1,905 research outputs found

    Draft guidelines concerning E&D issues: The TELSCAN handbook of design guidelines for usability of systems by elderly and disabled drivers and travellers. Version 2

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    Draft guidelines concerning E&D issues: The TELSCAN handbook of design guidelines for usability of systems by elderly and disabled drivers and travellers. Version

    Workload-aware systems and interfaces for cognitive augmentation

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    In today's society, our cognition is constantly influenced by information intake, attention switching, and task interruptions. This increases the difficulty of a given task, adding to the existing workload and leading to compromised cognitive performances. The human body expresses the use of cognitive resources through physiological responses when confronted with a plethora of cognitive workload. This temporarily mobilizes additional resources to deal with the workload at the cost of accelerated mental exhaustion. We predict that recent developments in physiological sensing will increasingly create user interfaces that are aware of the user’s cognitive capacities, hence able to intervene when high or low states of cognitive workload are detected. In this thesis, we initially focus on determining opportune moments for cognitive assistance. Subsequently, we investigate suitable feedback modalities in a user-centric design process which are desirable for cognitive assistance. We present design requirements for how cognitive augmentation can be achieved using interfaces that sense cognitive workload. We then investigate different physiological sensing modalities to enable suitable real-time assessments of cognitive workload. We provide empirical evidence that the human brain is sensitive to fluctuations in cognitive resting states, hence making cognitive effort measurable. Firstly, we show that electroencephalography is a reliable modality to assess the mental workload generated during the user interface operation. Secondly, we use eye tracking to evaluate changes in eye movements and pupil dilation to quantify different workload states. The combination of machine learning and physiological sensing resulted in suitable real-time assessments of cognitive workload. The use of physiological sensing enables us to derive when cognitive augmentation is suitable. Based on our inquiries, we present applications that regulate cognitive workload in home and work settings. We deployed an assistive system in a field study to investigate the validity of our derived design requirements. Finding that workload is mitigated, we investigated how cognitive workload can be visualized to the user. We present an implementation of a biofeedback visualization that helps to improve the understanding of brain activity. A final study shows how cognitive workload measurements can be used to predict the efficiency of information intake through reading interfaces. Here, we conclude with use cases and applications which benefit from cognitive augmentation. This thesis investigates how assistive systems can be designed to implicitly sense and utilize cognitive workload for input and output. To do so, we measure cognitive workload in real-time by collecting behavioral and physiological data from users and analyze this data to support users through assistive systems that adapt their interface according to the currently measured workload. Our overall goal is to extend new and existing context-aware applications by the factor cognitive workload. We envision Workload-Aware Systems and Workload-Aware Interfaces as an extension in the context-aware paradigm. To this end, we conducted eight research inquiries during this thesis to investigate how to design and create workload-aware systems. Finally, we present our vision of future workload-aware systems and workload-aware interfaces. Due to the scarce availability of open physiological data sets, reference implementations, and methods, previous context-aware systems were limited in their ability to utilize cognitive workload for user interaction. Together with the collected data sets, we expect this thesis to pave the way for methodical and technical tools that integrate workload-awareness as a factor for context-aware systems.TagtĂ€glich werden unsere kognitiven FĂ€higkeiten durch die Verarbeitung von unzĂ€hligen Informationen in Anspruch genommen. Dies kann die Schwierigkeit einer Aufgabe durch