Universal Access in Human-Computer Interaction: 17th International Conference, UAHCI 2023 Held as Part of the 25th HCI International Conference, HCII 2023 Copenhagen, Denmark, July 23–28, 2023 Proceedings, Part II
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This two-volume set constitutes the refereed proceedings of the 17th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2023, held as part of the 25th International Conference, HCI International 2023, in Copenhagen, Denmark, during July 23-28, 2023. The total of 1578 papers and 396 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 7472 submissions. The UAHCI 2023 proceedings were organized in the following topical sections: Part I: Design for All Methods, Tools and Practice; Interaction Techniques, Platforms and Metaphors for Universal Access; Understanding the Universal Access User Experience; and Designing for Children with Autism Spectrum Disorders. Part II: Universal Access to XR; Universal Access to Learning and Education; Assistive Environments and Quality of Life Technologies. Foreword HCI International 2023 Thematic Areas and Affiliated Conferences List of Conference Proceedings Volumes Appearing Before the Conference Preface 17th International Conference on Universal Access in Human-Computer Interaction (UAHCI 2023) HCI International 2024 Conference Contents – Part II Contents – Part I Universal Access to XR A Method and Experimentation to Benchmark XR Technologies Enhancing Archeological Museum Experience*-1pc 1 Introduction 1.1 Usability and Presence Evaluation for XR Technologies 1.2 Research Aim 2 Material and Methods 2.1 AR Application 2.2 VR Application 3 Experimental Procedure 4 Results 5 Discussion and Conclusions References Preliminary Findings About an Office Chair as a Low-Threshold Treadmill Substitute 1 Introduction 2 Objective 3 Methodology 4 State of the Art 5 Design of the Prototype 6 The Laboratory Experiments 6.1 The Virtual Worlds for the Experiments 6.2 Findings 7 Conclusion References An Augmented Reality Based Approach for Optimization of Language Access Services in Healthcare for Deaf Patients 1 Introduction 2 Related Works 3 Methods 3.1 Access on Demand (AoD) 3.2 Survey Instrument and Participant Sampling 3.3 Data Collection and Analysis 4 Findings 4.1 Survey of Deaf Adults 4.2 Survey of Interpreters 4.3 Survey of Captioners 4.4 Participant Feedback on Using AR Smart Glasses for Language Access 5 Discussion 5.1 Main Findings 5.2 Benefits and Drawbacks of Onsite Language Access Services in Healthcare Contexts 5.3 Benefits and Drawbacks of Remote Language Access Services in Healthcare Contexts 5.4 Barriers and Facilitators of Using AR Smart Glasses for Language Access Services in Healthcare Contexts 6 Limitations and Future Work 7 Conclusion References Virtual Reality System to Experience Grasp of Others’ Hands with a Different Range of Motion 1 Introduction 2 VR Experience System 2.1 System Overview 2.2 Posture Control to Keep a Target Hand Model Within the ROM 2.3 Judgement of Graspability 3 Preparation of an Experiment to Check the Correctness of Understanding Feasible Posture of the Hand with Limited ROM 3.1 Experiment Design 3.2 VR Learning Method 3.3 Video Learning Method 3.4 Comprehension Test 4 Experimental Results 5 Conclusion References Learning Labs and Virtual Reality. The Metaverse to Enhance Learning 1 Virtual Reality and Learning 2 Embodied Virtual Reality (EVR) for Learning 2.1 Virtual Reality Learning Environment (VRLE) 3 Emotion, Learning and Virtual Reality 4 Research Design 4.1 Hypothesis 4.2 Methodology 4.3 Objectives 5 Conclusions References Visuospatial Ability of Elderly Using Head-Mounted Display with Gaze Measurement Function 1 Introduction 2 Experimental Methods 3 Analytical Indices 4 Results 5 Discussion References ``Is This Real?'': Assessing the Usability and Accessibility of Augmented Reality with People with Intellectual Disabilities 1 Introduction 2 Background 2.1 People with