{"title":"The global public inclusive infrastructure (GPII)","authors":"G. Vanderheiden, J. Treviranus, A. Chourasia","doi":"10.1145/2513383.2513395","DOIUrl":"https://doi.org/10.1145/2513383.2513395","url":null,"abstract":"The incidence of disabilities is increasing as our population ages and we find that access to ICT is becoming mandatory for meaningful participation, independence, and self-sustenance. However we are not only nowhere near providing access to everyone who needs it, but we are actually losing ground due to reasons such as technical proliferation across platforms, increasing product churn (breaking existing solutions), decreasing social resources to address it, and an inability to effectively serve the tails of these populations because of the higher cost to do so. This poster describes the Cloud4all and Prosperity4All projects and progress in building the Global Public Inclusive Infrastructure (GPII), an infrastructure based on cloud, web and platform technologies that can increase dissemination and international localization while lowering the cost to develop, deploy, market, and support a broad range of access solutions.","PeriodicalId":378932,"journal":{"name":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121927662","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A collection of conversational AAC-like communications","authors":"K. Vertanen","doi":"10.1145/2513383.2513388","DOIUrl":"https://doi.org/10.1145/2513383.2513388","url":null,"abstract":"We contribute a public test set of everyday conversational communications. The communications were written in response to ten hypothetical situations given to workers on the crowdsourcing site Amazon Mechanical Turk. After quality control, our public dataset consists of 1,506 unique communications. These communications can be used to help design and evaluate text-based predictive communication aids. The collection also provides a common public test set for research into predictive conversational text entry.","PeriodicalId":378932,"journal":{"name":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122485866","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Supporting augmented and alternative communication using a low-cost gestural device","authors":"Matt Wheeler, Flynn Wolf, Ravi Kuber","doi":"10.1145/2513383.2513386","DOIUrl":"https://doi.org/10.1145/2513383.2513386","url":null,"abstract":"In this paper, we describe an exploratory study to determine the feasibility of using a low-cost gestural headset to support communication. Findings have shown tasks involving facial gestures, such as blinks and smiles, can be performed and detected by an Augmented and Alternative Communication (AAC) system within a shorter period of time compared to brow movements. As tasks increase in complexity, rates of accuracy and time taken remain relatively constant for blinking gestures, highlighting their potential in AAC interfaces. We aim to refine such a system to better address the needs of individuals with disabilities, by limiting input errors from involuntary movements and examining ways to reduce interface navigation time. Insights gained from the study offer promise to interface designers seeking to widen access to their interfaces using gestural input.","PeriodicalId":378932,"journal":{"name":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121294102","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Page sample size in web accessibility testing: how many pages is enough?","authors":"E. Velleman, T. Geest","doi":"10.1145/2513383.2513408","DOIUrl":"https://doi.org/10.1145/2513383.2513408","url":null,"abstract":"Various countries and organizations use a different sampling approach and sample size of web pages in accessibility conformance tests. We are conducting a systematic analysis to determine how many pages is enough for testing whether a website is compliant with standard accessibility guidelines. This poster reports the work-in-progress. Data collection has been completed and we have started the analysis to determine how many pages is enough for specified reliability levels.","PeriodicalId":378932,"journal":{"name":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132819660","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Luz Rello, R. Baeza-Yates, Horacio Saggion, Clara Bayarri, Simone Diniz Junqueira Barbosa
{"title":"An iOS reader for people with dyslexia","authors":"Luz Rello, R. Baeza-Yates, Horacio Saggion, Clara Bayarri, Simone Diniz Junqueira Barbosa","doi":"10.1145/2513383.2513419","DOIUrl":"https://doi.org/10.1145/2513383.2513419","url":null,"abstract":"We present DysWebxia, an eBook reader for iOS which modifies the form and the content of the text. This tool is specifically designed for people with dyslexia according to previous research with this target group. The settings are customizable depending on the reading preferences.","PeriodicalId":378932,"journal":{"name":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131047659","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"What did you say?: visually impaired students using bonephones in math class","authors":"Yee Chieh Denise Chew, B. Walker","doi":"10.1145/2513383.2513393","DOIUrl":"https://doi.org/10.1145/2513383.2513393","url":null,"abstract":"Bone-conduction headphones were deployed along with audio splitters for use with an auditory graphing software program in a classroom for the visually impaired. In this paper, we give an overview of the impact of introducing this technology into the classroom. We discuss our observations on the bonephone and audio splitter usage, and present data gathered from focus group discussions with the students and teacher relating to the introduction and reception of this technology. A majority of students and the teacher prefer using bone-conduction headphones over air-conduction headphones. Further, providing audio splitters changes how quickly the teacher can assess problems a student is having with lessons given on a computer, and the frequency in which students are paired