mehr oder weniger Arbeitslast beeinflussen. Der menschliche Körper drĂŒckt die Nutzung kognitiver Ressourcen durch physiologische Reaktionen aus, wenn dieser mit kognitiver Arbeitsbelastung konfrontiert oder ĂŒberfordert wird. Dadurch werden weitere Ressourcen mobilisiert, um die Arbeitsbelastung vorĂŒbergehend zu bewĂ€ltigen. Wir prognostizieren, dass die derzeitige Entwicklung physiologischer Messverfahren kognitive Leistungsmessungen stets möglich machen wird, um die kognitive Arbeitslast des Nutzers jederzeit zu messen. Diese sind in der Lage, einzugreifen wenn eine zu hohe oder zu niedrige kognitive Belastung erkannt wird. Wir konzentrieren uns zunĂ€chst auf die Erkennung passender Momente fĂŒr kognitive UnterstĂŒtzung welche sich der gegenwĂ€rtigen kognitiven Arbeitslast bewusst sind. Anschließend untersuchen wir in einem nutzerzentrierten Designprozess geeignete Feedbackmechanismen, die zur kognitiven Assistenz beitragen. Wir prĂ€sentieren Designanforderungen, welche zeigen wie Schnittstellen eine kognitive Augmentierung durch die Messung kognitiver Arbeitslast erreichen können. Anschließend untersuchen wir verschiedene physiologische MessmodalitĂ€ten, welche Bewertungen der kognitiven Arbeitsbelastung in Realzeit ermöglichen. ZunĂ€chst validieren wir empirisch, dass das menschliche Gehirn auf kognitive Arbeitslast reagiert. Es zeigt sich, dass die Ableitung der kognitiven Arbeitsbelastung ĂŒber Elektroenzephalographie eine geeignete Methode ist, um den kognitiven Anspruch neuartiger Assistenzsysteme zu evaluieren. Anschließend verwenden wir Eye-Tracking, um VerĂ€nderungen in den Augenbewegungen und dem Durchmesser der Pupille unter verschiedenen IntensitĂ€ten kognitiver Arbeitslast zu bewerten. Das Anwenden von maschinellem Lernen fĂŒhrt zu zuverlĂ€ssigen Echtzeit-Bewertungen kognitiver Arbeitsbelastung. Auf der Grundlage der bisherigen Forschungsarbeiten stellen wir Anwendungen vor, welche die Kognition im hĂ€uslichen und beruflichen Umfeld unterstĂŒtzen. Die physiologischen Messungen stellen fest, wann eine kognitive Augmentierung sich als gĂŒnstig erweist. In einer Feldstudie setzen wir ein Assistenzsystem ein, um die erhobenen Designanforderungen zur Reduktion kognitiver Arbeitslast zu validieren. Unsere Ergebnisse zeigen, dass die Arbeitsbelastung durch den Einsatz von Assistenzsystemen reduziert wird. Im Anschluss untersuchen wir, wie kognitive Arbeitsbelastung visualisiert werden kann. Wir stellen eine Implementierung einer Biofeedback-Visualisierung vor, die das NutzerverstĂ€ndnis zum Verlauf und zur Entstehung von kognitiver Arbeitslast unterstĂŒtzt. Eine abschließende Studie zeigt, wie Messungen kognitiver Arbeitslast zur Vorhersage der aktuellen Leseeffizienz benutzt werden können. Wir schließen hierbei mit einer Reihe von Applikationen ab, welche sich kognitive Arbeitslast als Eingabe zunutze machen. Die vorliegende wissenschaftliche Arbeit befasst sich mit dem Design von Assistenzsystemen, welche die kognitive Arbeitslast der Nutzer implizit erfasst und diese bei der DurchfĂŒhrung alltĂ€glicher Aufgaben unterstĂŒtzt. Dabei werden physiologische Daten erfasst, um RĂŒckschlĂŒsse in Realzeit auf die derzeitige kognitive Arbeitsbelastung zu erlauben. Anschließend werden diese Daten analysiert, um dem Nutzer strategisch zu assistieren. Das Ziel dieser Arbeit ist die Erweiterung neuartiger und bestehender kontextbewusster Benutzerschnittstellen um den Faktor kognitive Arbeitslast. Daher werden in dieser Arbeit arbeitslastbewusste Systeme und arbeitslastbewusste Benutzerschnittstellen als eine zusĂ€tzliche Dimension innerhalb des Paradigmas kontextbewusster Systeme prĂ€sentiert. Wir stellen acht Forschungsstudien vor, um die Designanforderungen und die Implementierung von kognitiv arbeitslastbewussten Systemen zu untersuchen. Schließlich stellen wir unsere Vision von zukĂŒnftigen kognitiven arbeitslastbewussten Systemen und Benutzerschnittstellen vor. Durch die knappe VerfĂŒgbarkeit öffentlich zugĂ€nglicher DatensĂ€tze, Referenzimplementierungen, und Methoden, waren Kontextbewusste Systeme in der Auswertung kognitiver Arbeitslast bezĂŒglich der Nutzerinteraktion limitiert. ErgĂ€nzt durch die in dieser Arbeit gesammelten DatensĂ€tze erwarten wir, dass diese Arbeit den Weg fĂŒr methodische und technische Werkzeuge ebnet, welche kognitive Arbeitslast als Faktor in das Kontextbewusstsein von Computersystemen integriert

    Examining the Effects of Disabilities on VR Usage and Accessibility Issues for Persons with Disabilities

