Re: Literature on AR, SVG and role-based uses

Hi Scott,

Given your mention of accessible SVG, I wanted to make sure that you're 
aware of these recent working draft publications, mentioned in the first 
link then available in the following links:

https://lists.w3.org/Archives/Public/w3c-wai-ig/2018JanMar/0142.html

     https://www.w3.org/TR/graphics-aria-1.0/

     https://www.w3.org/TR/graphics-aam-1.0/

Comments are requested by March 2.

Best,

- Judy


On 2/13/2018 3:53 AM, Scott Hollier wrote:
>
> To the RQTF
>
> I’ve been doing a fair bit of digging and reading over the past two 
> weeks in relation to our research areas and have found a number of 
> interesting things in the literature that may help us to focus our 
> efforts.
>
> Looking at the roles, the vast majority of work associated with AR/VR 
> and disability is associated with rehabilitation efforts whereby the 
> digital environment provides a safe place for rehabilitation or it 
> helps as a training mechanism. There are many papers along these lines 
> and I’ve included a few below.
>
> Another popular area in terms of roles is the use of AR/VR in 
> education, particularly in the area of intellectual and cognitive 
> disability. There’s been a number of trials with mixed results, but 
> the thinking is that the complexity of a real-world environment can be 
> simplified in AR or more structure din VR which can be helpful for the 
> learning process.
>
> However, the areas which I see as being most useful to our area of 
> interest is the provisions of map-based data in AR to support people 
> with different disabilities with some solutions focusing on accessible 
> SVG. These papers are quite new but some of the solutions are 
> interesting ranging from audio-based presentations of topographical 
> data through to a vibrating belt that is coordinated with data 
> collected from mobile apps for a person that is blind.
>
> The other area that I think is most beneficial to our work is gaming, 
> and there’s several papers that look at how to make gaming more 
> accessible.
>
> Overall I think the research in accessible maps and gaming has the 
> most scalability to the type of broader work applicable to this space.
>
> I’m still reading but I’ve included the references I’ve found below 
> for the wiki, and I’ve also now dug up all the abstracts as well so 
> you can get a feeling for each of the papers. One of the references is 
> a two-volume book which sounds interesting but haven’t been able to 
> track that one down yet.
>
> Looking forward to chatting on Wednesday, assuming my connection holds 
> up this time!
>
> References follow.
>
> Scott
>
> Author: Anderson, Fraser and Bisco, Walter F.
>
> Year: 2014
>
> Title: Augmented reality improves myoelectric prosthesis training
>
> Journal: International Journal on Disability and Human Development
>
> Volume: 13
>
> Issue: 3
>
> Pages: 349-354
>
> Abstract: This paper presents the ARM Trainer, a new augmented 
> reality-based system that can be used to train amputees in the use of 
> myoelectric prostheses. The ARM Trainer provides users with a natural 
> and intuitive method to develop the muscles used to control a 
> myoelectric prosthetic. In addition to improving the training process, 
> the new interface has the potential to mitigate psychological issues 
> arising from amputation that are not addressed by existing approaches 
> (e.g., self-image, phantom limb pain). We conducted an empirical study 
> comparing our system to an existing commercial solution (Myoboy) and 
> found the ARM Trainer to be superior along a number of subjective 
> dimensions (enjoyment, perceived effort, competency, and pressure). We 
> also found no significant difference in terms of muscle control 
> development between the two systems. This study shows the potential of 
> augmented reality-based training systems for myoelectric prostheses.
>
> Author: Benda, P, Ulman, M and Smejkalová, M
>
> Year: 2015
>
> Title: Augmented Reality As a Working Aid for Intellectually Disabled 
> Persons For Work in Horticulture
>
> Journal: AGRIS On-line Papers in Economics and Informatics
>
> Volume: 7
>
> Issue: 4
>
> Pages: 31-37
>
> Abstract: The main focus of this article is to verify experimentally 
> the possibility of using Augmented Reality as a platform for display 
> educational materials in the field of horticulture in the real world 
> for people with intellectual disabilities. Experimental verification 
> was attended by eight people with varying levels of mental disability. 
> The educational material was presented to the research participants in 
> the form of a video, which was accessible via Wikitude platform based 
> on the specific GPS coordinates. To find and display the content, 
> participants used iPad2 and Android tablet devices. Despite the great 
> potential of Augmented Reality technology, on the basis of undertaken 
> studies it is still not possible to recommend this type of education 
> for people with intellectual disabilities.
