ENGLISH

Universal Access in Human-Computer Interaction. User and Context Diversity: 16th International Conference, UAHCI 2022 Held as Part of the 24th HCI International Conference, HCII 2022 Virtual Event, June 26 – July 1, 2022 Proceedings, Part II

Book information

Publisher
Springer
Year
2022
ISBN
303105038X, 9783031050381
Language
english
Format
PDF
Filesize
50 MB (52741598 bytes)
Series
Lecture Notes in Computer Science, 13309
Pages
577\578
Time added
2022-11-15 01:27:18

Description

This two-volume set constitutes the refereed proceedings of the 16th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2022, held as part of the 24th International Conference, HCI International 2022, held as a virtual event, in June-July 2022.   A total of 1271 papers and 275 posters included in the 39 HCII 2022 proceedings volumes. UAHCI 2022 includes a total of 73 papers; they focus on topics related to universal access methods, techniques and practices, studies on accessibility, design for all, usability, UX and technology acceptance, emotion and behavior recognition for universal access, accessible media, access to learning and education, as well universal access to virtual and intelligent assistive environments. Foreword HCI International 2022 Thematic Areas and Affiliated Conferences List of Conference Proceedings Volumes Appearing Before the Conference Preface 16th International Conference on Universal Access in Human-Computer Interaction (UAHCI 2022) HCI International 2023 Contents – Part II Contents – Part I Universal Access to Learning and Education Analysing Visual Representations of Adult Online Learning Across Formats 1 Introduction 1.1 Broad-Scale Qualitative Data to Visualise Learning Designs 2 Method 2.1 Data Analysis 2.2 The Engagement Dimensions in Learning Activities (EDLA) Schema 3 Results 3.1 The Subjects 3.2 The Formats 3.3 The Engagement Dimensions 4 Discussion 4.1 Limitation and Future Research 4.2 Conclusion References Educational Robots and Their Control Interfaces: How Can We Make Them More Accessible for Special Education? 1 Introduction 2 Methods 2.1 Analysis of Existing Interactive Systems 2.2 Focus Groups with Experts and Parents, and Questionnaire 3 Results 3.1 Analysis of Existing Systems 3.2 Focus Groups with Experts and Parents and Questionnaire 3.3 Design Recommendations 4 Discussion References Emotion Analysis Platform to Investigate Student-Teacher Interaction 1 Introduction 2 Research Background 3 The Proposed System 3.1 System Architecture 3.2 Client Application 3.3 Dashboard 4 Preliminary Experimentation 5 Results and Discussion 6 Conclusion References A Systematic Mapping of MathML-Enabled Editors for Users with Visual Impairment 1 Introduction 2 Methodology 2.1 Systematic Mapping 2.2 Scope and Detailed Research Questions 2.3 Data Collection 2.4 Classification 3 Results 3.1 Time and Geography 3.2 Authorship, Papers and Citations 3.3 Publication Sources 3.4 Non Academic Applications 4 Discussion 5 Conclusions References Helping Students with Motor Impairments Program via Voice-Enabled Block-Based Programming 1 Introduction 2 Related Work 3 System Overview 3.1 Blockly Application 3.2 Speech Recognition API 3.3 Voice Commands 3.4 Custom Function 4 Preliminary Study 4.1 Participants 4.2 Experimental Procedure 4.3 Result 4.4 Discussion 5 Conclusion References The Impact of Accessing Mechanisms for Group Collaboration for Students in Higher Education 1 Introduction 2 Background of the Study 2.1 Human Factors and Group Collaboration 2.2 Higher Education and Computer-Mediated Communication tools 3 Methodology 3.1 Questionnaire Design 4 Results 4.1 Mechanisms for Group Collaboration Impact on Project Deliverables 4.2 Global Pandemic Impacts on the Use of Collaborative Tools 4.3 Time-Allocations Impact on the Setting 4.4 Impacts of Demographics 5 Discussion 6 Conclusion References Drawing and Understanding Diagrams: An Accessible Approach Dedicated to Blind People 1 Introduction 2 Motivation 3 Creating the Document 4 Drawing a Diagram 5 Added Value - Doc Description 6 Conclusion and Perspectives References Improving Accessibility and Personalisation for HE Students with Disabilities in Two Countries in the Indian Subcontinent - Initial Findings 1 Introduction 1.1 Access to HE for Marginalised Groups 1.2 Non-compliance of Access to Higher Education for Students with Disabilities 1.3 Access to Online Resources for Students with Disabilities in HE 1.4 The Fourth Industrial Revolution 1.5 Open and Distance Learning (ODL) 1.6 Emergence