20 research outputs found

    Средства построения звукового интерфейса для незрячих пользователей ПК

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    Рассматриваются основные достоинства и недостатки наиболее распространённых средств доступа незрячих к ПК. Предлагаются структура и функции слуховой среды для незрячих, с помощью которых они смогут разрабатывать программы наряду со зрячими программистами.Розглядаються основні достоїнства й недоліки найбільш розповсюджених засобів доступу незрячих до ПК. Пропонується структура й функції слухового середовища програмування, за допомогою якого вони зможуть розробляти програми разом із зрячими програмістами.The main advantages and disadvantages of the most widespread means of access to PC by blind people are considered. A structure and functioning of sound surrounding for blind people is provided with the help of which they will be able to develop computer programs together with sighted programmers

    СРЕДСТВА ПОСТРОЕНИЯ ЗВУКОВОГО ИНТЕРФЕЙСА ДЛЯ\ud НЕЗРЯЧИХ ПОЛЬЗОВАТЕЛЕЙ ПК

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    Рассматриваются основные достоинства и недостатки наиболее распространённых средств доступа незрячих к ПК. Предлагаются структура и функции слуховой\ud среды для незрячих, с помощью которых они смогут разрабатывать программы наряду со зрячими программистами

    Sound at the user interface

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    Sound at the user interface

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    Designing an Accessible Web Technology

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    This project considered the limitations of accessibility in web technology and screen readers. It was an attempt to create a framework for building web pages and applications that would have accessibility built in and make development easier. It also involved building a prototype screen navigator that demonstrated ways of overcoming the shortcomings of current screen readers. The final demonstration was an email web client built using this framework. The purpose of the email web application was to explore the viability, benefits and limitations of the framework’s method of creating web applications, and to test the usefulness of the prototype screen navigator. The findings for the framework were that it has benefits, for both the users of assistive technologies and developers, but there remain gaps, ideas and questions for further exploration. The prototype navigator made interacting with the dynamic application fairly easy and efficient

    Investigation of dynamic three-dimensional tangible touchscreens: Usability and feasibility

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    The ability for touchscreen controls to move from two physical dimensions to three dimensions may soon be possible. Though solutions exist for enhanced tactile touchscreen interaction using vibrotactile devices, no definitive commercial solution yet exists for providing real, physical shape to the virtual buttons on a touchscreen display. Of the many next steps in interface technology, this paper concentrates on the path leading to tangible, dynamic, touchscreen surfaces. An experiment was performed that explores the usage differences between a flat surface touchscreen and one augmented with raised surface controls. The results were mixed. The combination of tactile-visual modalities had a negative effect on task completion time when visual attention was focused on a single task (single target task time increased by 8% and the serial target task time increased by 6%). On the other hand, the dual modality had a positive effect on error rate when visual attention was divided between two tasks (the serial target error rate decreased by 50%). In addition to the experiment, this study also investigated the feasibility of creating a dynamic, three dimensional, tangible touchscreen. A new interface solution may be possible by inverting the traditional touchscreen architecture and integrating emerging technologies such as organic light emitting diode (OLED) displays and electrorheological fluid based tactile pins

    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

    Designing multimodal interaction for the visually impaired

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    Although multimodal computer input is believed to have advantages over unimodal input, little has been done to understand how to design a multimodal input mechanism to facilitate visually impaired users\u27 information access. This research investigates sighted and visually impaired users\u27 multimodal interaction choices when given an interaction grammar that supports speech and touch input modalities. It investigates whether task type, working memory load, or prevalence of errors in a given modality impact a user\u27s choice. Theories in human memory and attention are used to explain the users\u27 speech and touch input coordination. Among the abundant findings from this research, the following are the most important in guiding system design: (1) Multimodal input is likely to be used when it is available. (2) Users select input modalities based on the type of task undertaken. Users prefer touch input for navigation operations, but speech input for non-navigation operations. (3) When errors occur, users prefer to stay in the failing modality, instead of switching to another modality for error correction. (4) Despite the common multimodal usage patterns, there is still a high degree of individual differences in modality choices. Additional findings include: (I) Modality switching becomes more prevalent when lower working memory and attentional resources are required for the performance of other concurrent tasks. (2) Higher error rates increases modality switching but only under duress. (3) Training order affects modality usage. Teaching a modality first versus second increases the use of this modality in users\u27 task performance. In addition to discovering multimodal interaction patterns above, this research contributes to the field of human computer interaction design by: (1) presenting a design of an eyes-free multimodal information browser, (2) presenting a Wizard of Oz method for working with visually impaired users in order to observe their multimodal interaction. The overall contribution of this work is that of one of the early investigations into how speech and touch might be combined into a non-visual multimodal system that can effectively be used for eyes-free tasks
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