1,085,550 research outputs found
Making Data Visualization Design Worksheets Accessible
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, âhow can data visualization activity worksheets be designed and made accessible for the visually impaired?â 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 Purdueâs 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
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
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
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
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
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Ability-Based Design: Concept, Principles and Examples
Current approaches to accessible computing share a common goal of making technology accessible to users with disabilities. Perhaps because of this goal, they may also share a tendency to centralize disability rather than ability. We present a refinement to these approaches called ability-based design that consists of focusing on ability throughout the design process in an effort to create systems that leverage the full range of human potential. Just as user-centered design shifted the focus of interactive system design from systems to users, ability-based design attempts to shift the focus of accessible design from disability to ability. Although prior approaches to accessible computing may consider usersâ abilities to some extent, ability-based design makes ability its central focus. We offer seven ability-based design principles and describe the projects that inspired their formulation. We also present a research agenda for ability-based design.Engineering and Applied Science
Contract-Based General-Purpose GPU Programming
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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Visualising ergonomics data for design
Existing ergonomics data are not effectively used by designers; this is mainly because the data are not presented in a designer-friendly format. In order to help designers make better use of ergonomics data, we explored the potential of representing existing ergonomics data in a more dynamic and visual way, and making them look more relevant to design. The Cambridge Engineering Selector (CES) was adopted to turn static ergonomics data into manipulative and comparative data sets. Contextual information in a visual format was added; clearer illustrations and scenarios relevant to design were developed; design case studies were compiled and linked to the relevant ergonomics data sets â the process resulted in a new design support tool: the ErgoCES. The tool was consequently brought to both design students and professionals for evaluation. The results suggested that the ErgoCES had helped making ergonomics data more accessible to designers, and many new features (e.g. scenarios and case studies) were highly valued by the designers. Among the participants, 100% of the design students and 79% of the professionals indicated that they would use the tool when it becomes widely available.The research project is funded by the Engineering and Physical Sciences Research Council, Grant EP/F0 32145/1. The authors would like to thank all the participants for helping evaluating the tool. Hua Dong is currently sponsored by The Program for Professor of Special Appointment (Eastern Scholar) at Shanghai Institutions of Higher Learning
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