Spelling suggestions: "subject:"visually impaired users"" "subject:"isually impaired users""
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The Rising Pitch Metaphor: An Empirical Study.Rigas, Dimitrios I., Alty, James L. January 2005 (has links)
No / This paper describes a set of experiments that investigated the use of rising pitch notes to communicate graphical information to visually impaired users. The information communicated in the experiments included coordinate locations within a 40×40 graphical grid, the navigation of an auditory cursor within the graphical grid, the communication of simple graphical shapes and their size. The five simple shapes communicated were rectangles, squares, circles, horizontal and vertical lines. Stereophony, timbre, rhythms, and short tunes were used in addition to the rising pitch metaphor to aid disambiguation. Results suggested that the rising pitch approach enabled visually impaired users to understand the graphical information communicated in the absence of any visual aid. The paper concludes with a discussion of the use of rising pitch metaphor to communicate graphical information.
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Interação 3D com retorno de áudio para a identificação de objetos virtuais acessível a usuários com deficiência visual / 3D interaction with audio feedback for identifying virtual objects accessible to visually impaired usersVeriscimo, Erico de Souza 20 September 2016 (has links)
A Organização Mundial de Saúde estima que existam hoje 285 milhões de pessoas com deficiência visual grave em todo o mundo. Com o advento da tecnologia, ambientes virtuais em 3D estão sendo cada vez mais utilizados para diversas aplicações. Muitas destas aplicações, no entanto, não são acessíveis para usuários com deficiência visual, criando uma divisão digital. O objetivo deste trabalho é desenvolver uma nova técnica de interação 3D de baixo custo que permita a identificação de objetos virtuais com autonomia usando apenas propriocepção e retorno de áudio. Foi desenvolvido um protótipo implementando esta técnica e foram realizados primeiramente testes funcionais com usuários com visão para avaliar se o protótipo implementou de fato a técnica proposta. Em seguida foi realizado um pré-teste com um deficiente visual, seguido de aprimoramento do protótipo e um experimento com oito usuários com deficiência em que deveriam diferenciar objetos virtuais usando somente a técnica proposta. Os resultados se mostraram bastante positivos, com cerca de 84\\% de acerto sem nenhum treino anterior. Este resultado sugere que a técnica desenvolvida pode trazer diversos benefícios para a sociedade e para a computação, como uma maior inclusão de pessoas com deficiência visual em tarefas que exijam interação com o objetos virtuais em três dimensões em diferentes áreas de aplicação, inclusive para educação, com boa usabilidade, acessibilidade e dispositivos disponíveis por custos relativamente baixos / The World Health Organization estimates that there are currently 285 million people with severe visual impairment worldwide. With the advent of technology, 3D virtual environments are being increasingly used for several applications. Many of these applications, however, are not accessible to visually impaired users, creating a digital divide. Our goal is to develop a novel and low cost 3D interaction technique to allow the identification of virtual objects with autonomy using only proprioception and hearing. We developed a prototype implementing this technique, which was first tested with sighted users simply to verify whether it correctly implemented the proposed technique. Then we conducted a preliminary experiment with a blind user followed by some prototype improvement and an experiment with eight users with visual impairment in which they were asked to classify tridimensional virtual objects using only the proposed technique. The results were quite positive, with approximately 84\\% correct answers without any prior training. This result suggests that our technique may benefit society and computing, such as a better inclusion of visually impaired users in tasks that require interaction with virtual objects in 3D in different areas of application, including education, with good usability, accessibility and devices available for relatively low costs
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Interação 3D com retorno de áudio para a identificação de objetos virtuais acessível a usuários com deficiência visual / 3D interaction with audio feedback for identifying virtual objects accessible to visually impaired usersErico de Souza Veriscimo 20 September 2016 (has links)