together to work on a problem.","PeriodicalId":378932,"journal":{"name":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127942743","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"VBGhost: a braille-based educational smartphone game for children","authors":"Lauren R. Milne, Cynthia L. Bennett, R. Ladner","doi":"10.1145/2513383.2513396","DOIUrl":"https://doi.org/10.1145/2513383.2513396","url":null,"abstract":"We present VBGhost: an accessible, educational smartphone game for people who are blind or low vision. It is based on the word game Ghost, in which players take turns adding letters to a word fragment while attempting to not complete a word. VBGhost uses audio and haptic feedback to reinforce Braille concepts. Players enter letters in the game by using Braille dot patterns on a touchscreen interface. Players can raise or lower dots to create Braille characters using taps and audio feedback from the phone. When a \"raised\" dot is touched on the screen, the phone vibrates. In VBGhost, a player can either play against the computer or against another person. We demonstrate the potential for the development of fun, accessible and educational games.","PeriodicalId":378932,"journal":{"name":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128894305","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Hugo Nicolau, J. Guerreiro, Tiago Guerreiro, L. Carriço
{"title":"UbiBraille: designing and evaluating a vibrotactile Braille-reading device","authors":"Hugo Nicolau, J. Guerreiro, Tiago Guerreiro, L. Carriço","doi":"10.1145/2513383.2513437","DOIUrl":"https://doi.org/10.1145/2513383.2513437","url":null,"abstract":"Blind people typically resort to audio feedback to access information on electronic devices. However, this modality is not always an appropriate form of output. Novel approaches that allow for private and inconspicuous interaction are paramount. In this paper, we present a vibrotactile reading device that leverages the users' Braille knowledge to read textual information. UbiBraille consists of six vibrotactile actuators that are used to code a Braille cell and communicate single characters. The device is able to simultaneously actuate the users' index, middle, and ring fingers of both hands, providing fast and mnemonic output. We conducted two user studies on UbiBraille to assess both character and word reading performance. Character recognition rates ranged from 54% to 100% and were highly character- and user-dependent. Indeed, participants with greater expertise in Braille reading/writing were able to take advantage of this knowledge and achieve higher accuracy rates. Regarding word reading performance, we investigated four different vibrotactile timing conditions. Participants were able to read entire words and obtained recognition rates up to 93% with the most proficient ones being able achieve a rate of 1 character per second.","PeriodicalId":378932,"journal":{"name":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128262058","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An empirical study of issues and barriers to mainstream video game accessibility","authors":"J. Porter, J. Kientz","doi":"10.1145/2513383.2513444","DOIUrl":"https://doi.org/10.1145/2513383.2513444","url":null,"abstract":"A gap between the academic human-computer interaction community and the game development industry has led to games not being as thoroughly influenced by accessibility standards as most other facets of information and communication technology. As a result, individuals with disabilities are unable to fully, if at all, engage with many commercial games. This paper presents the findings of a pair of complementary empirical studies intended to understand the current state of game accessibility in a grounded, real-world context and identify issues and barriers. The first study involved an online survey of 55 gamers with disabilities to elicit information about their play habits, experiences, and accessibility issues. The second study consisted of a series of semi-structured interviews with individuals from the game industry to better understand accessibility's situation in their design and development processes. Through quantitative and qualitative thematic analysis, we derive high-level insights from the data, such as the prevalence of assistive technology incompatibility and the value of middleware for implementing accessibility standardization. Finally, we discuss specific implications and how these insights can be used to define future work which may help to narrow the gap.","PeriodicalId":378932,"journal":{"name":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129094728","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Adaptive click-and-cross: an interaction technique for users with impaired dexterity","authors":"Louis Li","doi":"10.1145/2513383.2517036","DOIUrl":"https://doi.org/10.1145/2513383.2517036","url":null,"abstract":"Computer users with impaired dexterity face difficulties with traditional pointing methods, particularly on small, densely packed user interfaces. Past research in software-based solutions can usually be categorized as one of two approaches. They either modify the user interface to fit the users' needs or modify the user's interaction with the cursor. Each approach, however, has limitations. Modifying the user interface increases the navigation cost of some items by displacing them to other screens, while enhanced area cursors, a pointing technique for small, densely packed targets, require users to perform multiple steps to acquire a target. This study aims to minimize the costs of these two approaches through a new interaction technique, Adaptive Click-and-Cross. The technique was found to lower error rates relative to traditional pointing (8.5% vs 16.0%) with slightly faster acquisition times compared to two other techniques for modifying the user interface or cursor.","PeriodicalId":378932,"journal":{"name":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122201543","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}