1,897 research outputs found
Inclusive AR-games for Education of Deaf Children: Challenges and Opportunities
Game-based learning has had a rapid development in the 21st century, attracting an increasing audience. However, inclusion of all is still not a reality in society, with accessibility for deaf and hard of hearing children as a remaining challenge. To be excluded from learning due to communication barriers can have severe consequences for further studies and work. Based on previous research Augmented Reality (AR) games can be joyful learning tools that include activities with different sign languages, but AR based learning games for deaf and hard of hearing lack research. This paper aims to present opportunities and challenges of designing inclusive AR games for education of deaf children. Methods involved conducting a scoping review of previous studies about AR for deaf people. Experts were involved as co-authors for in-depth understanding of sign languages and challenges for deaf people. A set of AR input and output techniques were analysed for appropriateness, and various AR based game mechanics were compared. Results indicate that inclusive AR gameplay for deaf people could be built on AR based image and object tracking, complemented with sign recognition. These technologies provide input from the user and the real-world environment typically via the camera to the app. Scene tracking and GPS can be used for location-based game mechanics. Output to the user can be done via local signed videos ideally, but also with images and animations. Moreover, a civic intelligence approach can be applied to overcome many of the challenges that have been identified in five dimensions for inclusion of deaf people i.e., cultural, educational, psycho-social, semantic, and multimodal. The input from trusted, educated signers and teachers can enable the connection between real world objects and signed videos to provide explanations of concepts. The conclusion is that the development of an inclusive, multi-language AR game for deaf people needs to be carried out as an international collaboration, addressing all five dimensions
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Entertaining situated messaging at home
Leisure and entertainment-based computing has been traditionally associated with interactive entertainment media and game playing, yet the forms of engagement offered by these technologies only support a small part of how we act when we are at leisure. In this paper, we move away from the paradigm of leisure technology as computer-based entertainment consumption, and towards a broader view of leisure computing. This perspective is more in line with our everyday experience of leisure as an embodied, everyday accomplishment in which people artfully employ the everyday resources in the world around them in carrying out their daily lives outside of work. We develop this extended notion of leisure using data from a field study of domestic communication focusing on asynchronous and situated messaging to explore some of these issues, and develop these findings towards design implications for leisure technologies. Central to our discussion on the normal, everyday and occasioned conduct of leisure lie the notions of playfulness and creativity, the interweaving of the worlds of work and leisure, and in the creation of embodied displays of affect, all of which may be seen manifested in the use of messaging artefacts. This view of technology in support of leisure-in-the-broad is strongly divergent from traditional entertainment computing models in its coupling of the mechanics of the organisation of everyday life to the ways that we make entertainment for ourselves. This recognition allows us to draw specific implications for domestic situated messaging technologies, but also more generally for technology design by tying activities that we tend to regard as purely functional to other multifaceted and leisure-related purposes
Explaining Accessibility: Possible Variables in Usersâ Abilities, Tasks, and Contexts in IT Artefact Use
The interconnection between the two information technology (IT) artefact qualities, accessibility and usability, is challenging to define. Efforts to design and develop accessible IT artefacts should encompass the broadest range of user abilities in identified tasks and contexts. We lack sufficient research on information systems and human-computer interactions that presents a comprehensive model to explain what variables these key components of accessibility contain and how they interconnect. To address this gap in the literature, I draw on theories beyond human-computer interactions, tasks, and contexts to posit the influence of human abilities on IT use by referring to the International Classification of Functioning, Disability, and Health (ICF) framework that the World Health Organization developed. In this paper, I theoretically describe accessibility, its components, and their relationships in the IT use context based on which I present an accessibility model. Furthermore, I argue that accessibility is a moderating variable between system features and usability. Therefore, accessibility is a major determinant of user acceptance
User Interface Abstraction for enabling TV set based Inclusive Access to the Information Society
199 p.The television (TV) set is present in most homes worldwide, and is the most used Information and Communication Technology (ICT). Despite its large implantation in the market, the interactive services consumption on TV set is limited. This thesis focuses on overcoming the following limiting factors: (i) limited Human Computer Interaction and (ii) lack of considering userâs real life context in the digital television (dTV) service integration strategy. Making interactive services accessible to TV setâs large user base, and especially to the most vulnerable ones, is understood as the path to integrate the mankind with the information society. This thesis explores the use of user interface abstraction technologies to reach the introduced goals. The main contributions of this thesis are: (i) an approach to enable the universally accessible remote control of the TV set, (ii) an approach for the provision of universally accessible interactive services through TV sets, and (iii) an approach for the provision of universally accessible services in the TV userâs real life context. We have implemented the contributing approaches for different use cases, and we have evaluated them with real users, achieving good results
Towards Design Theory for Accessible IT Artefacts
Accessibility in the use of information technology (IT) artefacts, such as websites, applications, and user interfaces, means that they are designed in such a way that people with the broadest range of abilities can use them. However, although accessibility is a human right, IT artefacts often remain inaccessible. Aside from the available accessibility guidelines, we need sufficient design theories that explicitly state how accessibility should be addressed and designed to develop accessible IT artefacts for all users.
