58,683 research outputs found

    A GIS toolkit for measuring and mapping space-time accessibility from a place-based perspective

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    This article introduces a novel geographical information system toolkit for measuring and mapping the accessibility of individuals to services. The toolkit contributes to earlier implementations by combining aspects of both place-based and person-based accessibility measures. To this end, place-based accessibility measures are derived from a person-based framework by considering space-time prisms that are centred at service facilities rather than individual anchor points. The implementation is also innovative by explicitly accounting for the opening hours of service delivery in its accessibility measurement. In addition, the toolkit is aimed to be user-friendly and to generate insightful and comprehensible results for non-technically oriented users, which is illustrated in a brief case study about library accessibility in Ghent (Belgium)

    Analysis of Free Browser-based Accessibility Tools: WCAG 2.1 Evaluation of Mississippi Gulf Coast Public Library Websites

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    This webometrics study compared free browser-based accessibility tools and determine the WCAG2.1 compliance levels of Mississippi Gulf Coast public library websites based on homepage analysis through free browser-based accessibility tools—ARC Toolkit, Lighthouse, Accessibility Insights for the Web, and Axe Accessibility

    Building Accessible Flash Applications: an XML-Based Toolkit

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    The use of Flash as a web-based multimedia development tool has spread lately. Although a big effort has gone into improving its accessibility, there are still accessibility gaps requiring programming or purchase from another supplier. This makes building an accessible Flash application an ad hoc, complex and time-consuming task. With the aim of lightening the accessibility-related workload, we have implemented a toolkit that helps to create accessible multimedia Flash resources. This toolkit specifies the accessibility features as XML configuration files. It includes a library that works like a wrapper abstracting the logic layer of the different events and iterations from the physical layer. This way, new functionalities can easily be added. Additionally, it has been successfully used to build teaching and teaching support systems

    KINECTWheels: wheelchair-accessible motion-based game interaction

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    The increasing popularity of full-body motion-based video games creates new challenges for game accessibility research. Many games strongly focus on able-bodied persons and require players to move around freely. To address this problem, we introduce KINECTWheels, a toolkit that facilitates the integration of wheelchair-based game input. Our library can help game designers to integrate wheelchair input at the development stage, and it can be configured to trigger keystroke events to make off-the-shelf PC games wheelchair-accessible

    Web-Based Student Processes at Community Colleges: Removing Barriers to Access

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    Colleges and universities are making extensive use of the Internet for collecting admission and financial aid applications. Benefits from online application services are enjoyed by both the educational institution and the prospec¬tive student who applies online. It is vital that web sites offering these services be made accessible so that students with disabilities are afforded the same benefits of online applications as their non-disabled peers. Cornell University’s Employment and Disability Institute was funded by the U.S. Department of Education’s National Institute on Disability and Rehabilitation Research (NIDRR) to conduct a project with the following three objectives: 1) survey student services professionals at community colleges to examine the extent of use of the internet for providing services and the awareness of internet accessibility issues, 2) evaluate a sample of community college websites for accessibility and usability by students with and without disabilities, and 3) develop a toolkit for improving access to internet-based services at community colleges

    Designing wheelchair-based movement games

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    People using wheelchairs have access to fewer sports and other physically stimulating leisure activities than nondisabled persons, and often lead sedentary lifestyles that negatively influence their health. While motion- based video games have demonstrated great potential of encouraging physical activity among nondisabled players, the accessibility of motion-based games is limited for persons with mobility disabilities, thus also limiting access to the potential health benefits of playing these games. In our work, we address this issue through the design of wheelchair-accessible motion-based game controls. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games. Building on the toolkit, we developed Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs, and we created Wheelchair Revolution, a motion-based dance game that is accessible to both persons using wheelchairs and nondisabled players. Evaluation results show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage broad audiences in physically stimulating play. Through the application of the wheelchair as an enabling technology in games, our work has the potential of encouraging players of all ages to develop a positive relationship with their wheelchair

    Achieving Access: Designing a Museum Accessibility Consulting Firm

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    This capstone paper explores the need for an accessibility consulting firm to help museums and cultural institutions implement Americans with Disabilities Act policy adherence, universal design and accessible programming that increases the inclusion of people with disabilities in their organizations. The paper begins with a literature review that synthesizes the history of disability legislation and its relationship to museums, explores how museums can go beyond legal compliance and discusses the infrastructure suggested to implement accessibility efforts in an institution. The paper then proposes a project to create an accessibility consulting firm that assists museums in achieving their accessibility goals and the design of an “Accessibility Toolkit” that packages checklists, policies and program curriculum that is customizable to each institution

    A GIS toolkit to evaluate individual and joint accessibility to urban opportunities

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    Universal Access-NY User’s Guide

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    What is Universal Access-NY? Universal Access-NY is a complete online planning toolkit, www.UniversalAccessNY.org, where a One-Stop Delivery System can assess its practices, and develop work plans to improve physical and programmatic accessibility for all One-Stop customers. This web site and manual was developed by Cornell University’s Employment and Disability Institute, through the support and guidance of the New York State Department of Labor, with funding from two U.S. Department of Labor Work Incentive Grants (WIG 1 and 2). This web site was designed for use in a collaborative manner, bringing together One-Stop personnel, agency partners, business leaders and customers with disabilities. Universal Access-NY supports continuous improvement, with features that encourage multiple uses and incremental systems change

    A “First and Last-Mile” Assessment of California Rail Stations: A Sketch Planning Approach

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    The purpose of this study is to assess the pedestrian and bicycle accessibility of rail stations in California by providing a sketch planning toolkit enabling planners and decision-makers to compare various accessibility factors and to develop and compare metrics. Pedestrian and Bicycle Accessibility is a highly important area of transportation planning, especially as it pertains to rail stations. While a well-planned rail network can serve many people, travelers must get to and from rail stations on either end of their trip in order for the rail service to be of any use. The mode by which travelers make these trips varies depending on the station, but walking and biking are common, especially in urban areas. The nature of the built environment can play a large role in determining what modes are used to access rail stations. For example, dense urban areas with highly connected street networks and pedestrian and bicycle infrastructure encourage non-motorized station access. However, stations in less-dense areas lacking in street connectivity and pedestrian and bicycle infrastructure tend to encourage more automobile access. To the degree that these factors can be quantified, rail stations can be assessed on various accessibility factors, and problems can be identified. With this knowledge, planners can better address station area access issues. While this project provides background information on station access and describes some of the most important data in determining accessibility for bicyclists and pedestrians, it primarily provides a technical methodology to quantify station area accessibility as well as a sketch planning toolkit to carry out the analysis. This project is intended to assist practitioners who are already familiar with accessibility issues in their area of work, but who may lack the technical resources and or data to carry out a large-scale analysis
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