1,411 research outputs found

    audialText: Improving communication accessibility for the deaf through automatic voice-recognition and wearable smart-technology.

    Get PDF
    Whether you are ordering food at a restaurant, asking for directions, or receiving a phone call from a family member, it is apparent that human communication is an important part of everyday life. Those who are deaf have limited communication accessibility compared to their hearing counterparts, and by default, obtain less public information and face more obstacles during social interactions. This thesis project will attempt to bridge this communication gap through the exploration of human interactions with user interface (UI) and user experience (UX) design. The goal is to design and develop an application concept for wearable smart-technology that will utilize voice-recognition software to improve common communication interactions for the deaf. It will also play a role towards improving incidental learning, literacy, and language comprehension for the deaf. This research will validate the need for increased accessibility, study human interactions, explore existing applications, and visualize potential technological solutions. It will also explore the language and literacy developments of deaf individuals. It will be user-centered in its approach using polls and surveys to help drive certain aspects of the application’s concept, user experience, and features. As a result of the research discoveries, an application concept will be designed strategically, developed conceptually, communicated visually, and finally prototyped through a digital platform in the form of a motion graphic

    Accessibility requirements for human-robot interaction for socially assistive robots

    Get PDF
    Mención Internacional en el título de doctorPrograma de Doctorado en Ciencia y Tecnología Informåtica por la Universidad Carlos III de MadridPresidente: María Ángeles Malfaz Våzquez.- Secretario: Diego Martín de Andrés.- Vocal: Mike Wal

    Human-Computer Interaction

    Get PDF
    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    Changing environmental behaviors through smartphone-based augmented experiences

    Get PDF
    Dissertação para obtenção do Grau de Mestrado em Engenharia de InformåticaThe use of persuasive technologies can induce changes in attitudes or behaviours, even in individuals that other strategies of persuasion can not reach effectively. In addition, this type of technology can be applied in numerous areas such as health, education, finance, e-business, among others. Although persuasion can be seen as something negative, being used to serve the interests of the persuader rather than the interests of the persuaded, this work aims to achieve a common and shared goal: to change people's behaviour towards the environment. A significant part of the population is still not aware of the sustainability problems that our planet is facing, so it is important to inform people about the theme while persuading them to change their behaviour and acquire proenvironmental attitudes. In this dissertation, work was conducted to alert citizens to this issue in a fun and immersive way using mobile devices, more specifically smartphones, and augmented reality technology that was used to create an environmental scanner. This scanner provided the user with informative insight about the surrounding environment, while highlighting the environmental threats. In addition to augmented reality, pro-environmental actions were positively reinforced using a reward system and a virtual character that interacted and motivated the user. A form of rapid spread through social networks was also created, allowing the persuasive effect to quickly reach a large number of users. Finally was performed a study to assess the success of the work done in changing behaviour towards environmental issues, and to study the influence of augmented reality and positive reinforcement in the changing of behaviours and acquisition of pro-environmental attitudes

    A Literature review on Design for Emotion

    Get PDF
    Design for emotion aims to improve human well-being. Design for emotion is a multi-disciplinary or interdisciplinary research field, including art, design, computer science, psychology, education, engineering, and other fields. In the last ten years, there has been an increasing focus on design for emotion in various areas. However, there is no comprehensive literature review to set up a design for emotion research framework. To address this gap, this paper presents a descriptive review of 66 related papers on this topic and then proposes a research framework for emotional design

    Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design

    Get PDF
    Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data

    INNOVATING CONTROL AND EMOTIONAL EXPRESSIVE MODALITIES OF USER INTERFACES FOR PEOPLE WITH LOCKED-IN SYNDROME

    Get PDF
    Patients with Lock-In-Syndrome (LIS) lost their ability to control any body part beside their eyes. Current solutions mainly use eye-tracking cameras to track patients' gaze as system input. However, despite the fact that interface design greatly impacts user experience, only a few guidelines have been were proposed so far to insure an easy, quick, fluid and non-tiresome computer system for these patients. On the other hand, the emergence of dedicated computer software has been greatly increasing the patients' capabilities, but there is still a great need for improvements as existing systems still present low usability and limited capabilities. Most interfaces designed for LIS patients aim at providing internet browsing or communication abilities. State of the art augmentative and alternative communication systems mainly focus on sentences communication without considering the need for emotional expression inextricable from human communication. This thesis aims at exploring new system control and expressive modalities for people with LIS. Firstly, existing gaze-based web-browsing interfaces were investigated. Page analysis and high mental workload appeared as recurring issues with common systems. To address this issue, a novel user interface was designed and evaluated against a commercial system. The results suggested that it is easier to learn and to use, quicker, more satisfying, less frustrating, less tiring and less prone to error. Mental workload was greatly diminished with this system. Other types of system control for LIS patients were then investigated. It was found that galvanic skin response may be used as system input and that stress related bio-feedback helped lowering mental workload during stressful tasks. Improving communication was one of the main goal of this research and in particular emotional communication. A system including a gaze-controlled emotional voice synthesis and a personal emotional avatar was developed with this purpose. Assessment of the proposed system highlighted the enhanced capability to have dialogs more similar to normal ones, to express and to identify emotions. Enabling emotion communication in parallel to sentences was found to help with the conversation. Automatic emotion detection seemed to be the next step toward improving emotional communication. Several studies established that physiological signals relate to emotions. The ability to use physiological signals sensors with LIS patients and their non-invasiveness made them an ideal candidate for this study. One of the main difficulties of emotion detection is the collection of high intensity affect-related data. Studies in this field are currently mostly limited to laboratory investigations, using laboratory-induced emotions, and are rarely adapted for real-life applications. A virtual reality emotion elicitation technique based on appraisal theories was proposed here in order to study physiological signals of high intensity emotions in a real-life-like environment. While this solution successfully elicited positive and negative emotions, it did not elicit the desired emotions for all subject and was therefore, not appropriate for the goals of this research. Collecting emotions in the wild appeared as the best methodology toward emotion detection for real-life applications. The state of the art in the field was therefore reviewed and assessed using a specifically designed method for evaluating datasets collected for emotion recognition in real-life applications. The proposed evaluation method provides guidelines for future researcher in the field. Based on the research findings, a mobile application was developed for physiological and emotional data collection in the wild. Based on appraisal theory, this application provides guidance to users to provide valuable emotion labelling and help them differentiate moods from emotions. A sample dataset collected using this application was compared to one collected using a paper-based preliminary study. The dataset collected using the mobile application was found to provide a more valuable dataset with data consistent with literature. This mobile application was used to create an open-source affect-related physiological signals database. While the path toward emotion detection usable in real-life application is still long, we hope that the tools provided to the research community will represent a step toward achieving this goal in the future. Automatically detecting emotion could not only be used for LIS patients to communicate but also for total-LIS patients who have lost their ability to move their eyes. Indeed, giving the ability to family and caregiver to visualize and therefore understand the patients' emotional state could greatly improve their quality of life. This research provided tools to LIS patients and the scientific community to improve augmentative and alternative communication, technologies with better interfaces, emotion expression capabilities and real-life emotion detection. Emotion recognition methods for real-life applications could not only enhance health care but also robotics, domotics and many other fields of study. A complete system fully gaze-controlled was made available open-source with all the developed solutions for LIS patients. This is expected to enhance their daily lives by improving their communication and by facilitating the development of novel assistive systems capabilities
    • 

    corecore