>
> Author: Calle-Jimenez, Tania and Luján-Mora, Sergio
>
> Year: 2016
>
> Title: Web Accessibility Barriers in Geographic Maps
>
> Journal: International Journal of Computer Theory and Engineering
>
> Volume: 8
>
> Issue: 1
>
> Pages: 80-87
>
> Abstract: Geographic information (geo-information) is knowledge about 
> where a place is or what there is in a certain site. Most people use 
> geo-information in everyday life; for example, a map can be drawn to 
> point out an address; a subway map can be interpreted to see which 
> path to follow or to simply choose a route to go to work. Today, the 
> Web is a mean of basic communication, perhaps the most important, and 
> geographic information can also be transmitted through the Web. 
> Therefore, we must ensure that the geographic information published on 
> the Web is accessible. However, the continuing growth of technology 
> causes people to have difficulty in interacting with applications that 
> present geographic information. For this reason, this study presents 
> an analysis of the barriers to web accessibility in geographic maps, 
> explains how technologies and tools have evolved, and proposes the use 
> of scalable vector graphics (SVG) for the implementation of accessible 
> geographic maps.
>
> Author: Castillejo, Eduardo, Almeida, Aitor, López-de-Ipiña, Diego and 
> Chen, Liming
>
> Year: 2014
>
> Title: Modeling Users, Context and Devices for Ambient Assisted Living 
> Environments
>
> Place Published: Basel
>
> Publisher: MDPI AG
>
> Volume: 14
>
> Pages: 5354-5391
>
> Abstract: The participation of users within AAL environments is 
> increasing thanks to the capabilities of the current wearable devices. 
> Furthermore, the significance of considering user's preferences, 
> context conditions and device's capabilities help smart 
> environments to personalize services and resources for them. Being 
> aware of different characteristics of the entities participating in 
> these situations is vital for reaching the main goals of the 
> corresponding systems efficiently. To collect different information 
> from these entities, it is necessary to design several formal models 
> which help designers to organize and give some meaning to the gathered 
> data. In this paper, we analyze several literature solutions for 
> modeling users, context and devices considering different approaches 
> in the Ambient Assisted Living domain. Besides, we remark different 
> ongoing standardization works in this area. We also discuss the used 
> techniques, modeled characteristics and the advantages and drawbacks 
> of each approach to finally draw several conclusions about the 
> reviewed works.
>
> Author: Cihak, David F, Moore, Eric J, Wright, Rachel E, McMahon, Don 
> D, Gibbons, Melinda M and Smith, Cate
>
> Year: 2016
>
> Title: Evaluating Augmented Reality to Complete a Chain Task for 
> Elementary Students With Autism
>
> Journal: Journal of Special Education Technology
>
> Volume: 31
>
> Issue: 2
>
> Pages: 99-108
>
> Abstract: The purpose of this study was to examine the effects of 
> augmented reality to teach a chain task to three elementary-age 
> students with autism spectrum disorders (ASDs). Augmented reality 
> blends digital information within the real world. This study used a 
> marker-based augmented reality picture prompt to trigger a video model 
> clip of a student brushing her teeth. All students learned how to 
> brush their teeth independently and maintained the skill 9 weeks later 
> with the introduction of augmented reality. Theoretical and teacher 
> implications are discussed in the context of using new technologies to 
> teach students with ASDs.
>
> Author: Covaci, Alexandra, Kramer, Dean, Augusto, Juan Carlos, Rus, 
> Silvia and Braun, Andreas
>
> Year of Conference: 2015
>
> Title: Assessing Real World Imagery in Virtual Environments for People 
> with Cognitive Disabilities
>
> Abstract: People with cognitive disabilities are often socially 
> excluded. We propose a system based on Virtual and Augmented Reality 
> that has the potential to act as an educational and support tool in 
> everyday tasks for people with cognitive disabilities. Our solution 
> consists of two components: the first that enables users to train for 
> several essential quotidian activities and the second that is meant to 
> offer real time guidance feedback for immediate support. In order to 
> illustrate the functionality of our proposed system, we chose to train 
> and support navigation skills. Thus, we conducted a preliminary study 
> on people with Down Syndrome (DS) based on a navigation task. Our 
> experiment was aimed at evaluating the visual and spatial perception 
> of people with DS when interacting with different elements of our 
> system. We provide a preliminary evaluation that illustrates how 
> people with DS perceive different landmarks and types of visual 
> feedback, in static images and videos. Although we focused our study 
> on people with DS, people with different cognitive disabilities could 
> also benefit from the features of our solution. This analysis is 
> mandatory in the design of a virtual intelligent system with several 
> functionalities that aims at helping disabled people in developing 
> basic knowledge in every day tasks.