IDs and Informal Learning 2.2 AR for Learning 2.3 Accessible AR in Museums 2.4 Designing Accessible AR 3 Designing AIMuseum: The AR Prototype 4 Methodology 4.1 Rationale and Research Questions 4.2 Procedure Overview 4.3 Participants 5 Results 5.1 User Evaluation at the Association 5.2 User Evaluation at the Museum 5.3 Interviews 6 Discussion 6.1 3D Models Are the Pivot Point of the Interaction 6.2 Interacting with AR Is Easy to Learn and Easy to Remember 6.3 Participants Can Act as Informants, Evaluators and Designers 7 Guidelines 8 Limitations and Future Work 9 Conclusions References MetaWelt: Embodied in Which Body? Simplex Didactics to Live the Web 3.0 1 Introduction 2 Real and Virtual: Assonances and Dissonances for a Semplex Didactics 3 Exploring the Link Between Experience, Education, and Virtual Reality 4 Virtual Reality as Transformative Technology 5 The Inclusive Potential of the Virtual Museum in the Educational Context 6 Conclusions and Perspectives References Impact of Multisensory XR Technologies on Museum Exhibition Visits 1 Introduction 2 Multisensory Immersive Technologies in Museum Exhibitions 3 A Framework for Investigating the Factors that Influence the Visitor Experience at Museums 3.1 Framework Description 3.2 From the Framework to the Experimental Case Studies 4 Case Studies 4.1 Content Selected for the Experiment 4.2 Description of the Panel Experience and the Audio-Guide Experience 4.3 Description of the AR Experience and the VR Experience 4.4 Development of the AR and VR Applications 5 Testing 5.1 Participants and Questionnaires 5.2 Analysis of the Collected Data 6 Conclusion References Empowering Virtual Humans’ Emotional Expression in the Metaverse 1 Introduction 2 Related Works 2.1 Emoj: A Tool for Analyzing Emotions 3 Main Idea 4 Development of the Application 5 User Testing 6 Conclusions References eXtended Reality is Not What It Seems: Instil 360° Topsy-Turvy Society to Perceive Real World Reality† 1 Introduction 1.1 Global Society and Nature: Interactions and Intra-actions 2 Technology, Science, Culture and Society 2.1 Physical and Agential Realism: XRXs as eXtensions 2.2 360° Topsy-Turvy Society to Perceive Real World Reality 3 Hybrid Mixed Reality: Humans, Non-humans, More-Than Humans 3.1 Topsy-Turvy: The 360° Enhanced Networked World 3.2 Left and Right Hemisphere: Laterality, Body, Minds, Hands and Brains 3.3 Two Ways of Parallel Knowing and Duality in Hemispherical Changes 3.4 XRTs for Enhanced Cognition, Creativity, Emotion and Sudden Intuition 3.5 XRXs to Anti-stimulate or to Elude Illusion, Dream and Fallacy 3.6 Conferring Non-human Intelligence on XRTs and Assist XRXs 4 Discussion 5 Conclusion References Participation Through Innovation – Mixed Reality in Vocational Rehabilitation Training to Prepare for the Labour Market 4.0 (Project EdAL MR 4.0) 1 Mixed Reality in Vocational Education 2 State-of-the-Art Analysis 3 Results 3.1 Results of the Questionnaire 3.2 Results of the Interviews 3.3 Consequences and Recommendations 4 Development of Learning Scenarios and Prototyping EDAL MR 4.0 5 Future Work/Conclusions References Universal Access to Learning and Education Shifting from the Discrete to the Continuum: How Are Italian Universities Facing the Challenge? 1 Introduction 2 The Downfalls and Upturns of Teaching Online: Lessons Learned 3 Teaching-Learning Approaches in Higher Education in Italy Prior to, During and After the Pandemic 3.1 The Italian Approach to Emergency Remote Teaching 3.2 The Students’ Perspective on Being and Being with Other Selves in a Virtual Space 4 The Italian Proposal: A Multi-level Approach to Faculty Capacity Development 5 Conclusions References Computational Technology as a Tool for Integration of the Different Intellectual Capabilities in the Classroom with Children 1 Introduction 1.1 ICT in Education and Its Applications 2 Technology-Assited Intervention Model 3 Analisis of Results 3.1 How Do We Apply the Model? 