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A haptic ATM interface to assist visually impaired users
This paper outlines the design and evaluation of a haptic interface intended to convey non audio-visual directions to an ATM (Automated Teller Machine) user. The haptic user interface is incorporated into an ATM test apparatus on the keypad. The system ...
A web-based intelligibility evaluation of sign language video transmitted at low frame rates and bitrates
Mobile sign language video conversations can become unintelligible due to high video transmission rates causing network congestion and delayed video. In an effort to understand how much sign language video quality can be sacrificed, we evaluated the ...
An empirical study of issues and barriers to mainstream video game accessibility
A gap between the academic human-computer interaction community and the game development industry has led to games not being as thoroughly influenced by accessibility standards as most other facets of information and communication technology. As a ...
AphasiaWeb: a social network for individuals with aphasia
With the rise of social networks like Facebook and Twitter, it might seem that our opportunity to communicate with others is limited only by our access to smart phones and computers. However, most social networks are not designed with complete ...
Architecture of an automated therapy tool for childhood apraxia of speech
- Avinash Parnandi,
- Virendra Karappa,
- Youngpyo Son,
- Mostafa Shahin,
- Jacqueline McKechnie,
- Kirrie Ballard,
- Beena Ahmed,
- Ricardo Gutierrez-Osuna
We present a multi-tier system for the remote administration of speech therapy to children with apraxia of speech. The system uses a client-server architecture model and facilitates task-oriented remote therapeutic training in both in-home and clinical ...
Audio-visual speech understanding in simulated telephony applications by individuals with hearing loss
We present a study into the effects of the addition of a video channel, video frame rate, and audio-video synchrony, on the ability of people with hearing loss to understand spoken language during video telephone conversations. Analysis indicates that ...
Bypassing lists: accelerating screen-reader fact-finding with guided tours
Navigating back and forth from a list of links (index) to its target pages is common on the web, but tethers screen-reader users to unnecessary cognitive and mechanical steps. This problem worsens when indexes lack information scent: cues that enable ...
Comparing native signers' perception of American Sign Language animations and videos via eye tracking
Animations of American Sign Language (ASL) have accessibility benefits for signers with lower written-language literacy. Our lab has conducted prior evaluations of synthesized ASL animations: asking native signers to watch different versions of ...
Do you see what I see?: designing a sensory substitution device to access non-verbal modes of communication
The inability to access non-verbal cues is a setback for people who are blind or visually impaired. A visual-to-auditory Sensory Substitution Device (SSD) may help improve the quality of their lives by transforming visual cues into auditory cues. In ...
Exploring the use of speech input by blind people on mobile devices
Much recent work has explored the challenge of nonvisual text entry on mobile devices. While researchers have attempted to solve this problem with gestures, we explore a different modality: speech. We conducted a survey with 169 blind and sighted ...
Eyes-free yoga: an exergame using depth cameras for blind & low vision exercise
People who are blind or low vision may have a harder time participating in exercise classes due to inaccessibility, travel difficulties, or lack of experience. Exergames can encourage exercise at home and help lower the barrier to trying new activities, ...
Follow that sound: using sonification and corrective verbal feedback to teach touchscreen gestures
While sighted users may learn to perform touchscreen gestures through observation (e.g., of other users or video tutorials), such mechanisms are inaccessible for users with visual impairments. As a result, learning to perform gestures can be ...
Good fonts for dyslexia
Around 10% of the people have dyslexia, a neurological disability that impairs a person's ability to read and write. There is evidence that the presentation of the text has a significant effect on a text's accessibility for people with dyslexia. However,...
Improved inference and autotyping in EEG-based BCI typing systems
The RSVP Keyboard™ is a brain-computer interface (BCI)-based typing system for people with severe physical disabilities, specifically those with locked-in syndrome (LIS). It uses signals from an electroencephalogram (EEG) combined with information from ...
Improving public transit accessibility for blind riders by crowdsourcing bus stop landmark locations with Google street view
- Kotaro Hara,
- Shiri Azenkot,
- Megan Campbell,
- Cynthia L. Bennett,
- Vicki Le,
- Sean Pannella,
- Robert Moore,
- Kelly Minckler,
- Rochelle H. Ng,
- Jon E. Froehlich
Low-vision and blind bus riders often rely on known physical landmarks to help locate and verify bus stop locations (e.g., by searching for a shelter, bench, newspaper bin). However, there are currently few, if any, methods to determine this information ...
