𝔖 Scriptorium
✦   LIBER   ✦

📁

Universal Access in Human-Computer Interaction. Access to Media, Learning and Assistive Environments (Information Systems and Applications, incl. Internet/Web, and HCI)

✍ Scribed by Margherita Antona; Constantine Stephanidis


Tongue
English
Leaves
569
Category
Library

⬇  Acquire This Volume

No coin nor oath required. For personal study only.

✦ Table of Contents


Foreword
HCI International 2021 Thematic Areas and Affiliated Conferences
Contents – Part II
Contents – Part I
Universal Access to Learning and Education
Diagnosis for School Inclusion in Teacher Training in One Higher Normal School in Mexico
1 Introduction
2 Elements of the Initial Diagnosis
2.1 Stages of Diagnosis Execution
3 Results
4 Conclusions
References
TabGO: Towards Accessible Computer Science in Secondary School
1 Introduction
2 Related Works
3 The TabGO Project
4 User Study
5 Conclusion
References
Endless Running Game to Support Sign Language Learning by Deaf Children
1 Introduction
2 Background
2.1 Deaf People and Sign Language
2.2 Digital Educational Games
3 Methodology
3.1 Game Design for Deaf Children
3.2 Game Style
3.3 Sign Language Approach
3.4 Educational and Game Mechanics
4 Development and Validation
5 Results and Discussion
6 Conclusions
References
Analysis of the Impact of Educational Technology on Social Inequity in the United States
1 Introduction
1.1 Education, Inequity, and the Digital Divide
2 Smart Boards and Educational Inequity
3 MOOCs and Educational Inequity
4 Reading Software and Educational Inequity
5 Conclusion
References
Accessible Block-Based Programming for K-12 Students Who Are Blind or Low Vision
1 Introduction
2 Related Work
3 Our Solution
4 Technical Details
5 Evaluation
6 Recommendations for Improvements
References
Geo-education as a Valuable Support to Children with Learning Difficulties
1 Introduction
2 Related Work
3 Requirement Analysis
4 Map4Learning
5 Evaluation of Map4Learning
5.1 Procedure
5.2 Result
6 Conclusion
References
The SL-ReDu Environment for Self-monitoring and Objective Learner Assessment in Greek Sign Language
1 Introduction
2 User Driven HCI Design in SL as L2 Learning
3 The SL-ReDu Platform
3.1 The SL-ReDu Self-monitoring Module
3.2 The SL-ReDu Objective Learner Assessment Module
3.3 The Embedded SL Recognition Approach
4 Conclusion
References
An Assessment of Moodle Environment Tools for the Literacy Environment of Deaf Children in the Context of the 3rd Year of Elementary Education
1 Introduction
2 Theoretical Background and Related Work
2.1 Direct Way Literacy
2.2 Bilingual Education for Deaf Children
2.3 Moodle-VLE
2.4 Related Work
3 The Study
3.1 Context and Subjects
3.2 Materials and Methods
4 Results and Discussions
5 Contributions, Limitations and Future Works
References
Developing an Online Music Teaching and Practicing Platform via Machine Learning: A Review Paper
1 Introduction
2 Literature Review
2.1 Machine Learning in Music
3 Proposed Framework of MOOCs for Music Learning and Performance
3.1 Module 1: Self-learning Tutorials
3.2 Module 2: Chord Recognition
3.3 Implementation
3.4 Hidden Markov Model (HMM)
3.5 Annotation of Music Data
3.6 Calculate Framed Chromagram
3.7 Calculate State Transition Probability Matrix
3.8 Calculate Emission Probability Matrix
3.9 Calculate Initial State Probability Matrix (ISPM)
3.10 Implementation
4 Proposed Framework of MOOCs for Music Assessment
4.1 Modulation Spectral Features for Rhythmic Structures
5 Discussions and Future Work
References
A Multimodal Platform to Teach Mathematics to Students with Vision-Impairment
1 Introduction
2 Background and Related Work
3 System Architecture
3.1 An Intelligent Agent
3.2 Math Expression Parser and Evaluator
4 Future Work and Conclusion
References
Analysis of Design Elements for the Treatment of Language Disorders in Autistic Children