>
> Database Provider: Intelligent Environments (IE), 2015 International 
> Conference on
>
> Author: Cruz-Cunha, Maria Manuela and Global, I. G. I.
>
> Year: 2012
>
> Title: Handbook of research on serious games as educational, business 
> and research tools / Maria Manuela Cruz-Cunha, editor
>
> Place Published: Hershey, Pa.
>
> Publisher: Hershey, Pa. : IGI Global (701 E. Chocolate Avenue, 
> Hershey, Pennsylvania, 17033, USA)
>
> Abstract: "Serious games are being developed at an exponential 
> rate and have applications in management, education, defense, 
> scientific research, health care, and emergency planning. In order to 
> maximize the potential and profit of serious games, organizations, 
> researchers, and developers must understand the opportunities and 
> challenges presented by this new tool in all of its domains of 
> application. Handbook of Research on Serious Games as Educational, 
> Business and Research Tools: Development and Design collects research 
> on the most recent technological developments in all fields of 
> knowledge or disciplines of computer games development, including 
> planning, design, development, marketing, business management, users 
> and behavior. Including research on the technological aspects of 
> serious games, user experience and serious games, serious games for 
> social change, and business opportunities for serious games, this 
> two-volume reference offers key perspectives on all aspects of social 
> game design, development and implementation for researchers, managers, 
> and computer game developers"--Provided by publisher.
>
> Author: Deb, Suman, Suraksha, Paritosh and Bhattacharya, Paritosh
>
> Year: 2018
>
> Title: Augmented Sign Language Modeling(ASLM) with interaction design 
> on smartphone - an assistive learning and communication tool for 
> inclusive classroom
>
> Journal: Procedia Computer Science
>
> Volume: 125
>
> Pages: 492-500
>
> Abstract: Augmented Reality(AR) is growing as an acme of the cutting 
> edge developments in the field of human computer interaction. There is 
> a great potential in AR environments to serve as teaching aids in 
> complementing and improving communication as not everyone is gifted to 
> share their thoughts vocally(deaf-mute) due to physical in 
> capacities.Keeping a pace with advent of technology there is a 
> desperate need of cost-effective devices which could convert Hindi 
> (one of the widely-used languages in India) Varnamala to sign gestures 
> using 3D animated hand movements, to establish an independent learning 
> as well communication facility for deaf/mute. The objective of this 
> study was to create an AR application which could present 3D animated 
> sign gesture on mobile system. When the camera is focused on a 
> media-card, the letter marked on card will be spotted by the 
> application and an animated 3D hand movement for the respective letter 
> will be displayed in real-time.A quasi experimental design was used to 
> assess the efficacy of the system and its resultant learning outcome. 
> Evocative statistics were amended to investigate the data from the 
> deployment of prototype. Experimental outcomes demonstrated a 
> substantial improvement in sign language learning of the deaf-mute 
> students. The initial hypothesis of augmented sign learning is 
> effectually attained in this work and it can be further prolonged to 
> cater to a wider assortment of teaching-learning scenarios.
>
> Author: Faller, Josef, Allison, Brendan Z., Brunner, Clemens, Scherer, 
> Reinhold, Schmalstieg, Dieter, Pfurtscheller, Gert and Neuper, Christa
>
> Year: 2017
>
> Title: A feasibility study on SSVEP-based interaction with motivating 
> and immersive virtual and augmented reality
>
> Abstract: Non-invasive steady-state visual evoked potential (SSVEP) 
> based brain-computer interface (BCI) systems offer high bandwidth 
> compared to other BCI types and require only minimal calibration and 
> training. Virtual reality (VR) has been already validated as 
> effective, safe, affordable and motivating feedback modality for BCI 
> experiments. Augmented reality (AR) enhances the physical world by 
> superimposing informative, context sensitive, computer generated 
> content. In the context of BCI, AR can be used as a friendlier and 
> more intuitive real-world user interface, thereby facilitating a more 
> seamless and goal directed interaction. This can improve practicality 
> and usability of BCI systems and may help to compensate for their low 
> bandwidth. In this feasibility study, three healthy participants had 
> to finish a complex navigation task in immersive VR and AR conditions 
> using an online SSVEP BCI. Two out of three subjects were successful 
> in all conditions. To our knowledge, this is the first work to present 
> an SSVEP BCI that operates using target stimuli integrated in 
> immersive VR and AR (head-mounted display and camera). This research 
> direction can benefit patients by introducing more intuitive and 
> effective real-world interaction (e.g. smart home control). It may 
> also be relevant for user groups that require or benefit from hands 
> free operation (e.g. due to temporary situational disability).