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    Virtual Reality (VR) is an emerging technology that’s popularity has been increasing at a yearly rate. Despite this, concerns about the accessibility of VR devices are ever-growing as many users struggle to use the technology, especially users with disabilities. This study analyses how different types of disabilities affect how often a user uses VR and any associated re-occurring difficulties that are related to specific types of disability. To do this, a previous survey regarding VR accessibility run by Disability Visibility Project and ILMxLAB is examined. In this survey, 79 participants who identify as having a disability answered questions related to their experience of using VR. In this study, the results from the survey are sorted into six different categories representing their types of disability (Visual, Auditory, Lower body, Upper body, Hands, Cognitive). Using a mixed methodology, the data from the survey is tested using logistic regression – to test the relationship between disability and usage, while content analysis is used to examine specific difficulties the participants wrote about in the open-ended questions. Results showed that participants with a visual disability were 90% less likely to use VR at least once a month when compared to users with motor, auditory or cognitive disabilities. No correlation could be confirmed between the other five categories and VR usage. Also highlighted were 25 difficulties that appeared in three or more participants’ open-ended question responses. These difficulties highlight barriers that people with disabilities regularly face (such as not being able to stand, read text or require subtitles) which should be considered in VR development to make the technology more accessible

    Inventory of ATT system requirements for elderly and disabled drivers and travellers

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    This Inventory of ATT System Requirements for Elderly and Disabled Drivers and Travellers is the product of the TELSCAN project’s Workpackage 3: Identification and Updating of User Requirements of Elderly and Disabled Travellers. It describes the methods and tools used to identify the needs of elderly and disabled (E&D) travellers. The result of this investigation is a summary of the requirements of elderly and disabled travellers using different modes of transport, including private cars, buses/trams, metros/trains, ships and airplanes. It provides a generic user requirements specification which can guide the design of all transport telematics systems. However, it is important to stress that projects should also capture a more detailed definition of user requirements for their specific application area or system

    Virtual Reality and Its Application in Education

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    Virtual reality is a set of technologies that enables two-way communication, from computer to user and vice versa. In one direction, technologies are used to synthesize visual, auditory, tactile, and sometimes other sensory experiences in order to provide the illusion that practically non-existent things can be seen, heard, touched, or otherwise felt. In the other direction, technologies are used to adequately record human movements, sounds, or other potential input data that computers can process and use. This book contains six chapters that cover topics including definitions and principles of VR, devices, educational design principles for effective use of VR, technology education, and use of VR in technical and natural sciences

    HandSight: A Touch-Based Wearable System to Increase Information Accessibility for People with Visual Impairments

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    Many activities of daily living such as getting dressed, preparing food, wayfinding, or shopping rely heavily on visual information, and the inability to access that information can negatively impact the quality of life for people with vision impairments. While numerous researchers have explored solutions for assisting with visual tasks that can be performed at a distance, such as identifying landmarks for navigation or recognizing people and objects, few have attempted to provide access to nearby visual information through touch. Touch is a highly attuned means of acquiring tactile and spatial information, especially for people with vision impairments. By supporting touch-based access to information, we may help users to better understand how a surface appears (e.g., document layout, clothing patterns), thereby improving the quality of life. To address this gap in research, this dissertation explores methods to augment a visually impaired user’s sense of touch with interactive, real-time computer vision to access information about the physical world. These explorations span three application areas: reading and exploring printed documents, controlling mobile devices, and identifying colors and visual textures. At the core of each application is a system called HandSight that uses wearable cameras and other sensors to detect touch events and identify surface content beneath the user’s finger. To create HandSight, we designed and implemented the physical hardware, developed signal processing and computer vision algorithms, and designed real-time feedback that enables users to interpret visual or digital content. We involve visually impaired users throughout the design and development process, conducting several user studies to assess usability and robustness and to improve our prototype designs. The contributions of this dissertation include: (i) developing and iteratively refining HandSight, a novel wearable system to assist visually impaired users in their daily lives; (ii) evaluating HandSight across a diverse set of tasks, and identifying tradeoffs of a finger-worn approach in terms of physical design, algorithmic complexity and robustness, and usability; and (iii) identifying broader design implications for future wearable systems and for the fields of accessibility, computer vision, augmented and virtual reality, and human-computer interaction