1 Introduction
2 Autism Intervention Therapy and Its Related Research
3 Autism Intervention Toys
3.1 Autism Intervention Toys
3.2 Autism Intervention Autism Intervention Therapy Toy Market
4 Methods and Innovation of the Study
4.1 Methods of the Study
4.2 Innovation and Significance of the Study
5 Theoretical Basis
5.1 Analytic Hierarchy Process
5.2 Steps in Building AHP Model
5.3 Construct a Judgement Matrix and Calculate the Weights of Each Indicator
5.4 Determination of Weights
5.5 Consistency Check
6 Results Verification
6.1 TOPSIS
6.2 Selection of Assessment Subjects
6.3 Evaluation Process Based on the TOPSIS
6.4 Experimental Verification
7 Summary
7.1 Shortcomings
7.2 Research and Prospect
References
Communication Robot as a Weekly Online Quiz Presenter
1 Introduction
2 Method
3 Results and Discussions
3.1 Change of Quiz Answer Submissions
3.2 Children’s Impressions and Responses
4 Conclusions
References
Evaluation on Moodle LMS Data Usage During the First Wave of Covid-19's Pandemic
1 Introduction
2 Related Work
3 Knowledge Discovery in Database Process
4 Results and Analysis
5 Conclusions and Future Work
References
Deaf Inclusion Through Brazilian Sign Language: A Computational Architecture Supporting Artifacts and Interactive Applications and Tools
1 Introduction
2 Related Work
3 The Architecture and Its Main Components
4 Services
5 Artifacts and Interactive Applications
5.1 Bilingual Virtual Learning Environment
5.2 Inclusive Virtual Meeting Framework and Tool
5.3 Accessible Testing Requirements for Deaf Learners
5.4 Frameworks for Building Games to Support Early Childhood Education for Deaf Children
6 Conclusions and Future Work
References
Accessible Media
Preferences of Deaf or Hard of Hearing Users for Live-TV Caption Appearance
1 Introduction
2 Related Work
2.1 Prior Work on Caption Placement
2.2 Prior User Studies on Caption Appearance Style
2.3 Existing Caption Evaluation Metrics
3 Methodology
3.1 Participant Recruitment
3.2 Data Collection Procedure
3.3 Analysis
4 Results
4.1 Preferred Caption Background
4.2 Preferred Caption Font Size
4.3 Preferred Caption Text Color and Typeface
4.4 Preferred Caption Movement Style
4.5 Preferred Caption Placement
5 Discussion
6 Limitations and Future Work
7 Conclusion
References
Effect of Occlusion on Deaf and Hard of Hearing Users' Perception of Captioned Video Quality
1 Introduction and Background
2 Related Work
2.1 Existing Metrics of Caption Quality
2.2 Features Affecting DHH Viewer's Perception of Captioned Video Quality
3 Research Questions
4 Methodology and Results
4.1 Study Design and Question Items
4.2 Data Collection Procedure
4.3 Recruitment and Participants
4.4 Sub-study 1: Face Occlusion
4.5 Sub-study 2: Text Occlusion
5 Discussion
6 Limitations and Future Work
7 Conclusion
References
Reading Experiences and Reading Efficiency Among Adults with Dyslexia: An Accessibility Study
1 Introduction
2 Background
2.1 Accessibility and Universal Design
2.2 Reading Skills
2.3 Layout and Typography
3 Methods
3.1 Participants
3.2 Procedure
3.3 Stimulus
3.4 Analysis
3.5 Ethical Considerations
4 Findings
4.1 Pre-interviews
4.2 Reading Experiment
4.3 Post-interviews
5 Discussion
6 Conclusion
References
Easy-to-Understand Access Services: Easy Subtitles
1 Introduction
2 Merging Best Practices
3 Parameters for Easy Subtitles
3.1 Simplification Example
4 Discussion
5 Conclusion
References
Live Captioning Accuracy in Spanish-Language Newscasts in the United States
1 Introduction
2 Live Captioning Accuracy: Metrics and Research
3 Closed Captioning Accuracy in US National Newscasts in Spanish
3.1 Materials
3.2 Methodology
3.3 Results
4 Discussion
4.1 Reduction Rate
4.2 Errors
5 Conclusions
References
Dynamical Properties of Three-Rules Set Realizing Compressive and Errorless Description of Digital Sound