IncluCity: using contextual cues to raise awareness on environmental accessibility
Awareness campaigns aiming to highlight the accessibility challenges affecting people with disabilities face an important challenge. They often describe the environmental features that pose accessibility barriers out of context, and as a result public ...
Answering visual questions with conversational crowd assistants
Blind people face a range of accessibility challenges in their everyday lives, from reading the text on a package of food to traveling independently in a new place. Answering general questions about one's visual surroundings remains well beyond the ...
Physical accessibility of touchscreen smartphones
This paper examines the use of touchscreen smartphones, focusing on physical access. Using interviews and observations, we found that participants with dexterity impairment considered a smartphone both useful and usable, but tablet devices offer several ...
Real time object scanning using a mobile phone and cloud-based visual search engine
Computer vision and human-powered services can provide blind people access to visual information in the world around them, but their efficacy is dependent on high-quality photo inputs. Blind people often have difficulty capturing the information ...
Safe walking technology for people with dementia: what do they want?
This paper presents an attempt to understand how safe walking technology can be designed to fit the needs of people with dementia. Taking inspiration from modern dementia care philosophy, and its emphasis on the individual with dementia, we have ...
Touchplates: low-cost tactile overlays for visually impaired touch screen users
Adding tactile feedback to touch screens can improve their accessibility to blind users, but prior approaches to integrating tactile feedback with touch screens have either offered limited functionality or required extensive (and typically expensive) ...
UbiBraille: designing and evaluating a vibrotactile Braille-reading device
Blind people typically resort to audio feedback to access information on electronic devices. However, this modality is not always an appropriate form of output. Novel approaches that allow for private and inconspicuous interaction are paramount. In this ...
Uncovering information needs for independent spatial learning for users who are visually impaired
Sighted individuals often develop significant knowledge about their environment through what they can visually observe. In contrast, individuals who are visually impaired mostly acquire such knowledge about their environment through information that is ...
Visual complexity, player experience, performance and physical exertion in motion-based games for older adults
Motion-based video games can have a variety of benefits for the players and are increasingly applied in physical therapy, rehabilitation and prevention for older adults. However, little is known about how this audience experiences playing such games, ...
What health topics older adults want to track: a participatory design study
Older adults are increasingly savvy consumers of smartphone-based health solutions and information. These technologies may enable older adults to age-in-place more successfully. However, many app creators fail to do needs assessments of their end-users. ...
Wheelchair-based game design for older adults
Few leisure activities are accessible to institutionalized older adults using wheelchairs; in consequence, they experience lower levels of perceived health than able-bodied peers. Video games have been shown to be an engaging leisure activity for older ...
"Pray before you step out": describing personal and situational blind navigation behaviors
Personal navigation tools have greatly impacted the lives of people with vision impairments. As people with vision impairments often have different requirements for technology, it is important to understand users' ever-changing needs. We conducted a ...
Cited By
- Faisandaz G, Goguey A, Jouffrais C and Nigay L µGeT: Multimodal eyes-free text selection technique combining touch interaction and microgestures Proceedings of the 25th International Conference on Multimodal Interaction, (594-603)
- Faisandaz G, Goguey A, Jouffrais C and Nigay L Keep in Touch: Combining Touch Interaction with Thumb-to-Finger µGestures for People with Visual Impairment Proceedings of the 2022 International Conference on Multimodal Interaction, (105-116)
Index Terms
- Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
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Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
ASSETS '23 | 182 | 55 | 30% |
ASSETS '22 | 132 | 35 | 27% |
ASSETS '21 | 134 | 36 | 27% |
ASSETS '20 | 167 | 46 | 28% |
ASSETS '19 | 158 | 41 | 26% |
ASSETS '18 | 108 | 28 | 26% |
ASSETS '17 | 126 | 28 | 22% |
ASSETS '16 | 95 | 24 | 25% |
ASSETS '15 | 127 | 30 | 24% |
ASSETS '14 | 106 | 29 | 27% |
ASSETS '13 | 98 | 28 | 29% |
Assets '04 | 47 | 25 | 53% |
Assets '02 | 76 | 31 | 41% |
Overall | 1,556 | 436 | 28% |