    DESIGNING AND IMPLEMENTING ACCESSIBLE WEARABLE INTERACTIONS FOR PEOPLE WITH MOTOR IMPAIRMENTS

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    Emerging wearable technologies like fitness bands, smartwatches, and head-mounted displays (HMDs) are entering the mainstream market. Unlike smartphones and tablets, these wearables, worn on the body or clothing, are always available and have the potential to provide quick access to information [7]. For instance, HMDs can provide relatively hands-free interaction compared to smartphones, and smartwatches and activity trackers can collect continuous health and fitness-related information of their wearer. However, there are over 20 million people in the U.S. with upper body motor impairments [133], who may not be able to gain from the potential benefits of these wearables. For example, the small interaction spaces of smartwatches may present accessibility challenges. Yet, few studies have explored the potential impacts or evaluated the accessibility of these wearables or investigated ways to design accessible wearable interactions for people with motor impairments. To inform the design of future wearable technologies, my dissertation investigates three threads of research: (1) assessing the accessibility of wearable technologies like HMDs, smartwatches and fitness trackers; (2) understanding the potential impacts of sharing automatically tracked fitness-related information for people with mobility impairments; and (3) implementing and evaluating accessible interactions for HMDs and smartwatches. As part of my first research thread, I conducted two formative studies investigating the accessibility of HMDs and fitness trackers and found that people with motor impairments experienced accessibility challenges like problematic form factors, irrelevant data tracking and difficulty with existing input. For my second research thread, I investigated the potential impacts of sharing automatically tracked data from fitness trackers with peers with similar impairments and therapists and presented design opportunities to build tools to support sharing. Towards my third research thread, I addressed the earlier issues identified with HMD accessibility by building custom wearable touchpads to control a commercial HMD. Next, I explored the touchscreen and non-touchscreen areas (bezel, wristband and user’s body) of smartwatches for accessible interaction. And, lastly, I built and compared bezel input with touchscreen input for accessible smartwatch interaction. The techniques implemented and evaluated in this dissertation will enable more equitable and independent use of wearable technologies for people with motor impairments

    Touch- and Walkable Virtual Reality to Support Blind and Visually Impaired Peoples‘ Building Exploration in the Context of Orientation and Mobility