>
> Author: Griffin, Amy L., White, Travis, Fish, Carolyn, Tomio, Beate, 
> Huang, Haosheng, Sluter, Claudia Robbi, Bravo, João Vitor Meza, 
> Fabrikant, Sara I., Bleisch, Susanne, Yamada, Melissa and Picanço, 
> Péricles
>
> Year: 2017
>
> Title: Designing across map use contexts: a research agenda
>
> Journal: International Journal of Cartography
>
> Volume: 3
>
> Pages: 90-114
>
> Abstract: ABSTRACT The explosion of map use in the past few decades as 
> part of everyday activities, accelerated through the digital 
> production and dissemination of maps and the availability of low-cost, 
> location-aware devices, has made the job of cartographers and map 
> display designers more challenging. Yet, how do these recent changes 
> affect effective map design? Can we accurately predict which designs 
> will work for a given context? We investigate the concepts of design 
> transferability and context and their potential to help us create map 
> design outcomes that are effective for varying map use situations. We 
> then present a model for operationalizing map use context to support 
> evaluating map design transferability and pose several open research 
> questions that need to be answered to support operationalizing map use 
> context. This is followed by a research agenda that identifies 
> research opportunities related to key research needs that will 
> underpin transferable map design.
>
> Author: Joseph, Samleo L., Xiaochen Zhang, Ivan, Dryanovski, Ivan, 
> Jizhong Xiao, Ivan, Chucai Yi, Ivan and Yingli Tian, Ivan
>
> Year of Conference: 2013
>
> Title: Semantic Indoor Navigation with a Blind-User Oriented Augmented 
> Reality
>
> Abstract: The aim of this paper is to design an inexpensive 
> conceivable wearable navigation system that can aid in the navigation 
> of a visually impaired user. A novel approach of utilizing the floor 
> plan map posted on the buildings is used to acquire a semantic plan. 
> The extracted landmarks such as room numbers, doors, etc act as a 
> parameter to infer the way points to each room. This provides a mental 
> mapping of the environment to design a navigation framework for future 
> use. A human motion model is used to predict a path based on how real 
> humans ambulate towards a goal by avoiding obstacles. We demonstrate 
> the possibilities of augmented reality (AR) as a blind user interface 
> to perceive the physical constraints of the real world using haptic 
> and voice augmentation. The haptic belt vibrates to direct the user 
> towards the travel destination based on the metric localization at 
> each step. Moreover, travel route is presented using voice guidance, 
> which is achieved by accurate estimation of the user's location and 
> confirmed by extracting the landmarks, based on landmark localization. 
> The results show that it is feasible to assist a blind user to travel 
> independently by providing the constraints required for safe 
> navigation with user oriented augmented reality.
>
> Database Provider: Systems, Man, and Cybernetics (SMC), 2013 IEEE 
> International Conference on
>
> Author: Katz, B.F.G., Dramas, F., Parseihian, G., Gutierrez, O., 
> Kammoun, S., Brilhault, A., Brunet, L., Gallay, M., Oriola, B., 
> Auvray, M., Truillet, P., Denis, M., Thorpe, S. and Jouffrais, C.
>
> Year: 2012
>
> Title: NAVIG: Guidance system for the visually impaired using virtual 
> augmented reality
>
> Journal: Technology and Disability
>
> Volume: 24
>
> Issue: 2
>
> Pages: 163-178
>
> Abstract: Finding ones way to an unknown destination, navigating 
> complex routes, finding inanimate objects; these are all tasks that 
> can be challenging for the visually impaired. The project NAVIG 
> (Navigation Assisted by artificial VIsion and GNSS) is directed 
> towards increasing the autonomy of visually impaired users in known 
> and unknown environments, exterior and interior, large scale and small 
> scale, through a combination of a Global Navigation Satellite System 
> (GNSS) and rapid visual recognition with which the precise position of 
> the user can be determined. Relying on geographical databases and 
> visually identified objects, the user is guided to his or her desired 
> destination through spatialized semantic audio rendering, always 
> maintained in the head-centered reference frame. This paper presents 
> the overall project design and architecture of the NAVIG system. In 
> addition, details of the new type of detection and localization device 
> are presented in relation to guidance directives developed through 
> participative design with potential users and educators for the 
> visually impaired. A fundamental concept in this project is the belief 
> that this type of assistive device is able to solve one of the major 
> problems faced by the visually impaired: their difficulty in 
> localizing specific objects.
