1,720,981 research outputs found
Playing with geometry: a multimodal Android App for blind children
Geometry is a traditionally difficult subject to teach to visually impaired subjects. This paper investigates tools to help blind children learn geometry. An accessible vibro-tactile-based android application has been designed to allow children to make freehand drawings and play with geometry, recognizing common geometric shapes or topological configurations. An initial usability test of the application, performed by a blind researcher, has revealed some limitations of the proposed approach that could soon be overcome thanks to current technological innovation in the mobile world
Making Wikipedia editing easier for the blind
A key feature of Web 2.0 is the possibility of sharing, creating and editing on-line content. This approach is increasingly used in learning environments to favor interaction and cooperation among students. These functions should be accessible as well as easy to use for all participants. Unfortunately accessibility and usability issues still exist for Web 2.0-based applications. For instance, Wikipedia presents many difficulties for the blind. In this paper we discuss a possible solution for simplifying the Wikipedia editing page when interacting via screen reader. Building an editing interface that conforms to W3C ARIA (Accessible Rich Internet Applications) recommendations would overcome accessibility and usability problems that prevent blind users from actively contributing to Wikipedia
Software per insegnamento precoce a bambini con sindrome autistica: ABCD SW
Negli ultimi anni molti lavori di ricerca si sono focalizzati sull'apprendimento supportato dalla tecnologia per favorire gli studenti diversamente abili. La diffusione dei dispositivi mobili e la sempre maggiore disponibilità di Internet hanno favorito la creazione di strumenti di apprendimento per piattaforme portabili utilizzabili facilmente in qualsiasi momento e luogo. In questo articolo viene descritto il software didattico ABCD progettato per favorire l'apprendimento di bambini autistici a basso funzionamento. Il software, open source e gratuito, prevede meccanismi adattivi secondo le abilità di base dei bambini. Le interfacce utente del tutor e del bambino sono mantenute separate per offrire un ambiente di interazione semplice e accessibile. Il software registra i dati degli esercizi permettendo al tutor di visualizzare in tempo reale una sintesi delle performance del bambino, così da favorire il processo decisionale su come procedere nell'intervento
Improving interaction via screen reader using ARIA: an example
An interface conforming to W3C ARIA (Accessible Rich Internet Applications) suite would overcome many accessibility and usability problems that prevent blind users from actively contributing to collaborative knowledge. In a previous phase of our study we identified problems of interaction via screen reader with Wikipedia, then proposed an ARIA-based modified Wikipedia editing page. The new user interface (UI) is functionally equivalent to the original Wikipedia editing page, and its appearance is very similar (apart from an additional combobox instead of a list of links), but usability is greatly enhanced. In this demo we will show interaction via Jaws screen reader using both the original and the proposed Wikipedia editing pages
Is Facebook really "Open" to all?
Social interaction is important for everyone, and vital for the differently-abled and elderly. Social network applications are causing us to change our ways of communicating and working. We can now make friends all over the world, share ideas and knowledge, search for others' opinions, and more. Facebook and Twitter are examples of these applications. However, these opportunities are usually meant for people who can walk, see, and talk without difficulty. In this paper we show how blind persons, using screen readers and voice synthesizers to access the Web, can interact with social network applications. Our case study focuses on Facebook, analyzing basic features, explaining electronic barriers and suggesting solutions
Interacting with mobile devices via VoiceOver
In this paper we analyze the interaction of blind users with Apple touchscreen devices iPad, iPhone and iPod touch, accessible to the visually-impaired thanks to their pre-installed VoiceOver screen reader or magnifier. Specifically, we focus on the gestures offered by VoiceOver to simplify interaction for blind users. A usability inspection of the devices? user interfaces has been performed and integrated with user feedback collected via an online survey taken by 55 totally blind users. Results confirm that VoiceOver makes the Apple devices basically accessible to blind users, but there are still some issues related to usability. Users normally believe that accessibility integrated with VoiceOver is an important innovation, but some operations, such as the writing of long text, take too long or are not comfortable. Results suggest that a multimodal approach on mobile touchscreen devices does not offer a simple and satisfactory interaction paradigm for all and it deserves further investigation. Three possible solutions for improving user interface interaction and offering a simpler and more comfortable experience for blind individuals were proposed to the survey participants, gathering their positive feedback
Accessing e-Learning Systems via Screen Reader: An Example
The evolution of the Information and Communication Technology (ICT) and the rapid growth of the Internet have impelled the pervasive diffusion of e-Learning systems. This is a great opportunity for visually-disabled people provided that both the interactive environment, created by the Learning Management Systems, and the Learning Objects, created by teachers, are properly designed and delivered. In this paper we investigate interaction of the blind user with an open source Virtual Learning Environment (Moodle) and discuss how the use of the W3C Accessible Rich Internet Applications (ARIA) suite may improve the experience of navigation via screen reader
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Guidelines for research and design of software for children with ASD in e-health
Autism spectrum disorder (ASD) is a neuro-developmental disorder that results in narrow interest and impairments in communication and social relationships. Usually, unknown contexts generate anxiety and frustration in persons with ASD, and great impediment in accessing services, including health ones. This seriously compromises prevention and treatment interventions in different medical areas. Technology offers many opportunities for persons with ASD and can be used to act as a mediator, helping to manage communication and interpersonal relationships and to familiarize with the environment, especially in new contexts. Specifically, we used digital tools to reduce stress and anxiety while teaching adequate dental care to children with ASD (MyDentist project). To generalize the R&D approach, we followed in the context of the MyDentist project for its adoption for research and development of inclusive software in e-health. We analyze our design and development process using the three-cycle model proposed by Hevner: the relevance cycle, which connects design with the environment; the rigor cycle, which connects design with the grounding theory; and the design cycle, which builds and evaluates artifacts. We present the results obtained in the project and the lessons learned. Lessons are formalized as guidelines that are further validated by a focus group including experts and stakeholders. A set of guidelines which can drive software development and research in similar contexts. Our research will benefit e-health researchers to perform rigorous and relevant Design Science Research. It will also inform software developers of e-health solutions and healthcare professionals
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