22 research outputs found

    Creating a Food Menu Application for Mendel University in Brno

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    The presented paper describes the creation of a mobile application module for showing a current menu at Mendel University cafeterias. Nowadays, the students and the university staff have the menu accessible through a static webpage. The presented solution serves as a dynamic presentation of the current menu for all Mendel University in Brno cafeterias. Most cafeteria menu applications use the REST architectures for the server backend. The contribution of the paper is in usage of the Google Firebase Realtime database as a server backend. Unlike in traditional REST architecture, the data e.g. the food rating is instantaneously changed and the users have an up to date information. Part of the presented solution is also a mobile application module for both Android and iOS where university students and staff can see the current cafeterias menus.O

    Using artificial-intelligence tools to make LaTeX content accessible to blind readers

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    Screen-reader software enables blind users to access large segments of electronic content, particularly if accessibility standards are followed. Unfortunately, this is not true for much of the content written in physics, mathematics, and other STEM-disciplines, due to the strong reliance on mathematical symbols and expressions, which screen-reader software generally fails to process correctly. A large portion of such content is based on source documents written in LaTeX, which are rendered to PDF or HTML for online distribution. Unfortunately, the resulting PDF documents are essentially inaccessible, and the HTML documents greatly vary in accessibility, since their rendering using standard tools is cumbersome at best. The paper explores the possibility of generating standards-compliant, accessible HTML from LaTeX sources using Large Language Models. It is found that the resulting documents are highly accessible, with possible complications occurring when the artificial intelligence tool starts to interpret the content

    A Systematic Mapping of Translation-Enabling Technologies for Sign Languages

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    Sign languages (SL) are the first language for most deaf people. Consequently, bidirectional communication among deaf and non-deaf people has always been a challenging issue. Sign language usage has increased due to inclusion policies and general public agreement, which must then become evident in information technologies, in the many facets that comprise sign language understanding and its computational treatment. In this study, we conduct a thorough systematic mapping of translation-enabling technologies for sign languages. This mapping has considered the most recommended guidelines for systematic reviews, i.e., those pertaining software engineering, since there is a need to account for interdisciplinary areas of accessibility, human computer interaction, natural language processing, and education, all of them part of ACM (Association for Computing Machinery) computing classification system directly related to software engineering. An ongoing development of a software tool called SYMPLE (SYstematic Mapping and Parallel Loading Engine) facilitated the querying and construction of a base set of candidate studies. A great diversity of topics has been studied over the last 25 years or so, but this systematic mapping allows for comfortable visualization of predominant areas, venues, top authors, and different measures of concentration and dispersion. The systematic review clearly shows a large number of classifications and subclassifications interspersed over time. This is an area of study in which there is much interest, with a basically steady level of scientific publications over the last decade, concentrated mainly in the European continent. The publications by country, nevertheless, usually favor their local sign language.The authors thank the School of Computing and the Computer Research Center of the Technological Institute of Costa Rica for the financial support, as well as CONICIT (Consejo Nacional para Investigaciones Científicas y Tecnológicas), Costa Rica, under grant 290-2006. This work was partly supported by the Spanish Ministry of Science, Innovation, and Universities through the Project ECLIPSE-UA under Grant RTI2018-094283-B-C32 and the Project INTEGER under Grant RTI2018-094649-B-I00, and partly by the Conselleria de Educación, Investigación, Cultura y Deporte of the Community of Valencia, Spain, within the Project PROMETEO/2018/089

    Ambient Assisted Living: Scoping Review of Artificial Intelligence Models, Domains, Technology, and Concerns

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    Background: Ambient assisted living (AAL) is a common name for various artificial intelligence (AI)—infused applications and platforms that support their users in need in multiple activities, from health to daily living. These systems use different approaches to learn about their users and make automated decisions, known as AI models, for personalizing their services and increasing outcomes. Given the numerous systems developed and deployed for people with different needs, health conditions, and dispositions toward the technology, it is critical to obtain clear and comprehensive insights concerning AI models used, along with their domains, technology, and concerns, to identify promising directions for future work. Objective: This study aimed to provide a scoping review of the literature on AI models in AAL. In particular, we analyzed specific AI models used in AАL systems, the target domains of the models, the technology using the models, and the major concerns from the end-user perspective. Our goal was to consolidate research on this topic and inform end users, health care professionals and providers, researchers, and practitioners in developing, deploying, and evaluating future intelligent AAL systems. Methods: This study was conducted as a scoping review to identify, analyze, and extract the relevant literature. It used a natural language processing toolkit to retrieve the article corpus for an efficient and comprehensive automated literature search. Relevant articles were then extracted from the corpus and analyzed manually. This review included 5 digital libraries: IEEE, PubMed, Springer, Elsevier, and MDPI. Results: We included a total of 108 articles. The annual distribution of relevant articles showed a growing trend for all categories from January 2010 to July 2022. The AI models mainly used unsupervised and semisupervised approaches. The leading models are deep learning, natural language processing, instance-based learning, and clustering. Activity assistance and recognition were the most common target domains of the models. Ambient sensing, mobile technology, and robotic devices mainly implemented the models. Older adults were the primary beneficiaries, followed by patients and frail persons of various ages. Availability was a top beneficiary concern. Conclusions: This study presents the analytical evidence of AI models in AAL and their domains, technologies, beneficiaries, and concerns. Future research on intelligent AAL should involve health care professionals and caregivers as designers and users, comply with health-related regulations, improve transparency and privacy, integrate with health care technological infrastructure, explain their decisions to the users, and establish evaluation metrics and design guidelines. Trial Registration: PROSPERO (International Prospective Register of Systematic Reviews) CRD42022347590; https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42022347590This work was part of and supported by GoodBrother, COST Action 19121—Network on Privacy-Aware Audio- and Video-Based Applications for Active and Assisted Living