>
> Author: Lee, Kyungmin
>
> Year: 2017
>
> Title: Improving Usability of Mobile Applications Through Speculation 
> and Distraction Minimization
>
> Abstract: We live in a world where mobile computing systems are 
> increasingly integrated with our day-to-day activities. People use 
> mobile applications virtually everywhere they go, executing them on 
> mobile devices such as smartphones, tablets, and smart watches. People 
> commonly interact with mobile applications while performing other 
> primary tasks such as walking and driving (e.g., using turn-by-turn 
> directions while driving a car). Unfortunately, as an application 
> becomes more mobile, it can experience resource scarcity (e.g., poor 
> wireless connectivity) that is atypical in a traditional desktop 
> environment. When critical resources become scarce, the usability of 
> the mobile application deteriorates significantly. In this 
> dissertation, I create system support that enables users to interact 
> smoothly with mobile applications when wireless network connectivity 
> is poor and when the user’s attention is limited. First, I show that 
> speculative execution can mitigate user-perceived delays in 
> application responsiveness caused by high-latency wireless network 
> connectivity. I focus on cloud-based gaming, because the smooth 
> usability of such application is highly dependent on low latency. User 
> studies have shown that players are sensitive to as little as 60 ms of 
> additional latency and are aggravated at latencies in excess of 100ms. 
> For cloud-based gaming, which relies on powerful servers to generate 
> high-graphics quality gaming content, a slow network frustrates the 
> user, who must wait a long time to see input actions reflected in the 
> game. I show that by predicting the user’s future gaming inputs and by 
> performing visual misprediction compensation at the client, 
> cloud-based gaming can maintain good usability even with 120 ms of 
> network latency. Next, I show that the usability of mobile 
> applications in an attention-limited environment (i.e., driving a 
> vehicle) can be improved by automatically checking whether interfaces 
> meet best-practice guidelines and by adding attention-aware scheduling 
> of application interactions. When a user is driving, any application 
> that demands too much attention is an unsafe distraction. I first 
> develop a model checker that systematically explores all reachable 
> screens for an application and determines whether the application 
> conforms to best-practice vehicular UI guidelines. I find that even 
> well- known vehicular applications (e.g., Google Maps and TomTom) can 
> often demand too much of the driver’s attention. Next, I consider the 
> case where applications run in the background and initiate 
> interactions with the driver. I show that by quantifying the driver’s 
> available attention and the attention demand of an interaction, 
> real-time scheduling can be used to prevent attention overload in 
> varying driving conditions.
>
> Reference Type:  Generic
>
> Record Number: 24
>
> Author: Magee, John
>
> Year: 2012
>
> Title: Adaptable interfaces for people with motion disabilities
>
> Abstract: People with severe paralysis typically cannot use 
> traditional human-computer interface devices. Those with limited or no 
> motor control below the neck are able to use buttons or switches 
> pressed with their heads as a way to control wheelchairs or interact 
> with computers. Computer vision-based interaction systems have 
> recently enabled other modes of interaction, such as controlling a 
> mouse pointer by tracking a user's head movements. This 
> dissertation builds upon the success of these systems. Typically, 
> users are required to adapt to the interfaces that they wish to use. 
> We propose interfaces that change and adapt to the user and their 
> individual abilities. This dissertation consists of two parts. First, 
> we present a framework to adapt software to the needs of individuals 
> with severe motion disabilities who use mouse substitution interfaces. 
> The Hierarchical Adaptive Interface Layout (HAIL) model is a set of 
> specifications for the design of user interface applications that 
> adapt to the user. In HAIL applications, all of the interactive 
> components take place on configurable toolbars along the edge of the 
> screen. We show two HAIL-based applications: a general purpose web 
> browser and a Twitter client. Second, we study the human-computer 
> interaction of users with severe motor disabilities who control the 
> mouse pointer with a head tracking interface. We describe the 
> difficulties users encounter in having to conform to the motion 
> requirements of their interface system. Our analysis shows that some 
> users are able to move in some directions easier than other 
> directions. We propose several mouse pointer mappings that adapt to a 
> user's movement abilities. These mappings take into account the 
> user's motions in two or three dimensions to move the mouse 
> pointer to the intended location on the screen. We conducted user 
> studies to evaluate the efficacy of our interfaces. This dissertation 
> presents observations of participants with severe motion impairments, 
> including small children, teenagers, and adults. We also propose the 
> inclusion of social networking features in our interfaces. In 
> particular, we investigate if automatically generated messages, posted 
> by users with severe disabilities, can help enhance users' 
> communication with family and caregivers.
>
> Author: Magee, John
>
> Year: 2012
>
> Title: Adaptable interfaces for people with motion disabilities
>
> Abstract: People with severe paralysis typically cannot use 
> traditional human-computer interface devices. Those with limited or no 
> motor control below the neck are able to use buttons or switches 
> pressed with their heads as a way to control wheelchairs or interact 
> with computers. Computer vision-based interaction systems have 
> recently enabled other modes of interaction, such as controlling a 
> mouse pointer by tracking a user's head movements. This 
> dissertation builds upon the success of these systems. Typically, 
> users are required to adapt to the interfaces that they wish to use. 