4 Conclusions References Children’s Literature and Technology to Promote Motivation and Inclusion in Nursery Schools. The Case Study of Babalibri’s Storie da Ascoltare 1 Introduction 2 A Pilot Case: Babalibri and Its Storie d’ascoltare 3 Storie da Ascoltare at School: Research Context and Methodology 4 Data Analysis 5 Discussion and Conclusion References Cowork: Gamified, Virtual Coworking Web Application to Support Remote Learning for Students 1 Introduction 2 Background 2.1 Web Accessibility 3 System Architecture Diagram 4 Software Artifact Design 4.1 Target Audience 4.2 Feature Description 4.3 Collaboration Rooms 5 Chat and Communication 6 Supporting the Transition to Online Classes and Future Potential 6.1 The Feeling of Togetherness and Communication 6.2 Accountability 6.3 Reduce Cognitive Overload 6.4 Accessibility Automated Testing 7 Extendibility 8 Future Work and Limitations 9 Conclusion References A Greed(y) Training Strategy to Attract High School Girls to Undertake Studies in ICT*-1pc 1 Introduction 2 Methodology 3 Examples 3.1 The Womencourage 2019 Conference 3.2 The G4GRETA Project 4 Ongoing Work: Designing Follow-Up Strategies 5 Concluding Remarks References Promoting Inclusion in Pre-schools Between Pedagogical Competences and Technological Supports. The Role of a WebApp in the Early Detection of Developmental Difficulties for Children Aged 06 Years 1 Pre-schools Integrated System in Italy: The State of the Art 2 Children in Kindergarden and Disability Between Conceptual Framework and Some Data 3 “More Opportunites for Every Child”. The European MOEC Project 4 The MOEC WebAPP: A Pedagogical Opportunity for Inclusion in Pre-school System References VeeMo: An Universal Exergame for Kindergarten 1 Introduction 2 Related Work 3 Game Concept and Development 3.1 Discover 3.2 Define 3.3 Develop 3.4 Deliver 4 Discussion 5 Conclusion References Towards a Smart Learning Application for Visual Impaired People 1 Introduction 2 Related Work 3 Research Methodology 3.1 Software Architecture 4 Usability Testing and Verification 5 Conclusion References Promoting Independence Through a Novel e-Learning Solution to Practice Online Purchasing 1 Introduction 2 Method for Developing and Testing the Training Solution 3 Requirements Gathering 3.1 Method 3.2 Results 4 Iterative Development of the Solution 4.1 Focus Groups 5 Online User Testing on Sketches and the Prototypes 5.1 Pilot Tests on the First Sketches 5.2 Usability Tests on the Prototypes 5.3 Terminology 6 Final Prototype with In-Depth Material, Final Tests 7 Discussion References Better Balance in Informatics: An Honest Discussion with Students*-1pc 1 Introduction 2 Methodology 2.1 Outreach 2.2 Discussion Sessions 2.3 Selection of Questions 2.4 Reporting of Results 3 Results 3.1 Intention to Study CS 3.2 Your Experience in the Current CS Environment 3.3 Intention to Enter Higher Levels in CS Academia 3.4 The Gender Gap and Possible Measurements to Close It 4 BBI Recommendations for the Near Future 5 Related Work 6 Conclusion References Designing AI Writing Workflow UX for Reduced Cognitive Loads 1 Introduction 1.1 Current State of Large-Language Model Machine-Learning Tools 1.2 Limitations of LLM-AI Tools 2 Cognitive Load Modelling for High-Order Writing 2.1 Cognitive and Executive Functions vs. Higher Thinking and Writing 2.2 Summary of Impacts of ADHD on Development Through Writing 3 Experience Design for Cognitive Processes 3.1 Modelling Literacy-Cognition Differences as a Design Matrix 3.2 Designing AI Interventions Using SCT Model Writing 4 Conclusions References Introducing Computer Science and Arts for All (CSA4ALL): Developing an Inclusive Curriculum and Portal for K5 Children 1 Introduction 2 Methodology 2.1 Search Strategy 2.2 Eligibility Criteria 3 Findings and Discussion 4 Conclusions References Technologies, Sports and Motor Activities for an Inclusive School 1 Introduction 1.1 Inclusion and Disability Through Sport 1.2 The Motion Capture System and the Dynamometric