of Disruptive Tech in HE 1.7 AI for Personalisation to Enhance Technological Innovation 1.8 Free/Libre and Open-Source Software for Education (FOSSEE) 1.9 Teacher Training (Promoted in DIVERSASIA) 1.10 Call for Partnering with High Quality Foreign Universities 2 Methodology 3 Survey Results 4 Discussion 5 Conclusion References Creativity, Learning and Technology in MOOC: The DoCENT Approach Between Teaching and Gaming 1 Introduction 1.1 The Psychological Processes Underlying the Creation of Knowledge: The Positive Creative Learning 1.2 From Psychology to Technology: The Context of Learning and the Situated Psychological Agents (SPA) Model 1.3 The Current Study 2 Method 2.1 Procedure and Materials 2.2 The Pilot Study 3 Results 3.1 DoCENT MOOC 3.2 The Pilot Study: Results and Comments 4 Discussion 4.1 Grasping the Exemplar: The Rational of DoCENT MOOC 4.2 Conclusion and Future Perspective References JLoad: An Accessible Learning Object to Support Hearing Impaired in Learning Java Programming 1 Introduction 2 Background 2.1 Learning Challenges Faced by DHI People 2.2 Active Learning for Programming Learning 2.3 An Accessible LMS 3 Related Work 3.1 Virtual Programming Lab Plugin 3.2 The ViPLab 3.3 The iVProg 4 Introducing JLoad 4.1 User Types 4.2 Technology and Architecture 5 Methods and Evaluation 5.1 The Experiment Design 6 Results 6.1 Usability Results 6.2 Performance Results 6.3 Motivation Results 7 Conclusion and Future Works References Accessible Videos in Higher Education – Lost in Translation?! 1 Introduction 2 Accessible Videos in Higher Education 3 Method 3.1 Sample 3.2 Procedure 4 Results 4.1 Captions 4.2 Audio Description 4.3 Other 5 Discussion 6 Conclusion References Extended Reality in Universal Access Integrating Machine Learning with Augmented Reality for Accessible Assistive Technologies 1 Introduction 2 Assistive Technology 2.1 Visually Impaired 2.2 Hearing, Voice, Speech, or Language Disorders 2.3 Neurodiversity, Intellectual Disabilities and Cognitive Impairment 3 Augmented Reality (AR) 4 Assistive Technologies Empowered by Machine Learning Algorithms 4.1 Speech Recognition 4.2 Computer Vision 5 Proposed Integration of AR with ML Algorithms 5.1 Overview 5.2 Practical Implantation Consideration and Challenges 6 Discussion 7 Conclusions References Automated Generation of Digital Twin in Virtual Reality for Interaction with Specific Nature Ecosystem 1 Introduction 2 Algorithms and Methods to Develop a Digital Twin and Implement a Simulation 3 Visualization of Simulation Data and Interaction Feedback Delivery 4 Discussion on Interaction Capabilities 5 Conclusions References HMD Eye-Tracking Measurement of Miniature Eye Movement Toward VR Image Navigation 1 Introduction 2 Method 3 Results and Discussions 4 Conclusions References A Methodology for the Co-design of Shared VR Environments with People with Intellectual Disabilities: Insights from the Preparation Phase 1 Introduction 1.1 Co-design 1.2 Preparation Phase 2 Materials and Equipment 2.1 Virtual Reality Systems 3 Method 3.1 Co-researchers 3.2 Exploratory Immersive Sessions with Students with SEND 3.3 Interviews with Experienced Facilitators/Researchers 4 Results 4.1 Observations 4.2 Teaching Assistant Comments 4.3 Usability Issues 4.4 Engagement 4.5 Suggestions from Interviews with Experts 5 Conclusion 5.1 Moving to Fieldwork Phase References Leveraging Virtual Reality and Machine Learning as Mediated Learning Tools for Social Skill Development in Learners with Autism Spectrum Condition 1 Introduction 2 Research on the Use of VR with ASC Learners 2.1 Why VR? 2.2 Towards a Non-deficit Model 2.3 Current VR Research and ASC 3 Opportunities 4 Leveraging Machine Learning 5 Conclusions and Recommendations for Further Work References Designing AI-Support VR by Self-supervised and Initiative Selective Supports 1 Introduction 2 Related Work: Estimate User Perception and Interaction with Body Factors 2.1 Eye or Gaze Modeling of Interaction or Prediction 2.2 Gesture, Body, or Non-verbal Modeling of Interaction or Prediction 3 Designing AI-Support VR with Flexible Interactions and Intelligent Evaluation 3.1 Semi-automatic Selection of Combined Supports and Advantages 3.2 Customizable AI-Support VR by Effective Retraining of Prediction Models with Low-Cost Data Works 4 Flexible Combination of Supports by Semi-automatic Selection 4.1 Design 5 Customizable AI-Support VR by Effective Retraining of Prediction Models with Low-Cost Data Works 5.1 Design 6 Discussion, Analysis of Design, Expectation