{"title":"Real time object scanning using a mobile phone and cloud-based visual search engine","authors":"Yu Zhong, Pierre Garrigues, Jeffrey P. Bigham","doi":"10.1145/2513383.2513443","DOIUrl":"https://doi.org/10.1145/2513383.2513443","url":null,"abstract":"Computer vision and human-powered services can provide blind people access to visual information in the world around them, but their efficacy is dependent on high-quality photo inputs. Blind people often have difficulty capturing the information necessary for these applications to work because they cannot see what they are taking a picture of. In this paper, we present Scan Search, a mobile application that offers a new way for blind people to take high-quality photos to support recognition tasks. To support realtime scanning of objects, we developed a key frame extraction algorithm that automatically retrieves high-quality frames from continuous camera video stream of mobile phones. Those key frames are streamed to a cloud-based recognition engine that identifies the most significant object inside the picture. This way, blind users can scan for objects of interest and hear potential results in real time. We also present a study exploring the tradeoffs in how many photos are sent, and conduct a user study with 8 blind participants that compares Scan Search with a standard photo-snapping interface. Our results show that Scan Search allows users to capture objects of interest more efficiently and is preferred by users to the standard interface.","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":"130415385","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}
Jorge Gonçalves, V. Kostakos, S. Hosio, E. Karapanos, Olga Lyra
{"title":"IncluCity: using contextual cues to raise awareness on environmental accessibility","authors":"Jorge Gonçalves, V. Kostakos, S. Hosio, E. Karapanos, Olga Lyra","doi":"10.1145/2513383.2517030","DOIUrl":"https://doi.org/10.1145/2513383.2517030","url":null,"abstract":"Awareness campaigns aiming to highlight the accessibility challenges affecting people with disabilities face an important challenge. They often describe the environmental features that pose accessibility barriers out of context, and as a result public cannot relate to the problems at hand. In this paper we demonstrate that contextual cues can enhance people's perception and understanding of accessibility. We describe a two-week study where our participants submitted reports of inaccessible spots all over the city through a web application. Using a 2x2 factorial design we contrast the impact of two types of contextual cues, visual cues (i.e., displaying a picture of the inaccessible spot) and location cues (i.e., ability to zoom-in the exact location). We measure participants' perceptions of accessibility and how they are challenged to consider their own limitations and barriers that may also affect themselves in certain circumstances. Our results suggest that visual cues led to a bigger sense of urgency while also improving participants' attitude towards disability.","PeriodicalId":378932,"journal":{"name":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"64 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":"130758827","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":"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}
{"title":"Good fonts for dyslexia","authors":"Luz Rello, R. Baeza-Yates","doi":"10.1145/2513383.2513447","DOIUrl":"https://doi.org/10.1145/2513383.2513447","url":null,"abstract":"Around 10% of the people have dyslexia, a neurological disability that impairs a person's ability to read and write. There is evidence that the presentation of the text has a significant effect on a text's accessibility for people with dyslexia. However, to the best of our knowledge, there are no experiments that objectively measure the impact of the font type on reading performance. In this paper, we present the first experiment that uses eye-tracking to measure the effect of font type on reading speed. Using a within-subject design, 48 subjects with dyslexia read 12 texts with 12 different fonts. Sans serif, monospaced and roman font styles significantly improved the reading performance over serif, proportional and italic fonts. On the basis of our results, we present a set of more accessible fonts for people with dyslexia.","PeriodicalId":378932,"journal":{"name":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"68 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":"124750469","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":"Safe walking technology for people with dementia: what do they want?","authors":"Kristine Holbø, Silje Bøthun, Y. Dahl","doi":"10.1145/2513383.2513434","DOIUrl":"https://doi.org/10.1145/2513383.2513434","url":null,"abstract":"This paper presents an attempt to understand how safe walking technology can be designed to fit the needs of people with dementia. Taking inspiration from modern dementia care philosophy, and its emphasis on the individual with dementia, we have performed in-depth investigations of three persons' experiences of living with early-stage dementia. From interviews and co-design workshops with them and their family caregivers, we identified several factors that influence people with dementia's attitudes toward safe walking technology, and how they want the technology to assist them. Relevant factors include: The desire for control and self-management, the subjective experiences of symptoms, personal routines and skills, empathy for care-givers, and the local environment in which they live. Based on these findings, we argue there is a need to reconsider \"surveillance\" as a concept on which to base design of safe walking technology. We also discuss implications for design ethics.","PeriodicalId":378932,"journal":{"name":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"358 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":"134483482","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}
J. Guerreiro, D. Gonçalves, Diogo Marques, Tiago Guerreiro, Hugo Nicolau, Kyle Montague
{"title":"The today and tomorrow of Braille learning","authors":"J. Guerreiro, D. Gonçalves, Diogo Marques, Tiago Guerreiro, Hugo Nicolau, Kyle Montague","doi":"10.1145/2513383.2513415","DOIUrl":"https://doi.org/10.1145/2513383.2513415","url":null,"abstract":"Despite the overwhelming emergence of accessible digital technologies, Braille still plays a role in providing blind people with access to content. Nevertheless, many fail to see the benefits of nurturing Braille, particularly given the time and effort required to achieve proficiency. Our research focuses on maximizing access and motivation to learn and use Braille. We present initial insights from 5 interviews with blind people, comprising of Braille instructors and students, where we characterize the learning process and usage of Braille. Based on our findings, we have identified a set of opportunities around Braille education. Moreover, we devised scenarios, and built hardware and software solutions to motivate discovery and retention of Braille literacy.","PeriodicalId":378932,"journal":{"name":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"47 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":"132197160","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":"Motion-games in brain injury rehabilitation: an in-situ multi-method study of inpatient care","authors":"C. Putnam, Jinghui Cheng","doi":"10.1145/2513383.2513390","DOIUrl":"https://doi.org/10.1145/2513383.2513390","url":null,"abstract":"In this project, we explored how commercial motion-based video games were used in a rehabilitation hospital with patients who have had a brain injury (BI). We interviewed therapists and observed game sessions. Major findings included: (a) the social aspects of gaming were highly valued; (b) therapists had varied physical, cognitive and social goals when using games; and (c) therapists made game decisions primarily based on familiarity versus choosing games that best match therapeutic goals and patient profiles. Our exploration exposed a need for decision tools to help therapists make evidence-based decisions about commercial games; i.e. to help them choose games that match session goals and patient profiles. We have expanded our research to include diary studies in order to gather data for 'seed cases' for decision tools that use case-based reasoning.","PeriodicalId":378932,"journal":{"name":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"55 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":"124526148","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":"Multilingual website assessment for accessibility: a survey on current practices","authors":"Silvia Rodríguez Vázquez, A. Bolfing","doi":"10.1145/2513383.2513428","DOIUrl":"https://doi.org/10.1145/2513383.2513428","url":null,"abstract":"The accessibility degree achieved in a monolingual website may vary throughout the localization process, when it is made multilingual. This paper overviews the results of a survey conducted with the aim of exploring current practices followed when specifically assessing multilingual websites for accessibility. Respondents (N=67) were web accessibility experts with at least two years of experience in the field. While our work does not return conclusive results, findings suggest that multilingual website assessment practices, as they stand today, do not follow a standardized pattern, and time spent on textual and culture-related elements, which still remain key information assets within a webpage, is considerably low. The study also sheds light on the need of localization-related knowledge and know-how to successfully achieve accessible websites where more than one language version is available.","PeriodicalId":378932,"journal":{"name":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"118 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":"117347047","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}