Platform for the Assessment of Didactic Achievement and Movement 2 Research-Training 2.1 Data Analysis 3 Conclusions References Surmounting Obstacles for Academic Resilience: A Dynamic Portal for Supporting an Alliance of Students with Disabilities*-1pc 1 Introduction 2 Related Work 3 The SOAR Portal 3.1 User-Driven Design 3.2 Design of SOAR Portal 3.3 The SOAR Portal's Frontend Component 3.4 The SOAR System's Backend Component 4 Discussion and Future Work References Effective Strategies for Encouraging Girls in Informatics 1 Introduction 1.1 Barriers on Girls' to Study Informatics 1.2 Purpose of the Study 2 Method 2.1 Research Design 2.2 Participants 2.3 Data Collection and Analysis 3 Findings 3.1 What Are the Barriers for Girls in Informatics? 3.2 What Are the Effective Strategies You Have Experienced to Overcome These Barriers? 4 Discussion 5 Conclusion 6 Limitations and Future Work References Peer-Mentoring for Students with Disabilities – A Preliminary Study in Norwegian Higher Education 1 Introduction 1.1 The Norwegian Context 2 Related Research 3 Method 4 Results 4.1 Recruitment 4.2 The Interaction Between Mentor and Mentee 4.3 Potential Improvements 5 Discussion 6 Conclusion and Future Work References Application of RFID Technology to Create Inclusive Educational Resources 1 Introduction 2 Theoretical Framework 3 Methods 3.1 The Design Processes 3.2 Use of 3D Printing Technology and Open-Source Files 3.3 Integration of RFID Technology 4 Results 4.1 Didactic Maps of México 4.2 Improvements in Electronics and Programming 4.3 The Human Body Didactic Model 4.4 Incorporation of Auditory Information 4.5 Future Perspectives and Improvements 5 Conclusions References E-Inclusion of People with Disabilities in Vocational and Professional Education and Further Training Organisations in Switzerland: First Results of a Quantitative Survey 1 Introduction 2 Methods 2.1 Starting Point and Questionnaire Development 2.2 Data Collection and Sample Description 2.3 Analyses 3 Results 3.1 Digitalisation in the Context of VPET in Switzerland 3.2 E-inclusion Structures 3.3 E-inclusion Practices 3.4 E-inclusion Cultures 3.5 Testing Booth and Ainscow’s Index for Inclusion 4 Discussion 4.1 Towards a Model of E-inclusion in Higher Education References Plagiarism in AI Empowered World 1 Introduction 2 Methods 3 Results 3.1 Plagiarism Detection 3.2 AI Generated Text Detection 4 Discussion References Chatbots and Children with Special Educational Needs Interaction 1 Introduction 2 Methods 2.1 Search Strategy 2.2 Inclusion Criteria 2.3 Eligibility and Data Extraction 2.4 Quality Assessment 3 Results 3.1 Sample Description 3.2 Description of Included Studies 4 Discussion 4.1 Summary of Main Findings 4.2 Technology and Targeted Device 4.3 User Involvement 4.4 Study Limitations and Future Directions 5 Conclusions References The Use of Explainable Sensor Systems in Classroom Settings - Teacher, Student and Parent Voices on the Value of Sensor Systems 1 Introduction 2 Tracking Engagement and Arousal in Children with Autism 3 Context 4 Method 4.1 Design 4.2 Participants and Procedure 4.3 Analytic Procedure 5 Results 5.1 Factors that Trigger Rumble Moments 5.2 Manifestations of Rumble Moments and Arousal in Behaviour 5.3 Acceptability of Technology 5.4 Privacy and Security Issues with Potential Deployment 6 Discussion 6.1 Consistent Signs of Meltdown Among all Children 6.2 Tolerance Towards Potential Technology 6.3 Parental Consent and Data Security of Potential System 7 Conclusions 8 Impacts on Future Work References Easy Reading – Keeping the User at the Digital Original: Assessment and Potential Use of Easy Reading for Digital Accessibility 1 Introduction 2 Challenges and Barriers for Digital Participation 3 Digital Solutions and Technologies for Accessibility 4 Methodology 5 Results 5.1 Additional Value of Easy Reading 5.2 Hindering Factors for the Use of Easy Reading 5.3 Usages of Content Replacement 5.4 Future Tools and Improvements 