32 research outputs found

    Exploring intrinsic and extrinsic motivations to participate in a crowdsourcing project to support blind and partially sighted students

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    There have been a number of crowdsourcing projects to support people with disabilities. However, there is little exploration of what motivates people to participate in such crowdsourcing projects. In this study we investigated how different motivational factors can affect the participation of people in a crowdsourcing project to support visually disabled students. We are developing “DescribeIT”, a crowdsourcing project to support blind and partially students by having sighted people describe images in digital learning resources. We investigated participants’ behavior of the DescribeIT project using three conditions: one intrinsic motivation condition and two extrinsic motivation conditions. The results showed that participants were significantly intrinsically motivated to participate in the DescribeIT project. In addition, participants’ intrinsic motivation dominated the effect of the two extrinsic motivational factors in the extrinsic conditions

    Measuring and comparing the reliability of the structured walkthrough evaluation method with novices and experts

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    Effective evaluation of websites for accessibility remains problematic. Automated evaluation tools still require a significant manual element. There is also a significant expertise and evaluator effect. The Structured Walkthrough method is the translation of a manual, expert accessibility evaluation process adapted for use by novices. The method is embedded in the Accessibility Evaluation Assistant (AEA), a web accessibility knowledge management tool. Previous trials examined the pedagogical potential of the tool when incorporated into an undergraduate computing curriculum. The results of the evaluations carried out by novices yielded promising, consistent levels of validity and reliability. This paper presents the results of an empirical study that compares the reliability of accessibility evaluations produced by two groups (novices and experts). The main results of this study indicate that overall reliability of expert evaluations was 76% compared to 65% for evaluations produced by novices. The potential of the Structured Walkthrough method as a useful and viable tool for expert evaluators is also examined. Copyright 2014 ACM

    A Case for Making Web Accessibility Guidelines Accessible: Older Adult Content Creators and Web Accessibility Planning

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    This paper presents our experiences supporting web accessibility planning among a group of older adult online content creators. We highlight challenges we encountered meeting the web accessibility informational needs of our partners and helping this group of creators become aware and put in place measures to address accessibility issues. Our reflections highlight opportunities for future efforts to improve web accessibility support for everyday content creators and support for helping those less familiar with web accessibility options

    A method to provide accessibility for visual components to vision impaired

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    Non-textual graphical information (line graphs, bar charts, pie charts, etc.) are increasingly pervasive in digital scientific literature and business reports which enabling readers to easily acquire the nature of the underlying information . These graphical components are commonly used to present data in an easy-to interpret way. Graphs are frequently used in economics, mathematics and other scientific subjects. In general term data visualization techniques are useless for blind people. Being unable to access graphical information easily is a major obstacle to blind people in pursuing a scientific study and careers .This paper suggests a method to extract implicit information of Bar chart, Pie chart, Line chart and math’s graph components of an electronic document and present them to vision impaired users in audio format. The goal is to provide simple to use, efficient, and available presentation schemes for non textual which can help vision impaired users in comprehending form without needing any further devices or equipments. A software application has been developed based on this research. The output of application is a textual summary of the graphic including the core content of the hypothesized intended message of the graphic designer. The textual summary of the graphic is then conveyed to the user by Text to Speech software .The benefit of this approach is automatic providing the user with the message and knowledge that one would gain from viewing t

    Wayfinding and Navigation for People with Disabilities Using Social Navigation Networks

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    To achieve safe and independent mobility, people usually depend on published information, prior experience, the knowledge of others, and/or technology to navigate unfamiliar outdoor and indoor environments. Today, due to advances in various technologies, wayfinding and navigation systems and services are commonplace and are accessible on desktop, laptop, and mobile devices. However, despite their popularity and widespread use, current wayfinding and navigation solutions often fail to address the needs of people with disabilities (PWDs). We argue that these shortcomings are primarily due to the ubiquity of the compute-centric approach adopted in these systems and services, where they do not benefit from the experience-centric approach. We propose that following a hybrid approach of combining experience-centric and compute-centric methods will overcome the shortcomings of current wayfinding and navigation solutions for PWDs

    Informational Practices of Postacute Brain Injury Patients During Personal Recovery: Qualitative Study

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    Background: The effects of brain injury, structural damage, or the physiological disruption of brain function last far beyond initial clinical treatment. Self-tracking and management technologies have the potential to help individuals experiencing brain injury in their personal recovery—helping them to function at their best despite ongoing symptoms of illness. However, current self-tracking technologies may be unsuited for measuring the interconnected, nonlinear ways in which brain injury manifests. Objective: This study aimed to investigate (1) the current informational practices and sensemaking processes used by postacute brain injury patients during personal recovery and (2) the potential role of quality-of-life instruments in improving patient awareness of brain injury recovery, advocacy, and involvement in care used outside the clinical context. Our objective was to explore the means of improving awareness through reflection that leads to compensatory strategies by anticipating or recognizing the occurrence of a problem caused by impairment. Methods: We conducted a qualitative study and used essentialist or realist thematic analysis to analyze the data collected through semistructured interviews and questionnaires, 2 weeks of structured data collection using brain injury–specific health-related quality of life instrument, quality of life after brain injury (QoLIBRI), and final interviews. Results: Informational practices of people with brain injury involve data collection, data synthesis, and obtaining and applying the insights to their lifestyles. Participants collected data through structured tools such as spreadsheets and wearable devices but switched to unstructured tools such as journals and blogs as changes in overall progress became more qualitative in nature. Although data collection helped participants summarize their progress better, the lack of conceptual understanding made it challenging to know what to monitor or communicate with clinicians. QoLIBRI served as an education tool in this scenario but was inadequate in facilitating reflection and sensemaking. Conclusions: Individuals with postacute brain injury found the lack of conceptual understanding of recovery and tools for making sense of their health data as major impediments for tracking and being aware of their personal recovery. There is an urgent need for a better framework for recovery and a process model for choosing patient-generated health data tools that focus on the holistic nature of recovery and improve the understanding of brain injury for all stakeholders involved throughout recovery

    Wayfinding and Navigation for People with Disabilities Using Social Navigation Networks

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    Multimodality with Eye tracking and Haptics: A New Horizon for Serious Games?

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    The goal of this review is to illustrate the emerging use of multimodal virtual reality that can benefit learning-based games. The review begins with an introduction to multimodal virtual reality in serious games and we provide a brief discussion of why cognitive processes involved in learning and training are enhanced under immersive virtual environments. We initially outline studies that have used eye tracking and haptic feedback independently in serious games, and then review some innovative applications that have already combined eye tracking and haptic devices in order to provide applicable multimodal frameworks for learning-based games. Finally, some general conclusions are identified and clarified in order to advance current understanding in multimodal serious game production as well as exploring possible areas for new applications

    Assistive Technology for Hard-of-Seeing Guitarists

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