5,142 research outputs found

    Concurrent Speech Synthesis to Improve Document First Glance for the Blind

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    International audienceSkimming and scanning are two well-known reading processes, which are combined to access the document content as quickly and efficiently as possible. While both are available in visual reading mode, it is rather difficult to use them in non visual environments because they mainly rely on typographical and layout properties. In this article, we introduce the concept of tag thunder as a way (1) to achieve the oral transposition of the web 2.0 concept of tag cloud and (2) to produce an innovative interactive stimulus to observe the emergence of self-adapted strategies for non-visual skimming of written texts. We first present our general and theoretical approach to the problem of both fast, global and non-visual access to web browsing; then we detail the progress of development and evaluation of the various components that make up our software architecture. We start from the hypothesis that the semantics of the visual architecture of web pages can be transposed into new sensory modalities thanks to three main steps (web page segmentation, keywords extraction and sound spatialization). We note the difficulty of simultaneously (1) evaluating a modular system as a whole at the end of the processing chain and (2) identifying at the level of each software brick the exact origin of its limits; despite this issue, the results of the first evaluation campaign seem promising

    Concurrent speech feedback for blind people on touchscreens

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    Tese de Mestrado, Engenharia Informática, 2023, Universidade de Lisboa, Faculdade de CiênciasSmartphone interactions are demanding. Most smartphones come with limited physical buttons, so users can not rely on touch to guide them. Smartphones come with built-in accessibility mechanisms, for example, screen readers, that make the interaction accessible for blind users. However, some tasks are still inefficient or cumbersome. Namely, when scanning through a document, users are limited by the single sequential audio channel provided by screen readers. Or when tasks are interrupted in the presence of other actions. In this work, we explored alternatives to optimize smartphone interaction by blind people by leveraging simultaneous audio feedback with different configurations, such as different voices and spatialization. We researched 5 scenarios: Task interruption, where we use concurrent speech to reproduce a notification without interrupting the current task; Faster information consumption, where we leverage concurrent speech to announce up to 4 different contents simultaneously; Text properties, where the textual formatting is announced; The map scenario, where spatialization provides feedback on how close or distant a user is from a particular location; And smartphone interactions scenario, where there is a corresponding sound for each gesture, and instead of reading the screen elements (e.g., button), a corresponding sound is played. We conducted a study with 10 blind participants whose smartphone usage experience ranges from novice to expert. During the study, we asked participants’ perceptions and preferences for each scenario, what could be improved, and in what situations these extra capabilities are valuable to them. Our results suggest that these extra capabilities we presented are helpful for users, especially if these can be turned on and off according to the user’s needs and situation. Moreover, we find that using concurrent speech works best when announcing short messages to the user while listening to longer content and not so much to have lengthy content announced simultaneously

    AudioFunctions.web: Multimodal Exploration of Mathematical Function Graphs

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    We present AudioFunctions.web, a web app that uses sonifcation, earcons and speech synthesis to enable blind people to explore mathematical function graphs. The system is designed for personalized access through different interfaces (touchscreen, keyboard, touchpad and mouse) on both mobile and traditional devices, in order to better adapt to different user abilities and preferences. It is also publicly available as a web service and can be directly accessed from the teaching material through a hypertext link. An experimental evaluation with 13 visually impaired participants highlights that, while the usability of all the presented interaction modalities is high, users with different abilities prefer different interfaces to interact with the system. It is also shown that users with higher level of mathematical education are capable of better adapting to interaction modalities considered more diffcult by others

    Developing an interactive overview for non-visual exploration of tabular numerical information