A Organização Mundial de Saúde estima que existam hoje 285 milhões de pessoas com deficiência visual grave em todo o mundo. Com o advento da tecnologia, ambientes virtuais em 3D estão sendo cada vez mais utilizados para diversas aplicações. Muitas destas aplicações, no entanto, não são acessíveis para usuários com deficiência visual, criando uma divisão digital. O objetivo deste trabalho é desenvolver uma nova técnica de interação 3D de baixo custo que permita a identificação de objetos virtuais com autonomia usando apenas propriocepção e retorno de áudio. Foi desenvolvido um protótipo implementando esta técnica e foram realizados primeiramente testes funcionais com usuários com visão para avaliar se o protótipo implementou de fato a técnica proposta. Em seguida foi realizado um pré-teste com um deficiente visual, seguido de aprimoramento do protótipo e um experimento com oito usuários com deficiência em que deveriam diferenciar objetos virtuais usando somente a técnica proposta. Os resultados se mostraram bastante positivos, com cerca de 84\\% de acerto sem nenhum treino anterior. Este resultado sugere que a técnica desenvolvida pode trazer diversos benefícios para a sociedade e para a computação, como uma maior inclusão de pessoas com deficiência visual em tarefas que exijam interação com o objetos virtuais em três dimensões em diferentes áreas de aplicação, inclusive para educação, com boa usabilidade, acessibilidade e dispositivos disponíveis por custos relativamente baixos / The World Health Organization estimates that there are currently 285 million people with severe visual impairment worldwide. With the advent of technology, 3D virtual environments are being increasingly used for several applications. Many of these applications, however, are not accessible to visually impaired users, creating a digital divide. Our goal is to develop a novel and low cost 3D interaction technique to allow the identification of virtual objects with autonomy using only proprioception and hearing. We developed a prototype implementing this technique, which was first tested with sighted users simply to verify whether it correctly implemented the proposed technique. Then we conducted a preliminary experiment with a blind user followed by some prototype improvement and an experiment with eight users with visual impairment in which they were asked to classify tridimensional virtual objects using only the proposed technique. The results were quite positive, with approximately 84\\% correct answers without any prior training. This result suggests that our technique may benefit society and computing, such as a better inclusion of visually impaired users in tasks that require interaction with virtual objects in 3D in different areas of application, including education, with good usability, accessibility and devices available for relatively low costs
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Design and Evaluation of 3D Multimodal Virtual Environments for Visually Impaired PeopleHuang, Ying Ying January 2010 (has links)
Spatial information presented visually is not easily accessible to visually impairedusers. Current technologies, such as screen readers, cannot intuitively conveyspatial layout or structure. This lack of overview is an obstacle for a visuallyimpaired user, both when using the computer individually and when collaboratingwith other users. With the development of haptic and audio technologies, it ispossible to let visually impaired users access to three-dimensional (3D) VirtualReality (VR) environments through the senses of touch and hearing.The work presented in this thesis comprises investigations of haptic and audiointeraction for visually impaired computer users in two stages.The first stage of my research focused on collaborations between sighted andblind-folded computer users in a shared virtual environment. One aspect Iconsidered is how different modalities affect one’s awareness of the other’sactions, as well as of one’s own actions, during the work process. The secondaspect I investigated is common ground, i.e. how visually impaired people obtaina common understanding of the elements of their workspace through differentmodalities. A third aspect I looked at was how different modalities affectperceived social presence, i.e. their ability to perceive the other person’sintentions and emotions. Finally, I attempted to understand how human behaviorand efficiency in task performance are affected when different modalities are usedin collaborative situations.The second stage of my research focused on how the visually impaired access3D multimodal virtual environment individually. I conducted two studies basedon two different haptic and audio prototypes concerning understanding the effectof haptic-audio modalities on navigation and interface design. One prototype thatI created was a haptic and audio game, a labyrinth. The other is a virtualsimulation environment based on the real world of Kulturhuset in Stockholm. Oneaspect I investigated in this individual interaction is how it is possible for users toaccess the spatial layout through a multimodal virtual environment. The secondaspect I investigated is usability; how the haptic and audio cues help visuallyimpaired people understand the spatial layout. The third aspect concernsnavigation and cognitive mapping in a multimodal virtual environment.This thesis contributes to the field of human-computer interaction for thevisually impaired with a set of studies of multimodal interactive systems, andbrings new perspectives to the enhancement of understanding real environmentsfor visually impaired users through a haptic and audio virtual computerenvironment. / QC20100701
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User Experience Study of Screen Readers for Visually Challenged UsersMonica Hegde (16650405) 01 August 2023 (has links)
