4,013 research outputs found
Serious Play, Serious Problems: issues with eBook applications
This paper is an investigation into the accessibility of emerging interactive, multi-touch narratives, which are designed and developed to be used on Apples iPad device. Universal access to technology culturally, physically, mentally and socially is vital to the ethical and moral sustainability of society. The importance of this is particularly vital to the development of a childs development of basic literacy, numeracy and reading skills, as technology becomes a predominant mode in their lives. Narratives designed and developed for the iPad device offer a multimodal, interactive environment of text, image, sound, animation and touch; yet they render the accessibility tools and functions, embedded within the iPad for users with disabilities, useless. Whilst some narratives counter this in a variety of ways in their design, there are still major areas where the concept of universal access for all is neglected, leaving a significant portion of users in the dar
Leveraging robotics to enhance accessibility and engagement in mathematics education for vision-impaired students
There is potential to use robotics in education to revolutionize teaching and learning in mathematics. This is particularly relevant for vision-impaired students, who face different challenges when accessing mathematical content. Educational robotics can potentially enhance accessibility, motivation, and engagement in mathematics for students through enjoyable and novel interactions. Students commonly experience positive interactions with educational robots during learning activities, which influences their learning motivation. Recent studies show that students with disabilities face issues related to classroom participation, lack of collaborative learning, reduced social engagement, and potential for isolation. Digital-based learning technologies have transformed how vision-impaired students engage with and learn mathematics. Leveraging robotics in mathematics teaching and learning through personalised guidelines offers considerable benefits for vision-impaired students, including enhanced engagement, multimodal learning opportunities, and improved collaboration and communication skills, which enhances the opportunities for inclusive classroom experiences. This paper outlines the role of educational robotics in inclusive education. It examines the challenges and benefits of using educational robotics in mathematics for vision-impaired students. The importance of human-robot interaction (HRI) in steering the design and functionality of educational robots and their potential use within the classroom to facilitate learning is also highlighted
Non-visual Virtual Reality: Considerations for the Pedagogical Design of Embodied Mathematical Experiences for Visually Impaired Children
Digital developments that foreground the sensory body and movement interaction offer new ways
of engaging with mathematical ideas. Theories of embodied cognition argue for the important role of
sensorimotor interaction in underpinning cognition. For visually impaired children this is particularly promising,
since it provides opportunities for grounding mathematical ideas in bodily experience. The use of iVR
technologies for visually impaired children is not immediately evident, given the central role of vision in
immersive virtual worlds. This paper presents an iterative, design-based case study with visually impaired
children to inform the pedagogical design of embodied learning experiences in iVR. Drawing from embodied
pedagogy, it explores the process of implementing a classroom-based non-visual VR experience, designed to
give visually impaired children an embodied experience of position in terms of Cartesian co-ordinates as they
move around a virtual space. Video recordings of interaction combined with feedback from teachers and children
contribute to knowledge of iVR learning applications in formal settings by discerning three types of pedagogical
practices: creation of a performance space introduction of performative actions and action connected diverse
perspectives
Computer Entertainment Technologies for the Visually Impaired: An Overview
Over the last years, works related to accessible technologies have increased both in number and in quality. This work presents a series of articles which explore different trends in the field of accessible video games for the blind or visually impaired. Reviewed articles are distributed in four categories covering the following subjects: (1) video game design and architecture, (2) video game adaptations, (3) accessible games as learning tools or treatments and (4) navigation and interaction in virtual environments. Current trends in accessible game design are also analysed, and data is presented regarding keyword use and thematic evolution over time. As a conclusion, a relative stagnation in the field of human-computer interaction for the blind is detected. However, as the video game industry is becoming increasingly interested in accessibility, new research opportunities are starting to appear
Multimodal Large Language Models: A Survey
The exploration of multimodal language models integrates multiple data types,
such as images, text, language, audio, and other heterogeneity. While the
latest large language models excel in text-based tasks, they often struggle to
understand and process other data types. Multimodal models address this
limitation by combining various modalities, enabling a more comprehensive
understanding of diverse data. This paper begins by defining the concept of
multimodal and examining the historical development of multimodal algorithms.
Furthermore, we introduce a range of multimodal products, focusing on the
efforts of major technology companies. A practical guide is provided, offering
insights into the technical aspects of multimodal models. Moreover, we present
a compilation of the latest algorithms and commonly used datasets, providing
researchers with valuable resources for experimentation and evaluation. Lastly,
we explore the applications of multimodal models and discuss the challenges
associated with their development. By addressing these aspects, this paper aims
to facilitate a deeper understanding of multimodal models and their potential
in various domains.Comment: IEEE BigData 2023. 10 page
Studies on Inequalities in Information Society. Proceedings of the Conference, Well-Being in the Information Society
Siirretty Doriast
Multisensory inclusive design with sensory substitution
Sensory substitution techniques are perceptual and cognitive phenomena used to represent one sensory form with an alternative. Current applications of sensory substitution techniques are typically focused on the development of assistive technologies whereby visually impaired users can acquire visual information via auditory and tactile cross-modal feedback. But despite their evident success in scientific research and furthering theory development in cognition, sensory substitution techniques have not yet gained widespread adoption within sensory-impaired populations. Here we argue that shifting the focus from assistive to mainstream applications may resolve some of the current issues regarding the use of sensory substitution devices to improve outcomes for those with disabilities. This article provides a tutorial guide on how to use research into multisensory processing and sensory substitution techniques from the cognitive sciences to design new inclusive cross-modal displays. A greater focus on developing inclusive mainstream applications could lead to innovative technologies that could be enjoyed by every person.</p
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