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    This thesis investigates the problem of obtaining overview information from complex tabular numerical data sets non-visually. Blind and visually impaired people need to access and analyse numerical data, both in education and in professional occupations. Obtaining an overview is a necessary first step in data analysis, for which current non-visual data accessibility methods offer little support. This thesis describes a new interactive parametric sonification technique called High-Density Sonification (HDS), which facilitates the process of extracting overview information from the data easily and efficiently by rendering multiple data points as single auditory events. Beyond obtaining an overview of the data, experimental studies showed that the capabilities of human auditory perception and cognition to extract meaning from HDS representations could be used to reliably estimate relative arithmetic mean values within large tabular data sets. Following a user-centred design methodology, HDS was implemented as the primary form of overview information display in a multimodal interface called TableVis. This interface supports the active process of interactive data exploration non-visually, making use of proprioception to maintain contextual information during exploration (non-visual focus+context), vibrotactile data annotations (EMA-Tactons) that can be used as external memory aids to prevent high mental workload levels, and speech synthesis to access detailed information on demand. A series of empirical studies was conducted to quantify the performance attained in the exploration of tabular data sets for overview information using TableVis. This was done by comparing HDS with the main current non-visual accessibility technique (speech synthesis), and by quantifying the effect of different sizes of data sets on user performance, which showed that HDS resulted in better performance than speech, and that this performance was not heavily dependent on the size of the data set. In addition, levels of subjective workload during exploration tasks using TableVis were investigated, resulting in the proposal of EMA-Tactons, vibrotactile annotations that the user can add to the data in order to prevent working memory saturation in the most demanding data exploration scenarios. An experimental evaluation found that EMA-Tactons significantly reduced mental workload in data exploration tasks. Thus, the work described in this thesis provides a basis for the interactive non-visual exploration of a broad range of sizes of numerical data tables by offering techniques to extract overview information quickly, performing perceptual estimations of data descriptors (relative arithmetic mean) and managing demands on mental workload through vibrotactile data annotations, while seamlessly linking with explorations at different levels of detail and preserving spatial data representation metaphors to support collaboration with sighted users

    Clique: Perceptually Based, Task Oriented Auditory Display for GUI Applications

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    Screen reading is the prevalent approach for presenting graphical desktop applications in audio. The primary function of a screen reader is to describe what the user encounters when interacting with a graphical user interface (GUI). This straightforward method allows people with visual impairments to hear exactly what is on the screen, but with significant usability problems in a multitasking environment. Screen reader users must infer the state of on-going tasks spanning multiple graphical windows from a single, serial stream of speech. In this dissertation, I explore a new approach to enabling auditory display of GUI programs. With this method, the display describes concurrent application tasks using a small set of simultaneous speech and sound streams. The user listens to and interacts solely with this display, never with the underlying graphical interfaces. Scripts support this level of adaption by mapping GUI components to task definitions. Evaluation of this approach shows improvements in user efficiency, satisfaction, and understanding with little development effort. To develop this method, I studied the literature on existing auditory displays, working user behavior, and theories of human auditory perception and processing. I then conducted a user study to observe problems encountered and techniques employed by users interacting with an ideal auditory display: another human being. Based on my findings, I designed and implemented a prototype auditory display, called Clique, along with scripts adapting seven GUI applications. I concluded my work by conducting a variety of evaluations on Clique. The results of these studies show the following benefits of Clique over the state of the art for users with visual impairments (1-5) and mobile sighted users (6): 1. Faster, accurate access to speech utterances through concurrent speech streams. 2. Better awareness of peripheral information via concurrent speech and sound streams. 3. Increased information bandwidth through concurrent streams. 4. More efficient information seeking enabled by ubiquitous tools for browsing and searching. 5. Greater accuracy in describing unfamiliar applications learned using a consistent, task-based user interface. 6. Faster completion of email tasks in a standard GUI after exposure to those tasks in audio

    Ambient hues and audible cues: An approach to automotive user interface design using multi-modal feedback