<p>The study investigates the user experience of visually impaired people using screen readers, concentrating on their accessibility and usability when navigating digital content. Screen readers are indispensable instruments for the blind and visually impaired, facilitating the completion of online tasks and access to information. While screen readers offer benefits such as customization and accessibility, they also present users with challenges such as cognitive burden, sequential navigation, and limitations with multimedia content.</p><p>The research takes a user-centric approach, taking into account the particular requirements and preferences of visually impaired users. By conducting empirical research, the study gains valuable insights into the experiences, requirements, and pain points of screen reader users. The objective is to identify areas for enhancement and create solutions that enhance the user's efficiency and satisfaction.</p><p>Recognizing the diverse subcategories within the visually impaired population, the thesis argues for design approaches that are tailored to specific needs. In addition, the incorporation of existing artificial intelligence systems, such as image caption generation and text extraction, is investigated to improve the functionality and usability of screen readers.</p><p>Through this research, the thesis emphasizes the significance of creating digital content that is both functional and accessible. By embracing the curb cut effect and incorporating empirical research findings, developers can cultivate a more inclusive and equitable online environment for all users, thereby promoting inclusivity and ensuring that visually impaired users can effectively interact with digital content.</p>
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A Study of Mobile Accessibility for users of IOS VoiceOverShokuhi Targhi, Samaneh January 2017 (has links)
Nowadays mobile devices are being used by a huge number of users around the world, however, there are many people with different type of disabilities including vision, hearing, mobility, learning problems, and more having no ability to operate the devices properly and yet struggling with inaccessibility of them in their daily life. Assistive technologies are placed between users and mobile devices in order to help user interactions with mobile devices. Although these assistive technologies are absolutely assisting users to access mobile devices but, mobile content is not fully accessible for users yet. In this thesis work, the interactions between visually impaired users and Apple touchscreen iPhone 7 through built-in feature, VoiceOver screen reader was investigated. The purpose of the investigation was to identify the challenges and issues while visually impaired users interacting with mobile devices through VoiceOver. In order to identify accessibility issues of VoiceOver, an evaluation inspection done on a set of five participants in form of a semi-structured interview. The result from collecting participant’s opinions, comments, and feedbacks acknowledged that VoiceOver basically makes the Apple iPhone 7 accessible to visually impaired users, however, there are still some usability issues that impediment full mobile accessibility available for visually impaired users. User perspectives, experiences, and feedbacks are very much valuable for identifying and understanding usability and accessibility issues in order to improve the mobile accessibility. The results from the evaluation showed that it deserves more investigation on mobile accessibility in order to design simple, operable, understandable, and robust mobile hardware and software for fully supporting visually impaired users. / Nu för tiden används mobila enheter av ett stort antal användare runt om i världen, men samtidigt finns det många människor med olika typer av funktionshinder som syn- hörsel- rörlighet- och inlärningsproblem med mera som inte har möjlighet att använda enheterna på ett adekvat sätt, men trots det anstränger de sig med att använda mobila applikationer i sitt dagliga liv. För att råda bot på problemet placeras tekniska hjälpmedel mellan användare och den mobila enheten för att underlätta interaktionen mellan användare och den mobila enheten. Även om dessa hjälpmedel hjälper användare med funktionshinder att komma åt mobila enheten, är mobilt innehåll ännu inte fullt tillgängligt för dessa grupper. I den här avhandlingen undersöktes interaktionen mellan användare med synskada och Apple Touchscreen iPhone 7, genom en förinstallerad VoiceOver-skärmläsare. Syftet med utredningen var att identifiera utmaningar och problem när synskadade interagerar med mobila enheter. För att identifiera VoiceOver-problem, det gjordes en studie på en grupp av fem deltagare i en ostrukturerad och öppen formad intervju. Resultatet från deltagarnas åsikter, kommentarer och feedback visar att VoiceOver ökar i grunden tillgängligheten av Apple iPhone 7 för användare med synskada, även om det fortfarande kvarstår användbarhetsproblem som förhindrar fullgod mobil tillgänglighet för denna grupp. Användarperspektiv, erfarenheter och feedback är mycket värdefull information för att identifiera och förstå användbarhets- och tillgänglighetsfrågor för att förbättra mobil tillgänglighet. Resultat visade att det behövs mer utredning om mobil tillgänglighet för att utforma enkel, operativ, förståelig och robust maskin- och programvara för att ge fullt stöd till användare med synskada.
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