- From: Judy Brewer <jbrewer@w3.org>
- Date: Wed, 14 Feb 2018 09:10:41 -0500
- To: Scott Hollier <scott@hollier.info>, "public-rqtf@w3.org" <public-rqtf@w3.org>
- Message-ID: <4e50951c-773c-5b09-93ba-b196b1c971e3@w3.org>
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 – > is your organisation ready? Keep up-to-date by following @scotthollier > on Twitter <https://twitter.com/scotthollier> and subscribing to > Scott’s digital access newsletter > <mailto:newsletter@hollier.info?subject=subscribe>. >
Received on Wednesday, 14 February 2018 14:10:53 UTC