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    The use of touchscreen interfaces for in-vehicle information, entertainment, and for the control of comfort settings is proliferating. Moreover, using these interfaces requires the same visual and manual resources needed for safe driving. Guided by much of the prevalent research in the areas of the human visual system, attention, and multimodal redundancy the Hues and Cues design paradigm was developed to make touchscreen automotive user interfaces more suitable to use while driving. This paradigm was applied to a prototype of an automotive user interface and evaluated with respects to driver performance using the dual-task, Lane Change Test (LCT). Each level of the design paradigm was evaluated in light of possible gender differences. The results of the repeated measures experiment suggests that when compared to interfaces without both the Hues and the Cues paradigm applied, the Hues and Cues interface requires less mental effort to operate, is more usable, and is more preferred. However, the results differ in the degradation in driver performance with interfaces that only have visual feedback resulting in better task times and significant gender differences in the driving task with interfaces that only have auditory feedback. Overall, the results reported show that the presentation of multimodal feedback can be useful in design automotive interfaces, but must be flexible enough to account for individual differences

    Taux : a system for evaluating sound feedback in navigational tasks

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    This thesis presents the design and development of an evaluation system for generating audio displays that provide feedback to persons performing navigation tasks. It first develops the need for such a system by describing existing wayfinding solutions, investigating new electronic location-based methods that have the potential of changing these solutions and examining research conducted on relevant audio information representation techniques. An evaluation system that supports the manipulation of two basic classes of audio display is then described. Based on prior work on wayfinding with audio display, research questions are developed that investigate the viability of different audio displays. These are used to generate hypotheses and develop an experiment which evaluates four variations of audio display for wayfinding. Questions are also formulated that evaluate a baseline condition that utilizes visual feedback. An experiment which tests these hypotheses on sighted users is then described. Results from the experiment suggest that spatial audio combined with spoken hints is the best approach of the approaches comparing spatial audio. The test experiment results also suggest that muting a varying audio signal when a subject is on course did not improve performance. The system and method are then refined. A second experiment is conducted with improved displays and an improved experiment methodology. After adding blindfolds for sighted subjects and increasing the difficulty of navigation tasks by reducing the arrival radius, similar comparisons were observed. Overall, the two experiments demonstrate the viability of the prototyping tool for testing and refining multiple different audio display combinations for navigational tasks. The detailed contributions of this work and future research opportunities conclude this thesis

    The cognitive costs of managing emotions:A systematic review of the impact of emotional requirements on cognitive performance

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    In our increasingly service-based world, employees are now, more than ever before, required to manage the emotional demands inherent to client interactions. These emotional demands can be fuelled by emotional display rules that are part of an organisational policy. However, what differentiates client interactions from other circumstances is that not only emotional performance standards should be met but also concurrent cognitive performance standards. In some professions, lives may even depend on the interplay between both kinds of performance. This systematic review is the first to offer a systematic synthesis of the surprisingly limited number of studies on this emotion–cognition relationship (N = 18). This synthesis clearly demonstrates that cognitive performance reduces when individuals are instructed to also modify their emotional expressions (expression focused emotion regulation) concurrently. However, although combinations of emotional and cognitive requirements most likely occur during professional events, only two studies used service simulations and none used real client interactions. Other outcomes of the systematic synthesis make it even more astonishing that the cognitive-emotional performance relationship has escaped the notice of the professional field. The most striking outcome is that emotion regulation is not only getting in the way of parallel but also of subsequent cognitive tasks

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    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

    Southwest Research Institute assistance to NASA in biomedical areas of the technology

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    Significant applications of aerospace technology were achieved. These applications include: a miniaturized, noninvasive system to telemeter electrocardiographic signals of heart transplant patients during their recuperative period as graded situations are introduced; and economical vital signs monitor for use in nursing homes and rehabilitation hospitals to indicate the onset of respiratory arrest; an implantable telemetry system to indicate the onset of the rejection phenomenon in animals undergoing cardiac transplants; an exceptionally accurate current proportional temperature controller for pollution studies; an automatic, atraumatic blood pressure measurement device; materials for protecting burned areas in contact with joint bender splints; a detector to signal the passage of animals by a given point during ecology studies; and special cushioning for use with below-knee amputees to protect the integrity of the skin at the stump/prosthesis interface
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