ENGLISH

Universal Access in Human-Computer Interaction. Novel Design Approaches and Technologies: 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 I

Book information

Publisher
Springer
Year
2022
ISBN
3031050274, 9783031050275
Language
english
Format
PDF
Filesize
43 MB (45453335 bytes)
Series
Lecture Notes in Computer Science, 13308
Pages
575\576
Time added
2022-11-12 23:43:46

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 I Contents – Part II Novel Approaches to Accessibility Web User Interface Adaptation for Low Vision People: An Exploratory Study Based on a Grounded Theory Review Method 1 Introduction 2 Methodology 2.1 Review Scope 2.2 Analysis 3 Results 3.1 Academics Perspective 3.2 Mainstream Web Perspective 4 Discussion 4.1 Limitations 5 Conclusion Appendix 1: Codebook Appendix 2: Sample of PVI Organization Websites References Evaluating the Potential Implementation of New Metrics in Automated Web Accessibility Testing Software for Managers 1 Introduction 2 Background Literature 2.1 Evaluating Web Pages for Accessibility 2.2 Automated Accessibility Testing Tools 2.3 What Managers Need in Automated Tools 2.4 The “Presence of Accessibility Features” Approach to Metrics 3 Research Questions and Methods 4 Technical Infrastructure to Implement the “Presence of Accessibility Features” (RQ1) 5 Types of Potential Interface Notifications and Reporting for Managers (RQ2) 6 Integrating Historical Archives of Web Pages into a Tool to Support Longer-Term Analysis (RQ3) 7 Discussion and Summary References Expert Validation of the ICT Accessibility Requirements Tool Prototype 1 Introduction 2 State of the Art 3 Methodology 4 Study Elements 4.1 Participants 4.2 Study Background 4.3 Data Collection Techniques and Instruments 4.4 Documental Collection 5 Results 5.1 European Standard EN 301 549 5.2 Other Tools 5.3 FRATIC Usability 5.4 FRATIC Features 5.5 Target Audience 6 Final Considerations Appendix 1 – Semi-structured Interview (Post-test) Script References Usability and Accessibility Evaluation of the ICT Accessibility Requirements Tool Prototype 1 Introduction 2 State of the Art 3 Methodology 4 Study Elements 4.1 Participants 4.2 Study Background 4.3 Data Collection Techniques and Instruments 4.4 Usability Test Tasks 4.5 Remark 4.6 Documental Collection 5 Results 5.1 Participants’ Characterization 5.2 Usability Test Data 5.3 Objective Evaluation of FRATIC Usability 5.4 Subjective Evaluation of FRATIC Usability 5.5 Evaluation of FRATIC Section Features 6 Final Considerations References Cognitive Personalization in Microtask Design 1 Introduction 2 Background 2.1 Cognitive Adaptive Assistive Technologies for Supporting Daily Activities 2.2 Cognitive Adaptive Task Design in Digital Labor 3 Architecture, Ontology and Implementation 4 Case Study 5 Final Remarks References Tools for an Innovative Approach to Web Accessibility 1 Introduction 2 Related Works 2.1 Standards and Guidelines 2.2 Laws and Regulations 2.3 Testing Tools 2.4 The Current Situation 3 A New Approach to Web Accessibility 4 Implementation 4.1 AX, Web Components for Accessible Markup 4.2 The Saharian Browser Extension 4.3 A11A - All About Accessibility 5 Conclusions and Future Developments References The Simulated User Impairment Testing (SUIT) Protocol and Toolbox for Digital Artifacts 1 Introduction 2 Background 2.1 Guidelines 2.2 Expert Evaluations and Personas 2.3 Comparison of User Testing, Expert Evaluation, and Personas 2.4 Impairments to Consider 3 The Simulated User Impairment Testing (SUIT) Protocol 4 The SUIT Toolbox 4.1 Cognitive and Mental Functions 4.2 Senses 4.3 Voice 4.4 Movement 5 Pilot Study of SUIT on Clothes4All 6 Discussion 7 Conclusion References Ensembling and Score-Based Filtering in Sentence Alignment for Automatic Simplification of German Texts 1 Introduction 2 Previous Work 2.1 Sentence Alignment in Automatic Text Simplification 2.2 Automatic Evaluation of Text Simplification 3 Improving Sentence Alignment for Simplified German 3.1 Gold Standard 3.2 Alignment Methods 3.3 Ensembling 3.4 Score-Based Filtering 4 Discussion 5 Conclusion and Outlook References Access@tour: A Digital Platform to Promote Accessible