a World Intellectual Property Organization (WIPO) estimation,
only 5% of the world's one million print titles that are published every year
are accessible to the approximately 340 million blind, visually impaired or print
disabled people. Equal access to information is a basic right of all people. Essen-
tial information such as flyers, brochures, event calendars, programs, catalogues
and booking information needs to be accessible by everyone. Information helps
people to make decisions, be involved in society and live independent lives. Ar-
ticle 21, Section 4.2. of the United Nation's Convention on the rights of people
with disabilities advocates the right of blind and partially sighted people to take
control of their own lives. However, this entitlement is not always available to
them without access to information. Today, electronic documents have become
pervasive. For vision-impaired people electronic documents need to be available
in specific formats to be accessible. If these formats are not made available,
vision-impaired people are greatly disadvantaged when compared to the general
population. Therefore, addressing electronic document accessibility for them is
an extremely important concern. In order to address the accessibility issues
of electronic documents, this research aims to design an affordable, portable,
stand-alone and simple to use "Complete Reading System" to provide accessible electronic documents to vision impaired
Access to books for the visually impaired: minimising charity and maximising choice
This research aims to find ways of making access to copyrighted books for the
visually impaired as much a matter of choice as possible by moving the provision of
access away from models based on charity and of building the provision of access
into the mainstream.
The work of third sector organisations providing access and attempts by the visually
impaired community itself to enhance access are described. Realities effecting
support workers in universities who have to help visually impaired students
investigated. Legal disputes relating to copyright and anti-discrimination law are
discussed. Developments in the ebooks market are monitored with a particular
reference to attempts to build accessibility into devices like the Kindle and Apple
products.
The research also looks at how best to secure access to online bookshops, web
pages offering ebooks for download in public libraries and ebook libraries in
academia. The current level of access being achieved in this area is assessed. Next
ongoing attempts to improve access and differing views on the advisability of an
approach based on enforcement of the Worldwide Web Consortiumās accessibility
guidelines or a more flexible approach emphasising user testing are discussed.
Conclusions and recommendations: changes to copyright law and further
development and clarification of anti-discrimination law as it applies to publishers
are necessary. Libraries should adopt a more innovative approach and field some of
the specialist provision currently undertaken by charitable organisations.
Accessibility to relevant websites is probably best provided by a combination of
ongoing relationship building and with web developers and a more flexible
approach than rigid enforcement of accessibility guidelines. Further research is
needed on exactly how libraries could undertake specialist transcription most
efficiently and on how to bring multi-national companies like Adobe, Amazon and
other manufacturers of ebooks reading devices unambiguously into the ambit of
anti-discrimination
Practical, appropriate, empirically-validated guidelines for designing educational games
There has recently been a great deal of interest in the
potential of computer games to function as innovative
educational tools. However, there is very little evidence of
games fulfilling that potential. Indeed, the process of
merging the disparate goals of education and games design
appears problematic, and there are currently no practical
guidelines for how to do so in a coherent manner. In this
paper, we describe the successful, empirically validated
teaching methods developed by behavioural psychologists
and point out how they are uniquely suited to take
advantage of the benefits that games offer to education. We
conclude by proposing some practical steps for designing
educational games, based on the techniques of Applied
Behaviour Analysis. It is intended that this paper can both
focus educational games designers on the features of games
that are genuinely useful for education, and also introduce a
successful form of teaching that this audience may not yet
be familiar with
Designing a New Tactile Display Technology and its Disability Interactions
People with visual impairments have a strong desire for a refreshable tactile interface that can provide immediate access to full page of Braille and tactile graphics. Regrettably, existing devices come at a considerable expense and remain out of reach for many. The exorbitant costs associated with current tactile displays stem from their intricate design and the multitude of components needed for their construction. This underscores the pressing need for technological innovation that can enhance tactile displays, making them more accessible and available to individuals with visual impairments. This research thesis delves into the development of a novel tactile display technology known as Tacilia. This technology's necessity and prerequisites are informed by in-depth qualitative engagements with students who have visual impairments, alongside a systematic analysis of the prevailing architectures underpinning existing tactile display technologies. The evolution of Tacilia unfolds through iterative processes encompassing conceptualisation, prototyping, and evaluation. With Tacilia, three distinct products and interactive experiences are explored, empowering individuals to manually draw tactile graphics, generate digitally designed media through printing, and display these creations on a dynamic pin array display. This innovation underscores Tacilia's capability to streamline the creation of refreshable tactile displays, rendering them more fitting, usable, and economically viable for people with visual impairments
Teaching Learners with Visual Impairment
This book, Teaching Learners with Visual Impairment, focuses on holistic support to learners with visual impairment in and beyond the classroom and school context. Special attention is given to classroom practice, learning support, curriculum differentiation and assessment practices, to mention but a few areas of focus covered in the book. In this manner, this book makes a significant contribution to the existing body of knowledge on the implementation of inclusive education policy with learners affected by visual impairment
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