This dissertation summarises four articles that address this problem. These studies are conducted with qualitative approaches that include a narrative literature review, a systematic literature review and a design science method comprising a participatory design and interviews. The first article develops an explaining theory of accessibility to gain an understanding of the construct of accessibility, showing possible variables of human abilities, tasks and contexts and their relationships in IT use. The second article illustrates the factors in management, development, user, and IT artefact features, including the roles and actions that these domains have and how they affect the realisation of accessibility. The other two articles contribute to accessibility guidance to improve and support content creatorsâ text production and writing process of accessible online text in the web context.
The dissertation underscores three key determinants of the knowledge of accessibility: (1) assumptions of usersâ abilities; (2) usersâ actual needs; and (3) factors in the development chain. The foregoing factors contribute to the knowledge of accessibility and would help researchers, particularly design scientists, form prescriptive knowledge for practitioners to achieve accessible IT artefacts. Thus, researchers could better identify the variables, relationships and affecting factors in human abilities, management, development, content creation, tasks, and contexts that need to be addressed when designing IT artefacts for certain tasks and use contexts.Informaatioteknologia-artefaktien (IT-artefaktien), kuten verkkosivustojen, sovellusten ja kĂ€yttöliittymien saavutettavuus tarkoittaa sitĂ€, ettĂ€ ihmiset erilaisine ominaisuuksineen ja kykyineen voivat kĂ€yttÀÀ niitĂ€. Vaikka saavutettavuus on ihmisoikeus, IT-artefaktit eivĂ€t kuitenkaan ole aina saavutettavia. KĂ€ytettĂ€vissĂ€ olevista saavutettavuusohjeista huolimatta tarvitsemme suunnitteluteorioita, jotka ohjaavat IT-artefaktien suunnittelua, jotta niistĂ€ tulisi saavutettavia kaikille IT-artefaktin kĂ€yttĂ€jille.
TÀmÀ vÀitöskirja on yhteenveto neljÀstÀ artikkelista, jotka kÀsittelevÀt tÀtÀ ongelmaa. Tutkimukset ovat tehty laadullisilla menetelmillÀ, joihin on sisÀltynyt narratiivinen kirjallisuuskatsaus, systemaattinen kirjallisuuskatsaus sekÀ suunnittelutieteellinen menetelmÀ sisÀltÀen osallistavan suunnittelun ja haastattelut. EnsimmÀisessÀ artikkelissa kehitetÀÀn kuvaileva saavutettavuuden teoria, jolla saadaan kÀsitys saavutettavuuden rakenteesta ja joka nÀyttÀÀ mahdolliset muuttujat ihmisen kyvyissÀ, tehtÀvissÀ ja konteksteissa, sekÀ niiden vÀliset suhteet. Toinen artikkeli kuvaa saavutettavuuteen vaikuttavia tekijöitÀ johtamisen, kehityksen, kÀyttÀjÀn ja IT-artefaktin ominaisuuksien nÀkökulmista, mukaan lukien roolit ja toimenpiteet, joita nÀillÀ kohteilla on. Kaksi muuta artikkelia kehittÀvÀt ohjeistuksen sisÀllöntuottajien työn tueksi saavutettavan verkkotekstin tuottamiseksi.