Tourism 1 Introduction 2 Literature Review: Accessible Tourism and the Importance of Information Systems 3 Access@tour:An Accessible Tourism Platform 3.1 Objectives and Methodology 3.2 Results: Description of the Prototype from a Functional Perspective 3.3 Results: Description of the Prototype from a Usage Perspective 4 Conclusion References Animated Backgrounds on the Web Reduce Reading Speed: Some Empirical Evidence from a Remote Experiment 1 Introduction 2 Related Work 3 Method 3.1 Experimental Design 3.2 Participants 3.3 Materials 3.4 Procedure 3.5 Analysis 4 Results 5 Discussion 5.1 Limitations 6 Conclusions References User Experience and Technology Acceptance in Universal Access Design of Human-Centered Adaptive Support Tools to Improve Workability in Older Workers. A Field of Research of Human-Centered AI 1 Introduction 2 Methods and Materials 2.1 Review of the Literature 2.2 Collaborative Focus Group Methodology 2.3 Online Survey 3 Results 3.1 Summary of Results of the Literature Review 3.2 Overview of the Results of the Focus Groups 3.3 Overview of Interviews 4 Conclusions References Modified User Experience Evaluation Methods Applied to Blind Users in Latin America: Case Study TriviaBlind 1 Introduction 1.1 The User Experience (UX) Evaluation Importance 1.2 User Experience Evaluation Method 2 Study Case: TriviaBlind 2.1 Participants 2.2 Tasks 3 Test and Results 3.1 HED/UT Scale Test and Results 3.2 PANAS Test and Results 4 Conclusions References Deaf and Hard of Hearing Viewers' Preference for Speaker Identifier Type in Live TV Programming 1 Introduction 2 Related Work 2.1 Existing Speaker Identification Types 2.2 Factors Influencing DHH Viewers' Preference for Speaker Identifier Types 3 Research Question 4 Methods 4.1 Construction of Video Stimuli 4.2 Recruitment and Participants 4.3 Study Design and Procedure 5 Results 6 Discussion 7 Limitations and Future Work 8 Conclusion References Perceptions of Digital Nudging for Cervical Testing: A Comparison Four Nudge Types 1 Introduction 2 Related Work 3 Method 3.1 Experimental Design 3.2 Participants 3.3 Materials 3.4 Procedure 3.5 Analysis 4 Results 5 Discussion 5.1 Limitations 5.2 Implications 6 Conclusions References Shift Scheduling for the Effective Management of the Ageing Workforce 1 Introduction 2 Related Work 3 Architecture 4 Manager Platform 5 Shift Scheduling Optimization 5.1 Problem Formulation 5.2 Mathematical Definition 6 Experimental Results 6.1 Simulated Scheduling Data 6.2 Acceptance Study 7 Discussion and Conclusion References Stakeholder Perceptions on Requirements for Accessible Technical Condition Information in Residential Real Estate Transactions 1 Introduction 2 Background 3 Survey 3.1 Survey Method 3.2 Survey Results 4 Conceptual Model 5 Conclusion References Bridging the Gap Between Usability and Security: Cultural Adaptation of a Graphical User Authentication 1 Introduction 2 Background of the Study 2.1 User Interface Design and Culture 2.2 Research Motivation 3 Methodology 3.1 Participants 3.2 Procedure 4 Results 4.1 The Impact of Culture on Memorability 4.2 The Impact of Culture on User Preference 5 Discussion 6 Conclusion References Transformation of Plants into Polka Dot Arts: Kusama Yayoi as an Inspiration for Deep Learning 1 Introduction 1.1 Online Exhibition Under the COVID-19 Pandemic 1.2 Yayoi Kusama and Polka Dot Arts 1.3 About Our Research 2 Related Work 2.1 Previous Methods Used to Draw Polka Dot Style Images 2.2 Image Style Transfer – Deep Learning 3 Method 3.1 General Intro 3.2 Dataset 3.3 Detailed Algorithm 4 Results and Discussion 4.1 Results of Feature Extraction 4.2 Results of the Loss Function and Mean Square Error 4.3 Generated Plant Images vs Original Images 5 Conclusion and Future Work References A Virtual Coach and a Worker Dashboard to Promote Well-Being and Workability: An Acceptance Study 1 Introduction 2 Application Design 2.1 Data Collection Modalities 2.2 Virtual Coach Design 2.3 Health and Wellbeing Suggestions 3 Acceptance Study 3.1 Results 4 Discussion References Blood Pressure Concerns: Findings from a Usability Study of Culturally Infused mHealth Design 1 Introduction 2 Literature