111 research outputs found

    Adapting diagrams for DAISY books

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    Looking for the best way to publish accessible graphics, this presentation gives some information about how to deal with non-textual contents when adapting documents for DAISY books. It is based on a study conducted by Braillenet for enriching the Helene’s digital library with technical contents. By analysing publishing guidelines, transcribers’ work in specialized centres and main relief printing formats, this work presents thoughts on how to analyse a graphical content, how to produce vectorial images, the main steps for preparing digital image files that could be downloaded and printed, how to index these files into the DAISY book, and finally make them accessible

    Improving accessibility of tactile interaction for older users: lowering accuracy requirements to support drag-and-drop interaction

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    International audienceMobile applications offer great possibilities to the aging population but older adults face accessibility problems when using devices equipped with touchscreen. In order to respond to older users' special needs, it is necessary to support older users during tactile interaction to reduce error rates. The aim of this study is to evaluate the effects of the accuracy requirements for drag-and-drop interaction. 24 able-bodied older adults with different profiles (aged 65 to 86 years old, with corrected and not corrected eyesight, normal and low dexterity, different levels of education, different experience of use of computers and touchscreen) executed a series of tactile puzzle games on smartphone and tablet, with pen and fingers. We evaluate the number of errors for two levels of accuracy required for positioning the puzzle pieces: 95% (higher) and 80% (lower). Older adults made fewer errors of accuracy during lower accuracy levels and consequently fewer supplementary gestures for positioning the targets. Besides, lowering the accuracy requirement was an effective support for interaction because it also reduced the effects of users' profiles, improving the accessibility for people with no experience of use of computers

    Interaction techniques for older adults using touchscreen devices : a literature review

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    International audienceSeveral studies investigated different interaction techniques and input devices for older adults using touchscreen. This literature review analyses the population involved, the kind of tasks that were executed, the apparatus, the input techniques, the provided feedback, the collected data and author's findings and their recommendations. As conclusion, this review shows that age-related changes, previous experience with technologies, characteristics of handheld devices and use situations need to be studied

    Ease-of-Use of Tactile Interaction for Novice Older Adults

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    International audienceUsability, particularly ease-of-use, is a main factor affecting the acceptance of technologies by older adults. Mobile devices offer great possibilities for well-being applications, but they are often equipped with touchscreen. In order to evaluate the ease-of-use of tactile interaction, this study compares the performances of 16 novice (mean age 74) and 8 experienced older adults (mean 75) during the execution of drag-and-drop interaction for achieving tactile puzzle games on smartphone and tablet, with pen and fingers. Results show that novice users were able accomplish interaction accurately with longer times but no significant difference of errors of accuracy

    Etude comparative de l'analyse des mouvements lors d'une interaction tactile : adultes versus ainés

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    International audienceThis paper reports a comparative study on the analysis of the users’ movements and their consequences in users’ performances (time, error rates) during interaction of 15 older adults and 15 adults with touchscreen. The analysis of the movement of the users’ wrist during the execution of interaction gestures allow to understand the differences in performances between older and younger users.Cet article prĂ©sente une Ă©tude comparative de l'analyse des mouvements de l'utilisateur et leurs consĂ©quences sur la performance (temps, taux d'erreurs) durant l'interaction avec des Ă©crans tactiles sur une population de 15 participants ĂągĂ©s versus 15 adultes. L'analyse du mouvement du poignet durant l'exĂ©cution des gestes d'interaction permet de comprendre les diffĂ©rences de performances entre utilisateurs ĂągĂ©s et plus jeunes

