1,482 research outputs found

    Non-Visual Representation of Complex Documents for Use in Digital Talking Books

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    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

    A Theory and Practice of Website Engagibility

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    This thesis explores the domain of website quality. It presents a new study of website quality - an abstraction and synthesis, a measurement methodology, and analysis - and proposes metrics which can be used to quantify it. The strategy employed involved revisiting software quality, modelling its broader perspectives and identifying quality factors which are specific to the World Wide Web (WWW). This resulted in a detailed set of elements which constitute website quality, a method for quantifying a quality measure, and demonstrating an approach to benchmarking eCommerce websites. The thesis has two dimensions. The first is a contribution to the theory of software quality - specifically website quality. The second dimension focuses on two perspectives of website quality - quality-of-product and quality-of-use - and uses them to present a new theory and methodology which are important first steps towards understanding metrics and their use when quantifying website quality. Once quantified, the websites can be benchmarked by evaluators and website owners for comparison with competitor sites. The thesis presents a study of five mature eCommerce websites. The study involves identifying, defining and collecting data counts for 67 site-level criteria for each site. These counts are specific to website product quality and include criteria such as occurrences of hyperlinks and menus which underpin navigation, occurrences of activities which underpin interactivity, and counts relating to a site’s eCommerce maturity. Lack of automated count collecting tools necessitated online visits to 537 HTML pages and performing manual counts. The thesis formulates a new approach to measuring website quality, named Metric Ratio Analysis (MRA). The thesis demonstrates how one website quality factor - engagibility - can be quantified and used for website comparison analysis. The thesis proposes a detailed theoretical and empirical validation procedure for MRA

    Developing an understanding of the nature of accessibility and usability problems blind students face in web-enhanced instruction environments

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    The central premise of this research is that blind and visually impaired (BVI) people cannot use the Internet effectively due to accessibility and usability problems. Use of the Internet is indispensable in today's education system that relies on Web-enhanced instruction (WEI). Therefore, BVI students cannot participate effectively in WEI. Extant literature recognizes that non-visual Web interaction is inherently challenging. However, it does not explain where, how and why BVI students face accessibility and usability problems in performing academic tasks in WEI. This knowledge is necessary to adequately inform the development of interventions that improve the functional and academic outcomes of BVI students in WEI. The purpose of this doctoral research is to understand the nature of accessibility and usability problems BVI students face in WEI environments. It adopts a novel user-centered, task-oriented, cognitive approach to develop an in-depth, contextually-situated, observational and experiential knowledge of these problems. The context of WEI experience under investigation is an online exam over a typical course management system. Research design is a qualitative field study that involves a multimethod evaluation of the WEI environment. The core component of this multimethod evaluation is BVI students' assessment of the WEI environment. This is triangulated through assessments made by WCAG (Web Content Accessibility Guidelines) and Web developers. The BVI student assessment employs an integrated problem solving model, in combination with verbal protocol analysis, to identify and understand where, how and why BVI students face a problem in completing the exam. The WCAG assessment employs automated accessibility testing and WCAG textual analysis to identify interface objects that violate accessibility standards and characterizes a problem. The Web developer assessment involves open-ended interviews to identify the source of a problem. Results show that the WEI environment consisted of innumerable interface objects that violated WCAG's standards on Web accessibility and usability. BVI participants faced many accessibility and usability problems that posed significant challenges completing the online exam. These problems fall into six major problem types as described below: 1. Confusion while navigating across WEI environment due to its frame-based page structure without unique frame names; 2. Susceptibility to submitting incomplete work when a new question page does not provide location and contextual information; 3. Difficulty understanding how to submit work when the selection controls for multiple option questions lack a consistent keyboard navigation procedure; 4. Inability to negotiate security information pop-up when the WEI environment uses an alert dialogue box; 5. Ambiguity in essay-type question page that lack meaningful labels for interface objects, including text area and text formatting toolbar; 6. Vulnerability of losing work when Backspace behaves as browser's Back button inside text area. This doctoral research contributes in three ways. It fills the knowledge gap about the nature of problems BVI students face in Web interactions for academic tasks. This kind of knowledge is necessary to determine accessibility and usability requirements for WEI. Another contribution is a set of mental model representations that explicate the thought processes of BVI students. Such representations are useful in developing user instruction and design of more accessible and usable Web sites. A third contribution is a user-centered, task-based, cognitive and multi-method approach to evaluate Web accessibility and usability