Review 2.1 Culturally Infused mHealth Approach 2.2 Lack of Culturally Infused mHealth Approach 3 Methodology 4 Results 5 Discussion 6 Conclusion References The Communicability of the Interaction of the Elderly User with the WhatsApp Application 1 Introduction 2 Semiotic Engineering and MAC 3 Related Works 4 Methodology 4.1 System Definition 4.2 Method Definition 4.3 Selection of Participants 4.4 Definition of Functions Evaluated in the System 4.5 Equipment and Application Configuration 5 Method Application 5.1 Preparation 5.2 Test Execution 5.3 Labeling 5.4 Data Interpretation 5.5 Semiotic Profile 6 Results and Discussions 7 Conclusions References Users’ Perceptions of a Digital Stress Self-monitoring Application: Research Insights to Design a Practical Innovation 1 Introduction 2 Background 2.1 Self-monitoring 2.2 Use of Algorithms in Health 3 Methodology 3.1 Participants 3.2 Experimental Design 4 Results 4.1 Demographics 4.2 Data-Interpretation Theme 4.3 Request for Transparency Theme 5 Discussion 5.1 The Insights to Design a Self-monitoring Practical Innovation 5.2 Limitations and Opportunities for Future Research 6 Key Insights 7 Concluding Remarks Appendix 1 Appendix 2 References The User-Centred Design in the Development of a Platform for Teletherapy for People with Aphasia 1 Background 2 Methods 2.1 Participants 2.2 Setting 2.3 Material 2.4 Data Collection 2.5 Data Analysis 3 Results 3.1 Observation Checklists 3.2 Qualitative Feedback 3.3 Feasibility of Digital UCD Workshops 4 Discussion 4.1 Implications for the Development Process of the Platform TELL 4.2 Digital Setting in UCD Workshops 4.3 Methodological Reflection 5 Conclusion References Dance Through Visual Media: The Influence of COVID-19 on Dance Artists 1 Introduction 2 Related Work 2.1 Dance Researches in HCI 2.2 Changes in the Experience of Appreciating Dance Through Visual Media 2.3 Investigation of Dance Activities Under the Spread of COVID-19 3 Method 4 Results 4.1 Findings: Advantages of Video Distribution of Dance 4.2 Findings: Disadvantages of Video Distribution of Dance 4.3 Findings: Problems Encountered When Distributing Video 4.4 Findings: What Dance Artists Focused on in Their Video Distribution 4.5 Findings: New Physical Sensations Gained from Video Distribution 5 Discussion 5.1 Dance Specializing in Visual Media 5.2 Implications for HCI Research Other Than Visual Media 6 Conclusion References Apps and Digital Resources in Speech and Language Therapy - Which Factors Influence Therapists’ Acceptance? 1 Introduction 1.1 General Background 1.2 Technology Acceptance Models 1.3 State of Research and Research Questions 2 Methods 2.1 Methodological Procedure 2.2 Participants 2.3 Interview Procedure 2.4 Interview Analysis 3 Results 3.1 Performance Expectancy 3.2 Effort Expectancy 3.3 Social Influence 3.4 Supportive Conditions 3.5 Professional Skills 3.6 Lack of Openness 4 Discussion 5 Conclusion References Exploring Video Game Satisfaction of Gamers with Disabilities 1 Introduction 1.1 Game Satisfaction 1.2 Adapting Scales for Special Populations 1.3 Purpose 2 Method 2.1 Participants 2.2 Materials 2.3 Procedures 3 Results 3.1 GUESS-18 3.2 Interview 4 Discussion 4.1 Limitations and Future Research References Multimodal and Psychophysiological Interaction in Universal Access Neuro-Voting: An Accuracy Evaluation of a P300-Based Brain-Computer Interface for Casting Votes 1 Introduction 2 Related Work 3 Methodology 3.1 Participants 3.2 EEG Device 3.3 Design and Implementation 3.4 User Study 4 Results 4.1 Accuracy Scores 4.2 Participant Qualitative Feedback 4.3 Discussion 5 Conclusion References Analyzing Gaze Data During Rest Time/Driving Simulator Operation Using Machine Learning 1 Introduction 2 Method 2.1 DS Configuration and Driving Content 2.2 Experiment Participants 2.3 Measurement of Gaze Data 3 Gaze Data Analysis Processing 4 Results 4.1 Results of Resting Gaze Data 4.2 Results of Gaze Data While Driving 4.3 Comparison Between Resting and Driving 5 Discussions 6 Conclusion References MTeacher: A Gamified and Physiological-Based Web Application Designed for Machine Learning Education 1 Introduction and Background 2 Challenges