of System Performance, Implementation of User Studies, Limitations, and Future Works References A New Approach to Assist Virtual Image Accessibility for Visually Impaired People 1 Introduction 2 Gist Concept 3 Rules for Creation of Haptic Representation of Images Accessible to VIP 3.1 Thermoformed Representation of Tactile Gist 3.2 Haptic Effects for Gist Representation 4 Case Study 4.1 F2T Free Exploration Mode 4.2 F2T Guided Mode 5 Conclusion References Elicitation of Requirements for Extended Reality Generation Considering Universal Design for Learning and User-Centered Design for People with Disabilities 1 Introduction 2 Background 2.1 Extended Reality 2.2 Universal Design for Learning 2.3 User-Centered Design 3 Methodologies Analyzed 3.1 Weaknesses Found in Analyzed Processes 4 Methodological Proposal 4.1 Activities Within the Methodology 5 Basic Elements Within Methodological Process 5.1 Analysis Stage 6 Conclusions and Future Work References Hoope Project: User-Centered Design Process Applied in the Implementation of Augmented Reality for Children with ASD 1 Introduction 2 Project Hope Motivation 3 Methodology 3.1 Test of Concept 4 Results 5 Discussion and Conclusion References A User Evaluation Study of Augmented and Virtual Reality Tools for Training and Knowledge Transfer 1 Introduction 2 Methodology 2.1 Remote Collaboration Tools 2.2 VR and AR Based Lifelong Learning Tools 2.3 Knowledge Exchange Platform (KEP) 2.4 Evaluation Study 3 Results 3.1 Pilot Study 3.2 Off-pilot Study 4 Discussion 5 Conclusions References Design for Cognitive and Learning Disabilities EducationalGames: Web Application for Serious Games for Children with Dyslexia and ADHD 1 Introduction 2 Related Work 3 User Analysis 4 Games 4.1 Balloons and Letters Game 4.2 Robot at School Game 5 Usability Test 6 Discussion 7 Conclusions and Future Work References Tangible Interfaces Applied in the Development of Literacy in Children with Down Syndrome 1 Introduction 1.1 Down Syndrome and Literacy 1.2 Literacy Method for Children with Down Syndrome 1.3 Tangible User Interfaces 2 Methodology 2.1 Identification of Requirements 2.2 Design, Development, and Implementation of Prototype 3 Results and Conclusions References Coping with Autism Spectrum Disorder Adolescents’ Emotional Suppression with a “One-Bit” Interactive Device 1 Introduction 2 Intervention Strategies for ASD 3 Method 3.1 Autobiographical Design 3.2 Procedure 3.3 Tim as Subject 3.4 Design Artifact as Intervention Strategy 4 Results 4.1 Prototyping Phase 4.2 Early Phase of the Test 4.3 Later Phase of the Test 4.4 Epilogue 5 Discussion and Conclusions References Metahumans: Using Facial Action Coding in Games to Develop Social and Communication Skills for People with Autism 1 Introduction 2 Previous Research 2.1 Overview of Studies 2.2 Issues with Experimental Design in Reviewed Studies 2.3 Technological Constraints 3 Opportunities and Emergent Technologies 3.1 Technological Opportunities 3.2 Development of Improved Experimental Methods References Towards Explainable and Privacy-Preserving Artificial Intelligence for Personalisation in Autism Spectrum Disorder 1 Introduction 1.1 Autism in the Global Context 1.2 Autism and Its Multitudes 1.3 Autism Diagnosis Process 2 Artificial Intelligence in Autism Detection 2.1 Explainable Artificial Intelligence in Autism Detection 2.2 Privacy-Preserving Artificial Intelligence in Autism Detection 3 Artificial Intelligence in Autism Support 3.1 Artificial Intelligence in Rehabilitation of People with Autism 3.2 Artificial Intelligence in Education of Autistic Children 4 Challenges and Future Research Directions 5 Conclusion References Accessibility Criteria for an Inclusive Museum for People with Learning Disabilities: A Review 1 Introduction 2 Methodology 2.1 Guidelines 2.2 Scientific Publications 3 Results 3.1 Guidelines 3.2 Scientific Publications 4 Contrast of Guidelines and Scientific Publications 5 Discussion 6 Conclusion and Future Directions References Explainable Multimodal Machine Learning for Engagement Analysis by Continuous Performance Test 1 Introduction 2 Literature Review 3 Methodology and Data Sets 3.1 Data Collection 3.2 Decision Tree 3.3 Gini Index for Decistion Tree 4 Result Analysis 5 Conclusion References Digital Means for Increased Vocational Participation of People with Intellectual Disabilities 1 Digital and Vocational Participation of People with ID 2 Introducing the miTAS Project 3 Methodology and Data Acquisition 4 Findings 5 Discussion 6 Conclusion References Design of a Virtual Task to Understand the Nature of Collaboration Between Autistic and Neurotypical Adults in Workplace Using Multimodal Data 1 Introduction 2 Related Work 3 Design 3.1 Design of Collaborative Tasks 3.2 System Architecture 3.3 System Measures and Collaboration Matrix Scheme 4 Experimental Setup 5 Results 6 Discussion 7 Conclusion References Methodology for Co-designing Learning Patterns in Students with Intellectual Disability for Learning and Assessment of Numeracy and Communication Skills 1 Introduction 1.1 Background 1.2 Research Problem 1.3 Aim and Objectives 1.4 Section Summary 2 Literature Review 2.1 What Is Intellectually Disabled? 