    Study of the interaction of older adults with touchscreen

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    Utiliser une tablette ou un smartphone est dĂ©sormais courant. Cependant, les effets de l'Ăąge sur les capacitĂ©s motrices nĂ©cessaires pour l'exĂ©cution des gestes d'interaction tactile n'ont pas Ă©tĂ© suffisamment pris en compte lors de la conception et de l'Ă©valuation des systĂšmes interactifs, une des raisons qui a empĂȘchĂ© l'inclusion numĂ©rique de ce groupe d'utilisateurs. L'objectif de cette thĂšse est d'Ă©tudier l'interaction des personnes ĂągĂ©es avec les Ă©crans tactiles afin d'identifier des problĂšmes d'utilisabilitĂ© sur des supports variĂ©s (smartphone et tablette, doigt et stylet). Pour cette Ă©tude, nous avons conçu un systĂšme interactif constituĂ© de jeux de type puzzle numĂ©rique tactiles, oĂč le geste d'interaction drag-and-drop (glisser-dĂ©poser) est employĂ© pour positionner les cibles. Dans ce contexte, une attention particuliĂšre a Ă©tĂ© portĂ©e Ă  l'analyse des mouvements de l'utilisateur. L'analyse des postures du poignet durant l'interaction a permis d'Ă©lucider la relation entre les caractĂ©ristiques des mouvements des personnes ĂągĂ©es avec leurs performances, Ă  savoir, des temps plus longs et une augmentation du nombre d'erreurs par rapport aux utilisateurs adultes plus jeunes. Prendre en compte la variabilitĂ© des capacitĂ©s motrices des utilisateurs lors des phases de conception et Ă©valuation des systĂšmes interactifs est nĂ©cessaire pour comprendre leurs difficultĂ©s et amĂ©liorer l'ergonomie et utilisabilitĂ© de l'interaction tactile.Tablets and smartphones have become mainstream technologies. However, the aging effects on the motor skills implied on tactile interaction haven't been enough considered during the design and evaluation of tactile interactive systems, what prevent this group of older adult users to be digitally included successfully. This thesis aims to study the interaction of older adults with touchscreens in order to identify usability issues on different devices and input modalities (smartphone and tablet, finger and stylus). To this study, we designed an interactive system consisted of tactile puzzle games and using drag-and-drop interaction for positioning the puzzle pieces into their corresponding targets. In this framework, a special attention was given to the analysis of the movements of the user. The analysis of the postures of the users' wrists during interaction allowed to elucidate the relationship between the characteristics of the movements of older adults and their performances, particularly concerning the longer times needed for executing the gestures of interaction as well as the increased error rates of this group of users when compared to younger adults. Taking into account the variability of users' motor skills during the design and evaluation of interactive systems is necessary to better understand their difficulties as well as to improve the ergonomics and the usability levels of tactile interaction

    A Unified Model for Context-aware Adaptation of User Interfaces

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    The variety of contexts of use in which the interaction takes place nowadays is a challenge for both stakeholders for the development and end users for the interaction. Stakeholders either ignore the exponential amount of information coming from the context of use, adopting the inaccessible approach of one-size-fits-all, or they must dedicate a significant effort to carefully consider context differences while designing several different versions of the same user interface. For end users, web pages that are not adapted become often inaccessible in non-conventional contexts of use, with mobile devices, as smart phones and tablet PCs. In order to leverage such efforts, we propose in this paper a meta-model that by means of a unified view supports all phases of the implementation of context-aware adaptation for user interfaces. With such a formal abstraction of an interactive system, stakeholders can generate different instantiations with more concrete UI’s that can properly handle and adapt accordingly to the different constraints and characteristics of different contexts of use. We present CAMM, a meta-model for context-aware adaptation covering different application domains and also a complete adaptation lifecycle. Moreover we also present various instantiations of such a model for different scenarios of a car rental example