1 Introduction
2 Description Method with 1-2-3 CA
2.1 1-2-3 CA
2.2 Description Method with Three-Rules Set
3 Computer Experiments
3.1 Method
3.2 Results
4 Discussions
5 Conclusions
References
Multimodal Fusion and Sequence Learning for Cued Speech Recognition from Videos
1 Introduction
2 The CS Recognition System
2.1 Hand and Mouth Detection
2.2 2D Hand and Mouth Keypoint Features
2.3 3D Hand Keypoint Features
2.4 Hand and Mouth Appearance Features
2.5 Hand Position Detection and Representation
2.6 Feature Fusion
2.7 Sequence Learning
3 Experimental Evaluation
3.1 Datasets and Experimental Framework
3.2 Implementation Details
3.3 Results
4 Conclusions
References
Creative Media Accessibility: Placing the Focus Back on the Individual
1 Introduction
2 From Quantitative to Qualitative Research in MA
3 The Radical Subjectivity of Creative Media Accessibility
3.1 Liza Sylvestre’s Captioned Series
3.2 Impact on Practice and Research
4 Final Thoughts
References
The Minority AD: Creativity in Audio Descriptions of Visual Art
1 Introduction
2 A Cognitive Approach to Visual Art Audio Description
3 Materials and Methods
4 Minority Features in Visual Art Audio Description
4.1 Attention/Salience
4.2 Judgement/Comparison
4.3 Perspective/Situatedness
4.4 Constitution/Gestalt
5 Conclusions
References
Designing Accessible Videos for People with Disabilities
1 Introduction
2 State of the Art
2.1 Learning with Videos
2.2 Accessible Video
3 Method
3.1 Subject of Analysis
4 Results
5 Discussion
6 Conclusion
References
Universal Access in Virtual and Intelligent Assistive Environments
Criteria for the Adoption of a Support Information System for People’s Mobility
1 Introduction
2 Accessibility Versus Mobility
2.1 Accessibility
2.2 Mobility
3 Existing Navigation Applications
3.1 The Purpose of the Navigation Applications
3.2 The Presentation of Information
3.3 Use of Available Navigation Applications
4 Why and How to Implement and Use Additional Information Systems?
4.1 Why Is It Necessary?
4.2 How to Use the Support Information System
4.3 How to Implement the Support Information System
5 Conclusions
References
Networks to Stop the Epidemic Spreading
1 Introduction
2 Background: National Relational Network (NRN)
2.1 The Epidemic Threshold
2.2 Critical Nodes
3 Methodology: Identifying the Most Critical Nodes
3.1 Minimum Number of Immunized People
3.2 Minimum Number of Immunized Relations
4 Results and Discussion: NRN as a Dynamical Graph
5 Conclusions and Future Works
References
Multimodal Interaction Framework Based on Firebase Real-Time Database
1 Introduction
2 Architecture
2.1 User Input Acquisition
2.2 Centralizing User Input
2.3 Synchronization of User Input
2.4 Handling Multiple Input Signals
3 Simulation Prototypes
3.1 A Unity3D Game on Two Distinct Machines
3.2 Controlling a Robotic Arm
4 Examples of Interaction Scenarios: Acting on the Surrounding Environment
4.1 Switching On/Off the Lights
4.2 Switching an Air Conditioning Fan and Controlling the Fan Speed
4.3 Simulating the Control of a Waste Separation Robotic Arm
5 Wizard of Oz
6 Conclusion
References
Lending an Artificial Eye: Beyond Evaluation of CV-Based Assistive Systems for Visually Impaired People
1 Introduction
2 Overview of e-Vision System
3 Evaluation
3.1 Supermarket
3.2 Administration Building
3.3 Outdoor Walk
4 Beyond the System's Evaluation
5 Conclusion
References
Human Body Parts Tracking from Pressure Data: Toward Effective Pressure Injury Assessment
1 Introduction
2 Dataset
3 Pre-processing: Data Enhancement
3.1 2D Gaussian Kernel
3.2 Savitzky-Golay Filter
3.3 Processing Time
4 Body Part Detection
5 High Risk Body Parts Tracking
6 Conclusions
References
Personalized Navigation that Links Speaker's Ambiguous Descriptions to Indoor Objects for Low Vision People
1 Introduction
2 Related Work