    Instructional eLearning technologies for the vision impaired

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    The principal sensory modality employed in learning is vision, and that not only increases the difficulty for vision impaired students from accessing existing educational media but also the new and mostly visiocentric learning materials being offered through on-line delivery mechanisms. Using as a reference Certified Cisco Network Associate (CCNA) and IT Essentials courses, a study has been made of tools that can access such on-line systems and transcribe the materials into a form suitable for vision impaired learning. Modalities employed included haptic, tactile, audio and descriptive text. How such a multi-modal approach can achieve equivalent success for the vision impaired is demonstrated. However, the study also shows the limits of the current understanding of human perception, especially with respect to comprehending two and three dimensional objects and spaces when there is no recourse to vision

    The 4th Conference of PhD Students in Computer Science

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    The design, implementation and evaluation of a web-based learning environment for distance education

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    In this study, the need was emphasised to investigate the effects of using the Web in teaching students at a distance using a multi-level evaluation framework. A Web-based learning environment was designed, developed, implemented and evaluated for this purpose. Constructivist epistemology provided the basis for developing various components and developing problem-centred and interactive activities. Management, tutorial, interaction and support components were designed to work with each other to construct the learning environment, deliver course content, facilitate interaction and monitor student progress.A methodology was designed to describe and assess the learning environment in terms of access (standardisation, speed, resources, the tutor and peers), costs (types, structure, factors influencing, etc.), teaching and learning functions (quality of course objectives, materials and resources, learning approach and student achievement), interactivity (quantity and quality of student-tutor and student-peer interaction), user-friendliness (user-interface design, ease of use and navigation design) and organisational issues. The learners were Egyptian first-grade secondary school students (32), assigned randomly, and the topic selected for the course being developed was mathematics. Feedback was obtained from both learners and experts in distance education and on-line learning during the developmental and field-testing of the learning environment. Quantitative and qualitative methods (on-line student and expert questionnaires, students' logs, performance in formative evaluation, content analysis of peer discussions, achievement test and cost-analysis) were combined to gain insights into students' satisfaction with the different instructional and technical features and capabilities of the learning environment, achievement of course objectives in comparison with conventional classroom students, factors influencing their learning and perceptions and the unit cost per student study hour.The results indicated that although the learning environment and course materials were accessible, interactive, well-structured, user-friendly and achievement was successful for the on-line group, no significant differences were identified between the on-line students and traditional classroom students in overall achievement or achievement of low-order and high-order learning objectives. In addition, it is unlikely any cost saving would be made from shifting to the Internet to deliver instruction and many major factors were found to influence the development and support costs of on-line learning

    WikiSensing: A collaborative sensor management system with trust assessment for big data

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    Big Data for sensor networks and collaborative systems have become ever more important in the digital economy and is a focal point of technological interest while posing many noteworthy challenges. This research addresses some of the challenges in the areas of online collaboration and Big Data for sensor networks. This research demonstrates WikiSensing (www.wikisensing.org), a high performance, heterogeneous, collaborative data cloud for managing and analysis of real-time sensor data. The system is based on the Big Data architecture with comprehensive functionalities for smart city sensor data integration and analysis. The system is fully functional and served as the main data management platform for the 2013 UPLondon Hackathon. This system is unique as it introduced a novel methodology that incorporates online collaboration with sensor data. While there are other platforms available for sensor data management WikiSensing is one of the first platforms that enable online collaboration by providing services to store and query dynamic sensor information without any restriction of the type and format of sensor data. An emerging challenge of collaborative sensor systems is modelling and assessing the trustworthiness of sensors and their measurements. This is with direct relevance to WikiSensing as an open collaborative sensor data management system. Thus if the trustworthiness of the sensor data can be accurately assessed, WikiSensing will be more than just a collaborative data management system for sensor but also a platform that provides information to the users on the validity of its data. Hence this research presents a new generic framework for capturing and analysing sensor trustworthiness considering the different forms of evidence available to the user. It uses an extensible set of metrics that can represent such evidence and use Bayesian analysis to develop a trust classification model. Based on this work there are several publications and others are at the final stage of submission. Further improvement is also planned to make the platform serve as a cloud service accessible to any online user to build up a community of collaborators for smart city research.Open Acces

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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