    Social implications of acquired hearing impairment in adults

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    O objetivo deste estudo foi analisar as implicaçÔes da surdez adquirida em adultos, na vida familiar, social e no trabalho, com uma abordagem qualitativa. Foram selecionadas 27 pessoas residentes em Bauru-SP, com diagnĂłstico de perda auditiva de manifestação sĂșbita na faixa etĂĄria de 18 a 60 anos, matriculados no Hospital de Reabilitação de Anomalias Craniofaciais (HRAC/USP) entre janeiro de 2000 e fevereiro de 2005, sendo entrevistados 16. Utilizaram-se a entrevista e a anĂĄlise de conteĂșdo. Constatou-se: a perda auditiva ocorreu entre os 40 e 44 anos, 37,5%; 62,5% dos que perderam a audição eram do sexo masculino, 62,5% nĂŁo tinham o ensino fundamental; 62,5% eram da classe Baixa Superior; 75% apresentaram perda auditiva bilateral, 18,75% de grau moderado/profundo. Dos 13 que estavam trabalhando quando perderam a audição, 30,77% pararam de trabalhar e 15,38% mudaram de profissĂŁo. Foram relatadas situaçÔes como: afastamento do trabalho, demissĂŁo a pedido e demissĂŁo pelo empregador, dificuldade de aceitação, cobranças, falta de esclarecimentos e desconhecimento dos prĂłprios profissionais de saĂșde. Os dados sugerem a necessidade dos recursos de reabilitação, de apoio terapĂȘutico, respeito e alternativas de conhecimentos.This study aimed at analyzing, by means of a qualitative approach, the implications of acquired deafness in adults with regard to family life, social life and work. Twenty-seven individuals residing in the city of Bauru, State of SĂŁo Paulo, were selected. All of them had been diagnosed with hearing impairment of sudden onset at the age range of 18 to 60 years and were registered at the Hospital for Craniofacial Anomaly Rehabilitation (HRAC/USP) between January 2000 and February 2005. Sixteen of such individuals were interviewed, and content analysis was used. It was found that, for 37.5% of the subjects, hearing impairment occurred between the ages of 40 and 44 years; 62.5% were males; 62.5% had not completed elementary education; 62,5% belonged to the lower middle class; 75% presented bilateral hearing impairment, 18.75% presented moderate/profundo impairment. Of the 13 individuals who were employed when hearing impairment manifested itself, 30.77% quit their jobs, and 15.38% changed their occupations. The following situations were reported: being on a sick leave from work, resignation from one's job, dismissal by employer, difficulty of acceptance, demands from others, and lack of clarification and knowledge on the part of health care professionals. The results suggest the need for rehabilitation resources, therapeutic support, respect and knowledge alternatives

    Playing and social skills in the interaction between children with hearing impairments and hearing mothers

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    Este artigo Ă© resultado de um estudo que analisou a interação e o brincar entre 20 mĂŁes e seus filhos com deficiĂȘncia auditiva, de graus severo e/ou profundo, com idades entre trĂȘs e seis anos, em rotina de atendimento no Centro de DistĂșrbio da Audição, Linguagem e VisĂŁo do Hospital de Reabilitação de Anomalias Craniofaciais da Universidade de SĂŁo Paulo. As mĂŁes foram entrevistadas e as respostas, analisadas quantitativa e qualitativamente. Os resultados mostraram que a interação com a mĂŁe durante o brincar favorece o desenvolvimento de habilidades sociais para a adequação da criança ao seu meio social, e que as mĂŁes carecem de orientaçÔes, a fim de que esse espaço seja utilizado mais eficientemente para o aprendizado.This article is the result of a study assessing social interaction and play among 20 mothers and their children, between 3 and 6 years old, who suffer from a severe and/or profound hearing loss, in routine visits to the Centro de DistĂșrbio da Audição, Linguagem e VisĂŁo, at the Hospital de Reabilitação de Anomalias Craniofaciais at the Universidade de SĂŁo Paulo. Mothers were interviewed and their responses were quantitatively and qualitatively assessed. Results showed that mother and child interaction during play assists with the development of social skills for adjusting to the social environment, and that mothers lack guidance, in order that this space is used more effectively for learning purposes

    Analyzing Speech Recognition for Individuals with Down Syndrome

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    With the increment of voice assistants, speech recognition technologies have been used to support natural language processing. However, there are limitations on how well the technologies perform depending on who the users are. They have been predominantly trained on “typical speech” patterns, leaving aside people with disabilities with unique speech patterns. More specifically, people with Down Syndrome are having trouble using speech recognition technology due to their differences in speech. To develop a more accessible voice assistant, this project aims to characterize the speech recognition from individuals with Down Syndrome. To accomplish this aim, we analyze the quality of transcripts generated by two popular algorithms used for speech recognition (IBM and Google) to see the differences of speech from neurotypicals and people with Down Syndrome. We analyzed 7 videos of interviews between a neurotypical interviewer and Down Syndrome participants. We computed the symmetric differences between auto generated subtitles(IBM and youtube) and subtitles that were provided by humans (ground true) as well as the word error rate in all sentences. We found that current speech recognition algorithms don’t recognize Down Syndrome speeches as well as speeches from neurotypicals. We are currently analyzing the specific type of error. By finding the speech patterns for people with disabilities, speech recognition technologies will be more inclusive, and truly help those who need voice assistants the most
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