> We propose interfaces that change and adapt to the user and their 
> individual abilities. This dissertation consists of two parts. First, 
> we present a framework to adapt software to the needs of individuals 
> with severe motion disabilities who use mouse substitution interfaces. 
> The Hierarchical Adaptive Interface Layout (HAIL) model is a set of 
> specifications for the design of user interface applications that 
> adapt to the user. In HAIL applications, all of the interactive 
> components take place on configurable toolbars along the edge of the 
> screen. We show two HAIL-based applications: a general purpose web 
> browser and a Twitter client. Second, we study the human-computer 
> interaction of users with severe motor disabilities who control the 
> mouse pointer with a head tracking interface. We describe the 
> difficulties users encounter in having to conform to the motion 
> requirements of their interface system. Our analysis shows that some 
> users are able to move in some directions easier than other 
> directions. We propose several mouse pointer mappings that adapt to a 
> user's movement abilities. These mappings take into account the 
> user's motions in two or three dimensions to move the mouse 
> pointer to the intended location on the screen. We conducted user 
> studies to evaluate the efficacy of our interfaces. This dissertation 
> presents observations of participants with severe motion impairments, 
> including small children, teenagers, and adults. We also propose the 
> inclusion of social networking features in our interfaces. In 
> particular, we investigate if automatically generated messages, posted 
> by users with severe disabilities, can help enhance users' 
> communication with family and caregivers.
>
> Author: Magee, John
>
> Year: 2012
>
> Title: Adaptable interfaces for people with motion disabilities
>
> Abstract: People with severe paralysis typically cannot use 
> traditional human-computer interface devices. Those with limited or no 
> motor control below the neck are able to use buttons or switches 
> pressed with their heads as a way to control wheelchairs or interact 
> with computers. Computer vision-based interaction systems have 
> recently enabled other modes of interaction, such as controlling a 
> mouse pointer by tracking a user's head movements. This 
> dissertation builds upon the success of these systems. Typically, 
> users are required to adapt to the interfaces that they wish to use. 
> We propose interfaces that change and adapt to the user and their 
> individual abilities. This dissertation consists of two parts. First, 
> we present a framework to adapt software to the needs of individuals 
> with severe motion disabilities who use mouse substitution interfaces. 
> The Hierarchical Adaptive Interface Layout (HAIL) model is a set of 
> specifications for the design of user interface applications that 
> adapt to the user. In HAIL applications, all of the interactive 
> components take place on configurable toolbars along the edge of the 
> screen. We show two HAIL-based applications: a general purpose web 
> browser and a Twitter client. Second, we study the human-computer 
> interaction of users with severe motor disabilities who control the 
> mouse pointer with a head tracking interface. We describe the 
> difficulties users encounter in having to conform to the motion 
> requirements of their interface system. Our analysis shows that some 
> users are able to move in some directions easier than other 
> directions. We propose several mouse pointer mappings that adapt to a 
> user's movement abilities. These mappings take into account the 
> user's motions in two or three dimensions to move the mouse 
> pointer to the intended location on the screen. We conducted user 
> studies to evaluate the efficacy of our interfaces. This dissertation 
> presents observations of participants with severe motion impairments, 
> including small children, teenagers, and adults. We also propose the 
> inclusion of social networking features in our interfaces. In 
> particular, we investigate if automatically generated messages, posted 
> by users with severe disabilities, can help enhance users' 
> communication with family and caregivers.
>
> Author: McMahon, Don D, Smith, Cate C, Cihak, David F, Wright, Rachel 
> and Gibbons, Melinda M
>
> Year: 2015
>
> Title: Effects of Digital Navigation Aids on Adults With Intellectual 
> Disabilities
>
> Journal: Journal of Special Education Technology
>
> Volume: 30
>
> Issue: 3
>
> Pages: 157-165
>
> Abstract: The purpose of this study was to compare the effects of 
> three different navigation aids with students with intellectual 
> disability. Participants included six college-aged students with 
> intellectual disability who attended a postsecondary education 
> program. An adapted alternating treatment design was used to compare a 
> paper map, Google Maps on a mobile device, and an augmented reality 
> navigation application. The results indicated that the augmented 
> reality navigation application was functionally the most effective 
> condition. Conclusions are discussed in the context of supporting 
> people with intellectual disability by teaching navigation skills.