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    Der Zugang zu digitalen Inhalten und Informationen wird immer wichtiger fĂŒr eine erfolgreiche Teilnahme an der heutigen, zunehmend digitalisierten Zivilgesellschaft. Solche Informationen werden meist visuell prĂ€sentiert, was den Zugang fĂŒr blinde und sehbehinderte Menschen einschrĂ€nkt. Die grundlegendste Barriere ist oft die elementare Orientierung und MobilitĂ€t (und folglich die soziale MobilitĂ€t), einschließlich der Erlangung von Kenntnissen ĂŒber unbekannte GebĂ€ude vor deren Besuch. Um solche Barrieren zu ĂŒberbrĂŒcken, sollten technische Hilfsmittel entwickelt und eingesetzt werden. Es ist ein Kompromiss zwischen technologisch niedrigschwellig zugĂ€nglichen und verbreitbaren Hilfsmitteln und interaktiv-adaptiven, aber komplexen Systemen erforderlich. Die Anpassung der Technologie der virtuellen RealitĂ€t (VR) umfasst ein breites Spektrum an Entwicklungs- und Entscheidungsoptionen. Die Hauptvorteile der VR-Technologie sind die erhöhte InteraktivitĂ€t, die Aktualisierbarkeit und die Möglichkeit, virtuelle RĂ€ume und Modelle als Abbilder von realen RĂ€umen zu erkunden, ohne dass reale Gefahren und die begrenzte VerfĂŒgbarkeit von sehenden Helfern auftreten. Virtuelle Objekte und Umgebungen haben jedoch keine physische Beschaffenheit. Ziel dieser Arbeit ist es daher zu erforschen, welche VR-Interaktionsformen sinnvoll sind (d.h. ein angemessenes Verbreitungspotenzial bieten), um virtuelle ReprĂ€sentationen realer GebĂ€ude im Kontext von Orientierung und MobilitĂ€t berĂŒhrbar oder begehbar zu machen. Obwohl es bereits inhaltlich und technisch disjunkte Entwicklungen und Evaluationen zur VR-Technologie gibt, fehlt es an empirischer Evidenz. ZusĂ€tzlich bietet diese Arbeit einen Überblick ĂŒber die verschiedenen Interaktionen. Nach einer Betrachtung der menschlichen Physiologie, Hilfsmittel (z.B. taktile Karten) und technologischen Eigenschaften wird der aktuelle Stand der Technik von VR vorgestellt und die Anwendung fĂŒr blinde und sehbehinderte Nutzer und der Weg dorthin durch die EinfĂŒhrung einer neuartigen Taxonomie diskutiert. Neben der Interaktion selbst werden Merkmale des Nutzers und des GerĂ€ts, der Anwendungskontext oder die nutzerzentrierte Entwicklung bzw. Evaluation als Klassifikatoren herangezogen. BegrĂŒndet und motiviert werden die folgenden Kapitel durch explorative AnsĂ€tze, d.h. im Bereich 'small scale' (mit sogenannten Datenhandschuhen) und im Bereich 'large scale' (mit einer avatargesteuerten VR-Fortbewegung). Die folgenden Kapitel fĂŒhren empirische Studien mit blinden und sehbehinderten Nutzern durch und geben einen formativen Einblick, wie virtuelle Objekte in Reichweite der HĂ€nde mit haptischem Feedback erfasst werden können und wie verschiedene Arten der VR-Fortbewegung zur Erkundung virtueller Umgebungen eingesetzt werden können. Daraus werden gerĂ€teunabhĂ€ngige technologische Möglichkeiten und auch Herausforderungen fĂŒr weitere Verbesserungen abgeleitet. Auf der Grundlage dieser Erkenntnisse kann sich die weitere Forschung auf Aspekte wie die spezifische Gestaltung interaktiver Elemente, zeitlich und rĂ€umlich kollaborative Anwendungsszenarien und die Evaluation eines gesamten Anwendungsworkflows (d.h. Scannen der realen Umgebung und virtuelle Erkundung zu Trainingszwecken sowie die Gestaltung der gesamten Anwendung in einer langfristig barrierefreien Weise) konzentrieren.Access to digital content and information is becoming increasingly important for successful participation in today's increasingly digitized civil society. Such information is mostly presented visually, which restricts access for blind and visually impaired people. The most fundamental barrier is often basic orientation and mobility (and consequently, social mobility), including gaining knowledge about unknown buildings before visiting them. To bridge such barriers, technological aids should be developed and deployed. A trade-off is needed between technologically low-threshold accessible and disseminable aids and interactive-adaptive but complex systems. The adaptation of virtual reality (VR) technology spans a wide range of development and decision options. The main benefits of VR technology are increased interactivity, updatability, and the possibility to explore virtual spaces as proxies of real ones without real-world hazards and the limited availability of sighted assistants. However, virtual objects and environments have no physicality. Therefore, this thesis aims to research which VR interaction forms are reasonable (i.e., offering a reasonable dissemination potential) to make virtual representations of real buildings touchable or walkable in the context of orientation and mobility. Although there are already content and technology disjunctive developments and evaluations on VR technology, there is a lack of empirical evidence. Additionally, this thesis provides a survey between different interactions. Having considered the human physiology, assistive media (e.g., tactile maps), and technological characteristics, the current state of the art of VR is introduced, and the application for blind and visually impaired users and the way to get there is discussed by introducing a novel taxonomy. In addition to the interaction itself, characteristics of the user and the device, the application context, or the user-centered development respectively evaluation are used as classifiers. Thus, the following chapters are justified and motivated by explorative approaches, i.e., in the group of 'small scale' (using so-called data gloves) and in the scale of 'large scale' (using an avatar-controlled VR locomotion) approaches. The following chapters conduct empirical studies with blind and visually impaired users and give formative insight into how virtual objects within hands' reach can be grasped using haptic feedback and how different kinds of VR locomotion implementation can be applied to explore virtual environments. Thus, device-independent technological possibilities and also challenges for further improvements are derived. On the basis of this knowledge, subsequent research can be focused on aspects such as the specific design of interactive elements, temporally and spatially collaborative application scenarios, and the evaluation of an entire application workflow (i.e., scanning the real environment and exploring it virtually for training purposes, as well as designing the entire application in a long-term accessible manner)

    International Conference on NeuroRehabilitation 2012

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    This volume 3, number 2 gathers a set of articles based on the most outstanding research on accessibility and disability issues that was presented in the International Conference on NeuroRehabilitation 2012 (ICNR).The articles’ research present in this number is centred on the analysis and/or rehabilitation of body impairment most due to brain injury and neurological disorders.JACCES thanks the collaboration of the ICNR members and the research authors and reviewers that have collaborated for making possible that issue
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