6 research outputs found

    CLUE: A Usability Evaluation Checklist for Multimodal Video Game Field Studies with Children Who Are Blind

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    Multimodal video games can enhance the cognitive skills of children who are blind by allowing interaction with scenarios that would be unfeasible in their everyday life. To assist the identification of relevant interface and interaction issues when children who are blind are playing multimodal video games, we propose a Checklist for Usability Evaluation of Multimodal Games for Children who are Blind (CLUE). CLUE was designed to assist researchers and practitioners in usability evaluation field studies, addressing multiple aspects of gameplay and multimodality, including audio, graphics, and haptics. Overall, initial evidence indicates that the use of CLUE during user observation helps to raise a greater number of relevant usability issues than other methods, such as interview and questionnaire. CLUE makes the analysis of recorded user interactions a less time- and effort-consuming process by guiding the identification of interaction patterns and usability issues

    Framework for Live Synchronization of RDF Views of Relational Data

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    This Demo presents a framework for the live synchronization of an RDF view defined on top of relational database. In the proposed framework, rules are responsible for computing and publishing the changeset required for the RDB-RDF view to stay synchronized with the relational database. The computed changesets are then used for the incremental maintenance of the RDB_RDF views as well as application views. The Demo is based on the LinkedBrainz Live tool, developed to validate the proposed framework

    INTERACT 2015 Adjunct Proceedings. 15th IFIP TC.13 International Conference on Human-Computer Interaction 14-18 September 2015, Bamberg, Germany

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    INTERACT is among the world’s top conferences in Human-Computer Interaction. Starting with the first INTERACT conference in 1990, this conference series has been organised under the aegis of the Technical Committee 13 on Human-Computer Interaction of the UNESCO International Federation for Information Processing (IFIP). This committee aims at developing the science and technology of the interaction between humans and computing devices. The 15th IFIP TC.13 International Conference on Human-Computer Interaction - INTERACT 2015 took place from 14 to 18 September 2015 in Bamberg, Germany. The theme of INTERACT 2015 was "Connection.Tradition.Innovation". This volume presents the Adjunct Proceedings - it contains the position papers for the students of the Doctoral Consortium as well as the position papers of the participants of the various workshops

    O&M Indoor Virtual Environments for People Who Are Blind: A Systematic Literature Review

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    BACKGROUND: Knowing their current position in the surroundings constitutes one of the biggest challenges faced by people with visual disabilities when they move around. For them, it is difficult to be aware of the direction in which they are going, and the location of nearby objects and obstacles. In this context, obtaining relevant spatial information is always very significant to these individuals. Hence, the research in the development of assistive technologies for needs and perspectives of people who are blind has been a promising area in terms of the orientation and mobility (O&M) challenges. OBJECTIVE: The purpose of this study is to systematically examine the literature on O&M virtual environments designed to support indoor navigation to identify techniques for both developing and evaluating the usability and cognitive impact of these applications. METHODS: A systematic literature review (SLR) was performed, considering population, intervention, outcomes, and study design as eligibility criteria. After a filtering process from 987 works retrieved from six databases, we extracted data from 51 papers, which meet the study selection criteria. RESULTS: The analysis of the 51 papers describing 31 O&M indoor virtual environments, indicated that O&M virtual environments to support indoor navigation are usually designed for desktop, adopt spatial audio as way to support orientation, and use joystick as primary interaction device. Regarding evaluation techniques, questionnaires, interviews, user observation, and performance logs are commonly used to evaluate usability in this context. In tests involving users, the participants are usually adults aged 21-59 years, who individually spend about 90 minutes split in usually two evaluation sessions. Most papers do not report any strategies to evaluate the cognitive impact of O&M virtual environments on users' navigational and wayfinding skills. Thirteen papers (25.49%) reported the conduction of experiments or quasi-experiments and demonstrated pieces of evidence associated with a positive cognitive impact resultant from O&M indoor virtual environments usage. Finally, only four papers (7.84%) reported the development of indoor maps editors for O&M virtual environments. CONCLUSION: Our SLR summarizes the characteristics of 32 O&M virtual environments. It compiles state-of-the-art for indoor simulations in this domain and highlights their challenges and impacts in O&M training. Also, the absence of clear guidelines to design and evaluate O&M virtual environments and the few available computer editors of indoor maps appear as research opportunities.National Council for Scientific and Technological Development (CNPq) 458825/2013-1 Comision Nacional de Investigacion Cientifica y Tecnologica (CONICYT) CONICYT FONDECYT 1150898 CONICYT's Basal Funds for Centers of Excellence FB000

    Mobile audio games accessibility evaluation for users who are blind

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    Digital games have become increasingly popular for both entertainment and education purposes. However, making these games universal and accessible poses a challenge for interface designers and game developers, since they are usually unfamiliar with the peculiarities of gamers who are blind. More effort is necessary for contributing to a universal game design and, ultimately, helping to promote the inclusion of people with disabilities to take full advantages of digital games. In this research, we present a study concerning existent guidelines and recommendations for accessibility in digital games. As a result, we propose ten recommendations for the design of mobile audio games, targeting gamers who are blind. We also present an evaluation instrument assembled from the recommendations we propose.We used this instrument to assess ten audio games labeled as inclusive. Results indicate that only three from a total of ten games were considered “good”, which means they met the fundamental aspects of the guidelines
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