VÀitöskirjassa esitetÀÀn kolme ratkaisevaa tekijÀÀ saavutettavuuden tietÀmyksessÀ: (1) olettamukset kÀyttÀjien kyvyistÀ (2) kÀyttÀjien todelliset tarpeet ja (3) tekijÀt kehitysketjussa. NÀiden tekijöiden tuntemus auttaa erityisesti suunnittelutieteilijöitÀ muodostamaan ohjaavaa tietoa ammattilaisille saavutettavien IT-artefaktien saavuttamiseksi. TÀten tutkijat voivat paremmin tunnistaa muuttujat, niiden vÀliset suhteet ja saavutettavuuteen vaikuttavat tekijÀt, jotka liittyvÀt kÀyttÀjÀn kykyihin, johtamiseen, kehittÀmiseen, sisÀllöntuottamiseen, tehtÀviin ja kontekstiin, kun IT-artefaktia suunnitellaan tiettyÀ tehtÀvÀÀ ja kÀyttökontekstia varten.fi=vertaisarvioitu|en=peerReviewed
Interactive Experience Design: Integrated and Tangible Storytelling with Maritime Museum Artefacts
Museums play the role of intermediary between cultural heritage and visitors, and are often described as places and environments for education and enjoyment. The European Union also encourages innovative uses of museums to support education through the cultural heritage resources.
However, the importance of visitorsâ active role in museums as places for education and entertainment, on the one hand, and the growing and indispensable presence of technology in the cultural heritage domain, on the other hand, provided the initial ideas to develop the research.
This thesis, presents the study and design for an interactive storytelling installation for a maritime museum. The installation is designed to integrate different museum artefacts into the storytelling system to enrich the visitors experience through tangible storytelling. The project was conducted in collaboration with another PhD student, Luca Ciotoli. His contribution was mainly focused on the narrative and storytelling features of the research, while my contribution was focused on the interaction- and technology-related features, including the design and implementation of the prototype.
The research is deployed using a four-phase iterative approach. The first phase of the research, Study, deals with literature review and different studies to identify the requirements. The second phase, Design, determines the broad outlines of the project i.e., an interactive storytelling installation.
The design phase includes interaction and museum experience design. We investigated different design approaches, e.g., interaction and museum experience design, to develop a conceptual design. The third phase, prototype, allows us to determine how to fulfill the tasks and meet the requirements that are established for the research. Prototyping involves content creation, storyboarding, integrating augmented artefacts into the storytelling system.
Th final phase, test, refers to the evaluations that are conducted during the aforementioned phases e.g., formative and the final usability testing with users.
The outcome of the research confirms previous results in the literature about how digital narratives can be enriched with the tangible dimension, moreover it shows how this dimension can enable to communicate stories and knowledge of the past that are complex, such as the art of navigating in the past, by integrating tangible objects that play different roles in the storytelling process
Learning in transformational computer games: Exploring design principles for a nanotechnology game
Transformational games are digital computer and video applications purposefully designed to create engaging and immersive learning environments for delivering specified learning goals, outcomes and experiences. The virtual world of a transformational game becomes the social environment within which learning occurs as an outcome of the complex interaction of persons and digital resources. Engaging individuals with learning in these societal situations means concepts and skills are connected to the context and remain a powerful tool for decision making and problem solving in the world. Yet, a range of barriers need to be overcome to make a game effective for its educational purpose. In this paper we discuss the learning and game design principles explored and used to develop a nanotechnology game. The game development experience is framed by a review of the educational theory informing our project and the questions that are driving our future research as we take the nanotechnology game into the classroom to investigate its impact on studentsâ engagement with science. We propose that transformational will be an important component of the re-crafting of teaching and learning in the digital age and that the transformational potential of computer games can extend well beyond science and even schooling
From research to design: Perspectives on early years and digital technologies
The three papers explore how we can use existing research traditions to create challenging new directions for design and development of technologies for the early years. The papers focus on literacy, numeracy and reflections on the design process
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