733 research outputs found

    Voice-For-Blind: An Utilizable Email Client for Visually Impaired Users

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    For people who are sighted, visually impaired, or blind, electronic mail has evolved into a vital tool for collaboration and communication. However, the current email-related activities on smartphones cause a number of problems due to insufficient mapping of haptic feedback, complex text-entry layouts, a variety of screen sizes and orientations, illogical ordering of navigational items, and inconsistent interface design. The Components on touch-screen interfaces that can't be seen can be difficult for blind people to precisely access, making it difficult for them to carry out common mailing tasks such as receiving, sending, organising, managing spam, deleting, searching, and filtering. Due to these issues, blind people are having trouble using smartphones and completing a number of tasks related to email. Junk and Spam email frustration and cognitive overload are additional effects. We proposed Voice-For-Blind an utilizable email client that is friendly to visully imapired individuals to get around the obstacles relating to the usability and accessibility of smartphone-related mailing activities. 38 blind participants in an empirical study who carried out 14 email-related tasks are used to evaluate the proposed email client. The outcomes of this prototype's use demonstrate an elevated accuracy in complettion, improved user experience, and improved touchscreen interface control for basic tasks like email management. The findings show that Voice-For-Blind is an email client that is inclusive of accessibility, giving blind individuals an enhanced user - interface experience and reducing cognitive load when managing emails

    Fuzzy Mouse Cursor Control System for Computer Users with Spinal Cord Injuries

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    People with severe motor-impairments due to Spinal Cord Injury (SCI) or Spinal Cord Dysfunction (SCD), often experience difficulty with accurate and efficient control of pointing devices (Keates et al., 02). Usually this leads to their limited integration to society as well as limited unassisted control over the environment. The questions “How can someone with severe motor-impairments perform mouse pointer control as accurately and efficiently as an able-bodied person?” and “How can these interactions be advanced through use of Computational Intelligence (CI)?” are the driving forces behind the research described in this paper. Through this research, a novel fuzzy mouse cursor control system (FMCCS) is developed. The goal of this system is to simplify and improve efficiency of cursor control and its interactions on the computer screen by applying fuzzy logic in its decision-making to make disabled Internet users use the networked computer conveniently and easily. The FMCCS core consists of several fuzzy control functions, which define different user interactions with the system. The development of novel cursor control system is based on utilization of motor functions that are still available to most complete paraplegics, having capability of limited vision and breathing control. One of the biggest obstacles of developing human computer interfaces for disabled people focusing primarily on eyesight and breath control is user’s limited strength, stamina, and reaction time. Within the FMCCS developed in this research, these limitations are minimized through the use of a novel pneumatic input device and intelligent control algorithms for soft data analysis, fuzzy logic and user feedback assistance during operation. The new system is developed using a reliable and cheap sensory system and available computing techniques. Initial experiments with healthy and SCI subjects have clearly demonstrated benefits and promising performance of the new system: the FMCCS is accessible for people with severe SCI; it is adaptable to user specific capabilities and wishes; it is easy to learn and operate; point-to-point movement is responsive, precise and fast. The integrated sophisticated interaction features, good movement control without strain and clinical risks, as well the fact that quadriplegics, whose breathing is assisted by a respirator machine, still possess enough control to use the new system with ease, provide a promising framework for future FMCCS applications. The most motivating leverage for further FMCCS development is however, the positive feedback from persons who tested the first system prototype

    How a Diverse Research Ecosystem Has Generated New Rehabilitation Technologies: Review of NIDILRR’s Rehabilitation Engineering Research Centers

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    Over 50 million United States citizens (1 in 6 people in the US) have a developmental, acquired, or degenerative disability. The average US citizen can expect to live 20% of his or her life with a disability. Rehabilitation technologies play a major role in improving the quality of life for people with a disability, yet widespread and highly challenging needs remain. Within the US, a major effort aimed at the creation and evaluation of rehabilitation technology has been the Rehabilitation Engineering Research Centers (RERCs) sponsored by the National Institute on Disability, Independent Living, and Rehabilitation Research. As envisioned at their conception by a panel of the National Academy of Science in 1970, these centers were intended to take a “total approach to rehabilitation”, combining medicine, engineering, and related science, to improve the quality of life of individuals with a disability. Here, we review the scope, achievements, and ongoing projects of an unbiased sample of 19 currently active or recently terminated RERCs. Specifically, for each center, we briefly explain the needs it targets, summarize key historical advances, identify emerging innovations, and consider future directions. Our assessment from this review is that the RERC program indeed involves a multidisciplinary approach, with 36 professional fields involved, although 70% of research and development staff are in engineering fields, 23% in clinical fields, and only 7% in basic science fields; significantly, 11% of the professional staff have a disability related to their research. We observe that the RERC program has substantially diversified the scope of its work since the 1970’s, addressing more types of disabilities using more technologies, and, in particular, often now focusing on information technologies. RERC work also now often views users as integrated into an interdependent society through technologies that both people with and without disabilities co-use (such as the internet, wireless communication, and architecture). In addition, RERC research has evolved to view users as able at improving outcomes through learning, exercise, and plasticity (rather than being static), which can be optimally timed. We provide examples of rehabilitation technology innovation produced by the RERCs that illustrate this increasingly diversifying scope and evolving perspective. We conclude by discussing growth opportunities and possible future directions of the RERC program