>
> Author: Pase, Shane, Hare, Garry, Alvord, Mary, Hagan, Cynthia and 
> Hogg, Jerri Lynn
>
> Year: 2015
>
> Title: Inattentional blindness and mobile augmented reality 
> applications: A study of inattentional blindness effects during 
> sustained attention to a mobile augmented reality application
>
> Abstract: BACKGROUND:
>
> Augmented reality (AR) surgical navigation systems, designed to 
> increase accuracy and efficiency, have been shown to negatively impact 
> on attention. We wished to assess the effect "head-up" AR displays 
> have on attention, efficiency, and accuracy, while performing a 
> surgical task, compared with the same information being presented on a 
> submonitor (SM).
>
> METHODS:
>
> Fifty experienced otolaryngology surgeons (n = 42) and senior 
> otolaryngology trainees (n = 8) performed an endoscopic surgical 
> navigation exercise on a predissected cadaveric model. Computed 
> tomography-generated anatomic contours were fused with the endoscopic 
> image to provide an AR view. Subjects were randomized to perform the 
> task with a standard endoscopic monitor with the AR navigation 
> displayed on an SM or with AR as a single display. Accuracy, task 
> completion time, and the recognition of unexpected findings (a foreign 
> body and a critical complication) were recorded.
>
> RESULTS:
>
> Recognition of the foreign body was significantly better in the SM 
> group (15/25 [60%]) compared with the AR alone group (8/25 [32%]; p = 
> 0.02). There was no significant difference in task completion time (p 
> = 0.83) or accuracy (p = 0.78) between the two groups.
>
> CONCLUSION:
>
> Providing identical surgical navigation on a SM, rather than on a 
> single head-up display, reduced the level of inattentional blindness 
> as measured by detection of unexpected findings. These gains were 
> achieved without any measurable impact on efficiency or accuracy. AR 
> displays may distract the user and we caution injudicious adoption of 
> this technology for medical procedures.
>
> Author: Schito, Joram and Fabrikant, Sara Irina
>
> Year: 2018
>
> Title: Exploring maps by sounds: using parameter mapping sonification 
> to make digital elevation models audible
>
> Journal: International Journal of Geographical Information Science
>
> Pages: 1-33
>
> Abstract: ABSTRACT This study empirically investigates the potential 
> of auditory displays for spatial data exploration, as an additional 
> means to broaden the accessibility and dissemination of geographic 
> information for a diverse body of users. In a mixed factorial 
> experiment, three parameter mapping sonification methods are 
> empirically evaluated to interactively explore discrete and continuous 
> digital elevation models by auditory means. Contrasting prior 
> sonification research, this study’s unique empirical evidence suggests 
> that participants can indeed successfully interpret sonified displays 
> containing continuous spatial data. Specifically, the auditory 
> variable pitch leads to significantly better response accuracy, 
> compared to the sound variable duration. Background and training has a 
> weak effect on data interpretation performance with the auditory 
> display. The more immersive the experienced soundscape, the better 
> participants can interpret the sonified terrain. These encouraging 
> empirical results indeed suggest that interactive auditory displays 
> might offer additional means to disseminate spatial information, and 
> to increase the accessibility to spatial data, beyond the currently 
> dominant visual paradigm.
>
> Author: Vizenor, Katie
>
> Year: 2014
>
> Title: Binary Lives: Digital Citizenship and Disability Participation 
> in a User Content Created Virtual World
>
> Publisher: ProQuest Dissertations Publishing
>
> Abstract: Digital Citizenship is a concept typically used in 
> discussions of how technology impacts our relationships with others 
> and our physical world communities. It is also used to describe ways 
> that we can leverage our technology use and skill to make our 
> communities and nations better and stronger. Educators are now 
> teaching "good digital citizenship" as part of a larger 
> civics curriculum. But, there is a second, emerging concept that I 
> refer to as platform specific digital citizenship. I define this 
> platform specific citizenship as the deep and abiding commitment and 
> sense of responsibility that people develop in relation to a 
> particular technology, such as software or technology brand. It may 
> also refer to the ideas that people express in regard to how 
> technology should ideally be used and what rights and responsibilities 
> it requires of its adherents. Massively Multiplayer Online Worlds 
> (MMOWs) are one place researchers are finding this deep, platform 
> specific digital citizenship emerging. These are persistent digital 
> universes where people from all over the world develop online 
> personas, leadership structures, discussion forums, and business and 
> non-profit entities. The ability and extent to which this online 
> organization is possible is largely due to the underlying structure, 
> rules and allowances of the world of which people choose to be a part. 