    Proceedings of the 3rd Swiss conference on barrier-free communication (BfC 2020)

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    Exploring asymmetric roles in mixed-ability gaming

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    Tese de mestrado, Informática, Universidade de Lisboa, Faculdade de Ciências, 2020Noticeably, the majority of mainstreamgames — digitalgames and tabletopgames — are still designed for players with a standard set of abilities. As such, people with someformof disability, oftenface insurmountable challengestoplay mainstreamgames or are limited to playgames specifcally designed for them. By conducting an initial study, we share multiplayer gaming experiences of people with visual impairments collected from interviews with 10 adults and 10 minors, and 140 responses to an online survey. We include the perspectives of 17 sighted people who play with someone who has a visual impairment, collected in a second online survey. We found that people with visual impairments are playingdiversegames,butface limitationsin playing with others who have different visual abilities. What stood out is the lack of intersection ingaming opportunities, and consequently, in habits and interests of people with different visual abilities. In this study, we highlight barriers associated with these experiences beyond inaccessibility issues and discuss implications and opportunities for the design of mixed-abilitygaming.Asexpected,we foundaworrying absenceofgames that caterto different abilities. In this context, we explored ability-based asymmetric roles as a design approach to create engaging and challenging mixed-ability play. We designed and developed two collaborative testbedgamesexploring asymmetric interdependent roles. In a remote study with 13 mixed-visual-ability pairs we assessed how roles affected perceptions of engagement, competence, and autonomy, using a mixed-methods approach. The games provided an engaging and challenging experience, in which differences in visual ability were not limiting. Our results underline how experiences unequal by design can give rise to an equitable joint experience

    A Closer Look into Recent Video-based Learning Research: A Comprehensive Review of Video Characteristics, Tools, Technologies, and Learning Effectiveness

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    People increasingly use videos on the Web as a source for learning. To support this way of learning, researchers and developers are continuously developing tools, proposing guidelines, analyzing data, and conducting experiments. However, it is still not clear what characteristics a video should have to be an effective learning medium. In this paper, we present a comprehensive review of 257 articles on video-based learning for the period from 2016 to 2021. One of the aims of the review is to identify the video characteristics that have been explored by previous work. Based on our analysis, we suggest a taxonomy which organizes the video characteristics and contextual aspects into eight categories: (1) audio features, (2) visual features, (3) textual features, (4) instructor behavior, (5) learners activities, (6) interactive features (quizzes, etc.), (7) production style, and (8) instructional design. Also, we identify four representative research directions: (1) proposals of tools to support video-based learning, (2) studies with controlled experiments, (3) data analysis studies, and (4) proposals of design guidelines for learning videos. We find that the most explored characteristics are textual features followed by visual features, learner activities, and interactive features. Text of transcripts, video frames, and images (figures and illustrations) are most frequently used by tools that support learning through videos. The learner activity is heavily explored through log files in data analysis studies, and interactive features have been frequently scrutinized in controlled experiments. We complement our review by contrasting research findings that investigate the impact of video characteristics on the learning effectiveness, report on tasks and technologies used to develop tools that support learning, and summarize trends of design guidelines to produce learning video

    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

    Educational Technology and Related Education Conferences for June to December 2015

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    The 33rd edition of the conference list covers selected events that primarily focus on the use of technology in educational settings and on teaching, learning, and educational administration. Only listings until December 2015 are complete as dates, locations, or Internet addresses (URLs) were not available for a number of events held from January 2016 onward. In order to protect the privacy of individuals, only URLs are used in the listing as this enables readers of the list to obtain event information without submitting their e-mail addresses to anyone. A significant challenge during the assembly of this list is incomplete or conflicting information on websites and the lack of a link between conference websites from one year to the next

    Assisted Interaction for Improving Web Accessibility: An Approach Driven and Tested by Userswith Disabilities

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    148 p.Un porcentaje cada vez mayor de la población mundial depende de la Web para trabajar, socializar, opara informarse entre otras muchas actividades. Los beneficios de la Web son todavía más cruciales paralas personas con discapacidades ya que les permite realizar un sinfín de tareas que en el mundo físico lesestán restringidas debido distintas barreras de accesibilidad. A pesar de sus ventajas, la mayoría depáginas web suelen ignoran las necesidades especiales de las personas con discapacidad, e incluyen undiseño único para todos los usuarios. Existen diversos métodos para combatir este problema, como porejemplo los sistemas de ¿transcoding¿, que transforman automáticamente páginas web inaccesibles enaccesibles. Para mejorar la accesibilidad web a grupos específicos de personas, estos métodos requiereninformación sobre las técnicas de adaptación más adecuadas que deben aplicarse.En esta tesis se han realizado una serie de estudios sobre la idoneidad de diversas técnicas de adaptaciónpara mejorar la navegación web para dos grupos diferentes de personas con discapacidad: personas conmovilidad reducida en miembros superiores y personas con baja visión. Basado en revisionesbibliográficas y estudios observacionales, se han desarrollado diferentes adaptaciones de interfaces web ytécnicas alternativas de interacción, que posteriormente han sido evaluadas a lo largo de varios estudioscon usuarios con necesidades especiales. Mediante análisis cualitativos y cuantitativos del rendimiento yla satisfacción de los participantes, se han evaluado diversas adaptaciones de interfaz y métodosalternativos de interacción. Los resultados han demostrado que las técnicas probadas mejoran el acceso ala Web y que los beneficios varían según la tecnología asistiva usada para acceder al ordenador
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