2.2 Understanding Education Tools for Numeracy and Communication Skills Development 2.3 Section Summary 3 Review of Methods 3.1 What Is Co-design? 3.2 Design Thinking 3.3 Design Driven Innovation and Fuzzy Front End of Design: 3.4 Section Summary 4 Conclusions 4.1 Field Review and Interviews with Experts 4.2 Co-design Session with ID Group 4.3 Cross-validation with Other Researchers 4.4 Limitations and Future Work 4.5 Section Summary References Design with Caregivers: Enhancing Social Interaction for Children with Down Syndrome 1 Introduction 2 Related Work 3 Methodology 3.1 Procedures 3.2 Data Collection and Analysis 4 Findings 5 Conclusion References Design for Visual Disabilities D-Braille: A Digital Learning Application for People with Low Vision 1 Introduction 2 Related Work 3 Research Methodology 3.1 Software Architecture 4 Usability Testing and Verification 5 Discussions 6 Conclusion References The Role of Technology for the Inclusion of People with Visual Impairments in the Workforce 1 Introduction 1.1 Abbreviations 2 Related Work 3 Interviews 3.1 Topics 3.2 Categories 4 Discussion 4.1 Limitations 5 Conclusion References LiDAR-Based Obstacle Detection and Distance Estimation in Navigation Assistance for Visually Impaired 1 Introduction 2 Related Works 2.1 Obstacle Detection 2.2 Distance Estimation 2.3 Miniature Hardware-Based Navigation Systems 2.4 RGBD-Based Obstacle Detection Systems 3 LiDAR-Based Obstacle Detection and Distance Estimation 3.1 Obstacle Detection 3.2 Distance Estimation 3.3 Implementation 4 Experiments 4.1 Obstacle Detection 4.2 Distance Estimation 5 Results and Discussions 5.1 Obstacle Detection 5.2 Distance Estimation 6 Conclusion References An Exploratory Study on the Low Adoption Rate of Smart Canes 1 Introduction and Related Work 2 Methods 2.1 Survey 2.2 Interview 3 Findings 3.1 Impact of Participant Characteristics on Adoption 3.2 Perceived Advantages and Disadvantages 3.3 Product-Related Concerns 3.4 Building Trust 4 Discussion 4.1 Impressions Based on White Canes 4.2 Addressing Concerns and Increasing Awareness 4.3 User Inclusion into Product and Service Design 5 Conclusion References A Software Architecture for a Personalized and Context-Aware Indoor Navigation System 1 Introduction 2 Two User Scenarios 2.1 User Scenario 1: Senior Experienced User 2.2 User Scenario 2: Young Non-experienced User with Visual Impairment 3 Architecture Overview 4 Mapping Physical Entities to a Logical Model 4.1 Accessibility and Personalization 4.2 Structuring the Information Content 5 Conclusions and Future Work References Enhancing the Blind and Partially Sighted Visitors’ Experience in Museums Through Integrating Assistive Technologies, Multisensory and Interactive Approaches 1 Introduction 2 Contributions of Accessible Digital Interactives for Visually Impaired Visitors in Museums 3 Design, Prototyping and Implementing the Accessible Interactive Exhibition “Mysteries of the Art of Healing” 3.1 Developing the Digitally and Manually Fabricated Objects 3.2 Developing the 3D Interior Layout Plan of the Museum 3.3 Conceptualizing Interaction and Development of High-Fidelity Prototypes 3.4 An Assistive Guide with Location-Based Information 3.5 The “Mysteries of the Art of Healing” Exhibition 4 Evaluation 4.1 Sampling Process, Research Instrument and Tools for Data Analysis 4.2 Evaluation Results 5 Conclusions and Future Research References Geometric Thinking and Learning Through Educational Video Gaming in Learners with Visual Disabilities 1 Introduction 2 Related Work 3 General Procedure 4 Video Game Description 4.1 Story 4.2 User Interaction 4.3 Game Modes 5 Results 5.1 End User Questionnaire for Students 5.2 End User Questionnaire for Teachers 5.3 Impact Evaluation 5.4 General Observations 6 Conclusion References Author Index

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