> One online world, Second Life, has a large, active and vocal disabled 
> population. They have committed to this environment because of the 
> unique opportunities and freedoms that it provides. As a user content 
> created environment, residents, as Second Life participants are 
> referred to, are given an unprecedented amount of freedom to create 
> the kind of experience they want. This may involve developing 
> relationships and projects with other disabled residents. It can also 
> involve exploring other aspects of themselves and their interests that 
> are often neglected in their real lives due to social exclusion, 
> and/or lack of financial and physical access. Most of the research and 
> popular media examinations of disability in Second Life centers on 
> participation in disability specific communities or the benefits of 
> identity exploration through avatar design. But, the reasons disabled 
> people stay here is much broader and varied than what this limited 
> discussion suggests. Commitment to Second Life is strong precisely 
> because disability community commitment and disability expression are 
> not the only options but exist among a wide range of choices. 
> Moreover, the expression of disability and use of such mediated 
> environments is constantly debated in both word and deed. This 
> dissertation explores the concept of digital citizenship and why 
> people that identify as disabled in real life are attracted to 
> committed participation in virtual worlds, in particular, Second Life. 
> What opportunities and rights are disabled people afforded here 
> through the technology structure? What are the avenues of entry into 
> the Second Life community, and what does the variety of these entry 
> points and special interest sub-communities tell us about what is 
> important to them? How is commitment debated and deepened through the 
> use of public spaces and forums? And, what can researchers, public 
> health and information professionals learn from these features that 
> can improve their own outreach?
>
> Author: Weninger, Markus, Ortner, Gerald, Hahn, Tobias, Drümmer, Olaf 
> and Miesenberger, Klaus
>
> Year: 2015
>
> Title: ASVG - Accessible Scalable Vector Graphics: intention trees to 
> make charts more accessible and usable
>
> Journal: Journal of Assistive Technologies
>
> Volume: 9
>
> Issue: 4
>
> Pages: 239-246
>
> Abstract: Purpose - The purpose of this paper is to enhance 
> accessibility of graphical information in particular for blind and 
> visually handicapped people. Design/methodology/approach - Prototype 
> development based on an intense analysis of the state of the art and 
> potential technologies with later on heuristic analysis of different 
> approaches to enrich graphical information for better accessibility. 
> Findings - A novel approach to enhance accessibility named 
> "Intention Tree" for enhancing accessibility. It allows 
> integrating descriptive and navigation information into standard 
> Scalable Vector Graphics and also mechanisms to analyse and aggregate 
> data. Research limitations/implications - The approach promises 
> interesting new tools for better accessing and navigating graphical 
> information with potential not only for blind and visually handicapped 
> people. Practical implications - Design prototype for further 
> development. Social implications - Potential for better social 
> inclusion and participation. Originality/value - This paper presents a 
> novel and new approach for enhanced accessibility and usability and a 
> new technique for authoring graphical information.
>
> Author: Zheng-Yu, Hoe, I-Jui, Lee, Chien-Hsu, Chen and Kuo-Ping, Chang
>
> Year: 2017
>
> Title: Using an augmented reality-based training system to promote 
> spatial visualization ability for the elderly
>
> Journal: Universal Access in the Information Society
>
> Pages: 1-16
>
> Abstract: The physical condition and cognitive ability of older adults 
> tends to decline. This study focused on the development of an 
> augmented reality (AR)-based rehabilitation training system to improve 
> the spatial visualization and mental rotation abilities of elderly 
> people. Using one’s imagination to manipulate objects is common in 
> everyday life. However, training tasks for the elderly are still 
> presented in two-dimension, which research indicates generates a 
> cognitive load that reduces the participants’ interest and diminishes 
> the effects of training. AR can effectively reduce cognitive load, 
> improve one’s sense of spatial direction, and increase participants’ 
> interest in training. Therefore, this study used AR technology, 
> combined with a tangible user interface as a manual controller, to 
> allow participants to directly manipulate a virtual three-dimensional 
> model that used a cube to conduct mental rotation tasks (MRT) for the 
> elderly to improve their mental rotation ability. After 6 weeks of 
> intervention, we used an ABA (reversal) design and paired-sample t 
> tests in SPSS to compare the learning effects on the experimental 
> group’s pre- and posttests. The participants’ error rates 
> significantly declined and their reaction times significantly improved 
> during the MRT test.
>
> Scott Hollier logo*Dr Scott Hollier *
>
> Digital Access Specialist
>
> Mobile: +61 (0)430 351 909
>
> Web: www.hollier.info <http://www.hollier.info>
>
> Technology for everyone
>
> The biggest change to web accessibility in a decade is nearly here – 
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Received on Wednesday, 14 February 2018 14:10:53 UTC