1,047,560 research outputs found

    Making Data Visualization Design Worksheets Accessible

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    Accessibility of a document means that the material can be read by a visually impaired person just as well as a person without a visual impairment would. Accessibility is an essential factor of consideration because it allows students with visual impairments and other disabilities to be smoothly integrated into courses. Purdue is making efforts to mandate accessibility within all departments, but there is still a significant gap that needs to be filled. One method of combating a limited document layout, and normalizing accessibility, is to format electronic course documents to be fully compatible with a screen reader. The focus of this research is answering the question, “how can data visualization activity worksheets be designed and made accessible for the visually impaired?” In this study, we will examine scholarly works that provide data visualization worksheets designed to guide novices through the visualization design process. We anticipate design decisions, in previously published works, were made with a focus on the content, not accessibility. In this work, we are developing data visualization activity worksheets to introduce the data visualization process with a focus on accessibility and understanding the intricate stages of the process. The activity worksheets, for this study, are being designed and formatted according to Purdue’s public manual, Accessibility for Instructional Design. Outcomes from this work will support and enable access for all communities and empower all persons to actively engage in the data visualization design process while meeting the requirements for accessibility of electronic information, communication, and technology

    Weaving Lighthouses and Stitching Stories: Blind and Visually Impaired People Designing E-textiles

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    We describe our experience of working with blind and visually impaired people to create interactive art objects that are personal to them, through a participatory making process using electronic textiles (e-textiles) and hands-on crafting techniques. The research addresses both the practical considerations about how to structure hands-on making workshops in a way which is accessible to participants of varying experience and abilities, and how effective the approach was in enabling participants to tell their own stories and feel in control of the design and making process. The results of our analysis is the offering of insights in how to run e-textile making sessions in such a way for them to be more accessible and inclusive to a wider community of participants

    Using an extended food metaphor to explain concepts about pedagogy

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    It is anathema for educators to describe pedagogy as having a recipe - it is tantamount to saying it is a technicist process rather than a professional one requiring active, informed decision-making. But if we are to help novice teachers understand what pedagogy is and how it can be understood, there must be a starting point for pedagogical knowledge to shape both the understanding and design of appropriate curriculum learning. In order to address this challenge, I argue that food preparation processes and learning how to competently cook are analogous to understanding how pedagogy - also about process, design, and making knowledge knowable - facilitates learning about teaching specific curriculum knowledge. To do so, I use evidence from an ITE cohort lecture on pedagogy as a case study. In essence, viewing pedagogy through the lens of food and recipes may help make some abstractions of pedagogy more concrete and make some principles of pedagogy more accessible to novice teachers as they learn to design learning

    Safe, Remote-Access Swarm Robotics Research on the Robotarium

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    This paper describes the development of the Robotarium -- a remotely accessible, multi-robot research facility. The impetus behind the Robotarium is that multi-robot testbeds constitute an integral and essential part of the multi-agent research cycle, yet they are expensive, complex, and time-consuming to develop, operate, and maintain. These resource constraints, in turn, limit access for large groups of researchers and students, which is what the Robotarium is remedying by providing users with remote access to a state-of-the-art multi-robot test facility. This paper details the design and operation of the Robotarium as well as connects these to the particular considerations one must take when making complex hardware remotely accessible. In particular, safety must be built in already at the design phase without overly constraining which coordinated control programs the users can upload and execute, which calls for minimally invasive safety routines with provable performance guarantees.Comment: 13 pages, 7 figures, 3 code samples, 72 reference

    Constructing sonified haptic line graphs for the blind student: first steps

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    Line graphs stand as an established information visualisation and analysis technique taught at various levels of difficulty according to standard Mathematics curricula. It has been argued that blind individuals cannot use line graphs as a visualisation and analytic tool because they currently primarily exist in the visual medium. The research described in this paper aims at making line graphs accessible to blind students through auditory and haptic media. We describe (1) our design space for representing line graphs, (2) the technology we use to develop our prototypes and (3) the insights from our preliminary work

    Contract-Based General-Purpose GPU Programming

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    Using GPUs as general-purpose processors has revolutionized parallel computing by offering, for a large and growing set of algorithms, massive data-parallelization on desktop machines. An obstacle to widespread adoption, however, is the difficulty of programming them and the low-level control of the hardware required to achieve good performance. This paper suggests a programming library, SafeGPU, that aims at striking a balance between programmer productivity and performance, by making GPU data-parallel operations accessible from within a classical object-oriented programming language. The solution is integrated with the design-by-contract approach, which increases confidence in functional program correctness by embedding executable program specifications into the program text. We show that our library leads to modular and maintainable code that is accessible to GPGPU non-experts, while providing performance that is comparable with hand-written CUDA code. Furthermore, runtime contract checking turns out to be feasible, as the contracts can be executed on the GPU
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