in ML Education 3 System Design 3.1 System Components 3.2 Level One: Data Collection 3.3 Level Two: Model Training 3.4 Level Three: Model Evaluation (Predictions) 4 Limitations 4.1 Data Collection Visualizations 4.2 Limited Gamified Elements 4.3 Real-Time Physiological Data 5 Conclusion References Simulation of ECG for Cardiac Diseases Using Generative Adversarial Networks 1 Introduction 2 Model Design 3 Empirical Study in Stabilometry 3.1 Experiment 1 3.2 Experiment 2 4 Results and Consideration 5 Application to ECG Simulation References EMS-Supported Throwing: Preliminary Investigation on EMS-Supported Training of Movement Form 1 Introduction 1.1 Background 1.2 Research Motivation 1.3 Contribution 2 Related Work 2.1 Visual Feedback 2.2 Audio Feedback 2.3 Haptic Feedback 2.4 EMS for Human Computer Interaction 2.5 Position of This Study 3 System Design 3.1 Release Timing Detection Module 3.2 EMS Module 4 Experiment 4.1 Procedure 5 Result 5.1 Qualitative Evaluation by Questionnaires 5.2 Task Performance Improvement 5.3 Release Point Improvement 6 Discussion 6.1 Negative Effects on Learning Effect in Terms of Cognitive Overload 6.2 Feedback on Other Factors Required for the Throwing Motion 6.3 Potential Learning Effects of EMS 7 Limitation and Future Work 7.1 Limitations of the Movements that Can Support 7.2 Learning Support with Multimodal Feedback 8 Conclusion References Facial Emotions Classification Supported in an Ensemble Strategy 1 Introduction 2 Related Work 3 Facial Emotions Prediction Supported in Ensembles 3.1 Framework 4 Tests and Results 5 Conclusions Appendix References Haptic Pattern Designer Toolkit – HaptiDesigner: Software and Hardware for Creation of Actuation Patterns 1 Context 1.1 Introduction 1.2 Background 1.3 Related Work 2 HaptiDesigner Toolkit Overview 2.1 HaptiDesigner Interface 2.2 Implementation 2.3 Firmware 3 Schematics and Components 4 Known Limitations and Future Plans References DRAM Performance Sensor 1 Introduction 2 The DRAM Performance Sensor 2.1 DRAM Cell 2.2 Sensor Architecture 3 Layout and Simulation Results 3.1 Transition Detector Results 3.2 Pulse Detector and Reference Voltage Results 3.3 Complete Sensor Results 4 Conclusions References Calmbots: Exploring Madagascar Cockroaches as Living Ubiquitous Interfaces 1 Introduction 2 Related Work 2.1 Development of Remote Controlling Insects and Creatures 2.2 TUIs and Swarm Robots and Their Limitations 2.3 Ubiquitous Robotics 3 Calmbots Design: Interfaces by Cockroaches 3.1 Exploring Madagascar Hissing Cockroaches as Robots in Living Spaces 3.2 Functions of Cockroaches in Living Spaces 4 Implementing Calmbots' Functions 4.1 Surgery on Cockroach 4.2 Controlling the Movement of Cockroach Through Electrical Stimulation 4.3 System for Tracking and Communicating with Cockroaches' Backpacks in Real-time 4.4 Controlling Multiple Cockroaches to Reaching Their Respective Goals 4.5 Object Transportation Using Multiple Cockroaches 4.6 Optional Parts 5 Experimental Results 5.1 Experimental Setting 5.2 Controlling Performance of Multiple Cockroaches on Reaching Goals 5.3 Effect of Floor Flatness on Mobility 5.4 Analysis of Continuous Control Success on Individual Cockroaches and Stimulated Body Parts 6 Discussion 6.1 Analysis of Experimental Results 6.2 Realizing Flexible Insects'Interfaces for Living Spaces References Indoor Auto-Navigate System for Electric Wheelchairs in a Nursing Home 1 Introduction 2 Related Works 2.1 Indoor Navigation Using YOLOv5 2.2 Stereo Vision 3 Problems 3.1 Flaws of Stereo Vision 3.2 Transplanting 3.3 The Mandatoriness of an Assistant Aside 3.4 Lack of Computer Vision Dataset 4 Methodologies 4.1 Motion System 4.2 Indoor Marker Navigation System 4.3 Computer Vision Autopilot System 4.4 YOLO Assisted Stereo Vision 4.5 Camera System Equipped on Wheelchair 4.6 Marking in Nursing Facility 4.7 Parity Characters 5 Experiments 5.1 Stereo Camera System Experiment 5.2 Mark Detection 5.3 Human Detection 5.4 Next Stage Experiments 6 Other Computer Vision Methods 7 Future Work 7.1 Building Datasets 7.2 Increasing Robustness 8 Conclusions References Author Index

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