5.5 Additional Target Groups 6 Discussion 7 Conclusion References Assistive Environments and Quality of Life Technologies Communication Needs of Individuals with Aphasia and Caregivers in Unplanned Activities 1 Introduction 2 Related Work 2.1 AAC and Aphasia 2.2 Visual Scene Displays for Aphasia 2.3 Context-Aware AAC 3 Study 1: How PWA Communicate in Unplanned Activity 3.1 Focus Group 3.2 Interviews 3.3 Findings 4 Study 2: Photo Content Study 4.1 Approach 4.2 Participants 4.3 Task 1: Photo Content Analysis 4.4 Task 2: Photo Sorting Activity 5 Discussion 6 Conclusion References Software Architecture for Safety, Ergonomics, and Interaction for Industrial Mobile Robotic Platforms*-1pc 1 Introduction 2 The Architecture 2.1 SIM: Social Interaction Module 2.2 SEM: Safety and Ergonomics Module 3 The Architecture in Relation to International Standards 4 Conclusion and Future Work References Accessible and Inclusive Mobile Application for Social Support and m-Health in Forced Isolation: SAFE TALK 1 Introduction 1.1 Impact of Forced Isolation 1.2 Mobile Applications for Psychological and Social Support 2 SAFE TALK 2.1 Participatory Design 2.2 Preliminary Evaluation Involving End Users and Stakeholders References Designing a Multimodal Application for People with Brain Injuries to Manage Their Daily Routine: A User-Centered Approach 1 The Context 2 Methodological Approach to Understanding the Context 2.1 Comparative Analysis 2.2 User Research and Concepts 2.3 Personas and Scenarios 3 Prototypes and Evaluation 3.1 Navigation and Interaction Definition 3.2 Navigation and Interaction Validation Through a Paper Prototype 3.3 Visual Design and Hi-Fidelity Prototype 3.4 High-Fidelity Prototype and Implementation Validation 4 Final Considerations References Building an Online Platform for Speech and Language Therapy in Germany: Users Needs and Requirements 1 Background 2 Methods 2.1 Design 2.2 Research 2.3 Focus Group 3 Results 3.1 Research 3.2 Focus Group 4 Discussion 4.1 Implications for the Development Process of a Teletherapy Platform 4.2 Methodological Reflection 5 Conclusion Appendix References Toward a Shared Experience of Uncertainty of Interpersonal Communication Through an Immersive Virtual Reality Serious Game*-1pc 1 Introduction 2 Related Work 3 Experimental Setting 3.1 Participants 3.2 Materials 3.3 Methods 4 Results 5 Discussion 6 Conclusions and Future Works References Wrist View: Understanding Human Activity Through the Hand 1 Introduction 2 Literature Review 3 Understanding the Wrist-Centric View from Dorsal and Ventral Views 4 Understanding Activities of Daily Living from Wrist-Centric View 4.1 Performing Stationary Activities at Home 4.2 Performing Non-stationary Activities at Home 4.3 Performing Activities Outside Home 4.4 Performing Activities Interacting with People 5 Discussion 6 Conclusion References Body-Focused Expression Analysis: A Conceptual Framework 1 Introduction 2 Contextualization and State-of-the-Art 2.1 Body Expression Analysis 2.2 Datasets 3 Develop a Dataset for Body Expression Analysis 4 Body Emotion and Sentiment Classifier Framework Prototype 5 Conclusions and Future Work References Co-creating an Object Recognition Exergame with Hospital Service Users to Promote Physical Activity 1 Introduction 2 Background of Exergames 3 Methodology 3.1 Co-designing Objects 3.2 Object Recognition 3.3 Smartphone Exergame 4 Discussion and Conclusion References Research on the Design Narrative for Medical Popular Science Serious Games: A Case Study of AIDS Prevention Game “Bluebridge Cafe” 1 Introduction 1.1 A Subsection Sample 2 Literature Review 2.1 Medical Serious Game 2.2 AIDS Preventive Educational Games 2.3 Design Aesthetics of Medical Serious Games 3 Analysis on the AIDS Prevention Game “Bluebridge Cafe” 3.1 Game Structure 3.2 AIDS Preventive Education Content 3.3 Game Design 4 Research Conclusion and Future Prospect References Author Index
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