    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

    The design and evaluation of non-visual information systems for blind users

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    This research was motivated by the sudden increase of hypermedia information (such as that found on CD-ROMs and on the World Wide Web), which was not initially accessible to blind people, although offered significant advantages over traditional braille and audiotape information. Existing non-visual information systems for blind people had very different designs and functionality, but none of them provided what was required according to user requirements studies: an easy-to-use non-visual interface to hypermedia material with a range of input devices for blind students. Furthermore, there was no single suitable design and evaluation methodology which could be used for the development of non-visual information systems. The aims of this research were therefore: (1) to develop a generic, iterative design and evaluation methodology consisting of a number of techniques suitable for formative evaluation of non-visual interfaces; (2) to explore non-visual interaction possibilities for a multimodal hypermedia browser for blind students based on user requirements; and (3) to apply the evaluation methodology to non-visual information systems at different stages of their development. The methodology developed and recommended consists of a range of complementary design and evaluation techniques, and successfully allowed the systematic development of prototype non-visual interfaces for blind users by identifying usability problems and developing solutions. Three prototype interfaces are described: the design and evaluation of two versions of a hypermedia browser; and an evaluation of a digital talking book. Recommendations made from the evaluations for an effective non-visual interface include the provision of a consistent multimodal interface, non-speech sounds for information and feedback, a range of simple and consistent commands for reading, navigation, orientation and output control, and support features. This research will inform developers of similar systems for blind users, and in addition, the methodology and design ideas are considered sufficiently generic, but also sufficiently detailed, that the findings could be applied successfully to the development of non-visual interfaces of any type

    Information and communication technologies for public use and interactive-multimedia city kiosks

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    Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 2004Includes bibliographical references (leaves: 103)Text in English; Abstract: Turkish and Englishix, 106 leavesThis thesis provides framework for consideration of the potential of information andcommunication technologies for public events and performances for the developing usage of new products, particularly information public kiosks. In the theoretical framework, the concepts and terms of information and communication technology are generally introduced along with the identification of number of major factors such as elements, diversity, necessity and evolution. Moreover, the importance of ICT technologies in urban settings and human behavior in response to this type of technology are investigated through the history of ICT. The concept of the usage of information and communication technology by actual people is particularly emphasized. Not only the utilization of information and communication technology in public space is described but also effective usage of ICT in the public space and information access provided by public products are identified.Figures of ICT systems and related products, their roots in design differences and new tools and products that are common examples of ICT, particularly the use of the information city kiosk, are presented and discussed. Design principles of the public information kiosk, which play a prominent role in the public use of ICT, are established. The analysis of design factors and human-product relations based on user profile, material choices, form, function and location are discussed. Finally, the thesis includes a conclusion that argues that the information city kiosks and their increased public use will designate the new images of the cities

    Autonomous wheelchair with a smart driving mode and a Wi-Fi positioning system

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    Wheelchairs are an important aid that enhances the mobility of people with several types of disabilities. Therefore, there has been considerable research and development on wheelchairs to meet the needs of the disabled. Since the early manual wheelchairs to their more recent electric powered counterparts, advancements have focused on improving autonomy in mobility. Other developments, such as Internet advancements, have developed the concept of the Internet of Things (IoT). This is a promising area that has been studied to enhance the independent operation of the electrical wheelchairs by enabling autonomous navigation and obstacle avoidance. This dissertation describes shortly the design of an autonomous wheelchair of the IPL/IT (Instituto Politécnico de Leiria/Instituto de Telecomunicações) with smart driving features for persons with visual impairments. The objective is to improve the prototype of an intelligent wheelchair. The first prototype of the wheelchair was built to control it by voice, ocular movements, and GPS (Global Positioning System). Furthermore, the IPL/IT wheelchair acquired a remote control feature which could prove useful for persons with low levels of visual impairment. This tele-assistance mode will be helpful to the family of the wheelchair user or, simply, to a health care assistant. Indoor and outdoor positioning systems, with printed directional Wi-Fi antennas, have been deployed to enable a precise location of our wheelchair. The underlying framework for the wheelchair system is the IPL/IT low cost autonomous wheelchair prototype that is based on IoT technology for improved affordability

    The human controller : usability and accessibility in video game interfaces

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    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2008.Includes bibliographical references (leaves 41-43).Despite the advances in user interfaces and the new gaming genres, not all people can play all games - disabled people are frequently excluded from game play experiences. On the one hand this adds to the list of discriminations disabled people face in our society, while on the other hand actively including them potentially results in games that are better for everyone. The largest hurdle to involvement is the user interface, or how a player interacts with the game. Analyzing usability and adhering to accessibility design principles makes it both possible and practical to develop fun and engaging game user interfaces that a broader range of the population can play. To demonstrate these principles we created AudiOdyssey, a PC rhythm game that is accessible to both sighted and non-sighted audiences. By following accessibility guidelines we incorporated a novel combination of features resulting in a similar play experience for both groups. Testing AudiOdyssey yielded useful insights into which interface elements work and which don't work for all users. Finally a case is made for considering accessibility when designing future versions of gaming user interfaces, and speculative scenarios are presented for what such interfaces might look like.by Eitan M. Glinert.M.Eng
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