2.1 AI-Assisted Navigation Devices and Technology
2.2 Survey on Navigation for Low Vision People
3 Personalized Navigation Cloud: Detecting Objects, Describing Objects, and Locating Users in Indoor Environments
3.1 Detecting Indoor Objects
3.2 Describing Objects in Indoor Environments
3.3 Personalizing Navigation for Linking User's Ambiguous Descriptions to Objects
3.4 Indoor Locating by Visual SLAM
4 Demonstration
5 Discussion
6 Conclusion
A Neural Networks used in Recognition Models
References
Smart City Concept Based on Cyber-Physical Social Systems with Hierarchical Ethical Agents Approach
1 Introduction
2 Proposal
2.1 Top-Down Strategy
2.2 Bottom-Up Strategy
2.3 Artificial Intelligence Ethics
3 Discussion
4 Conclusion
References
Real-World Distance Reduction in a Virtual Reality-Based Wheelchair Simulation on Flat Surfaces
1 Introduction
2 Related Works
2.1 Wheelchair Simulators
2.2 Distance Reduction
3 Research Goal
4 Implementation
5 Experiment
5.1 Purpose
5.2 Participants, Ethical Concerns and Environment
5.3 Procedure
6 Results
6.1 Perception of Distance
6.2 Perception of Speed
7 Discussion
7.1 Validity of the Experimental Environment
7.2 Constant Speed vs. Decreasing Speed
7.3 Future Outlook
8 Conclusions
References
Ski for Squat: A Squat Exergame with Pneumatic Gel Muscle-Based Dynamic Difficulty Adjustment
1 Introduction
2 Related Research
3 Purpose of This Work
4 Methodology
4.1 Virtual Reality (VR)-Based Squat Exergame with HTC Vive
4.2 Pneumatic Gel Muscle (PGM)
4.3 Control System
4.4 Dynamic Difficulty Adjustment (DDA)
4.5 Physiological Parameters
5 User Study
5.1 Exergame Sessions
5.2 Participants
5.3 Experiment Protocol
6 Parameters Studied and Their Results
6.1 Data Acquired from Vive Trackers
6.2 Data Acquired from Physiological Parameters
6.3 Questionnaire Data
7 Discussion and Future Work
8 Conclusion
References
Mobile Application for Determining the Concentration of Sulfonamides in Water Using Digital Image Colorimetry
1 Introduction
2 Literature Review
2.1 Colorimetry
2.2 Android and Mobile Cameras
2.3 Device and Lighting Variation
2.4 Colorimetry Using Smartphones
3 Architecture
3.1 Requirements
3.2 Key Architecture Decisions
4 Implementation
4.1 Initial Menu
4.2 Settings Menu
4.3 Algorithm Implementation - Automatic Steps
4.4 Algorithm Implementation - Manual Steps
4.5 Extracting the Result for Sulfonamides Concentration
5 Conclusions
References
Making Parking Lot Accessible Through IoT
1 Introduction
2 Internet of the Things
2.1 Smart Parking
2.2 Sensors
3 Design of Proposal
3.1 Design of Application
3.2 Processing Algorithms
3.3 Results
4 Conclusions
References
Blind-Badminton
1 Introduction
2 Related Work
2.1 Sound Localization for Visually Impairment People
2.2 Sports for Visually Impaired People
2.3 Using Drone in the Sports Scene
3 Implementation
4 Experiments
4.1 Study 1: Using Shuttlecock, Balloon and Just Drone
4.2 Study 2: Using Drone Linked Joy-Con and Earphone
5 Disccusion and Future Work
6 Conclusion
References
Framework for Controlling KNX Devices Based on Gestures
1 Introduction
2 Contextualization and Related Work
3 Adaptive Control Devices Framework
3.1 Communication with Devices
3.2 Detection of Human Movements
3.3 Association Between Movements, Actions and Device Functionalities
4 Tests and Results
5 Conclusions
References
Effect of Olfactory Stimulation with Vanilla Odor on Degree of Electrical Activity to Control Gastrointestinal Motility
1 Introduction
2 Methods
2.1 Experimental Method
2.2 Analysis Method
3 Results
4 Discussion
5 Conclusions
References
Continual Learning for Object Classification: A Modular Approach
1 Introduction
2 Related Work
3 Modular Dynamic Neural Network
3.1 Modular Dynamic Classification
3.2 Training
3.3 Balanced Training Data
4 Tests and Results
5 Conclusions
References
Author Index


📜 SIMILAR VOLUMES


Human-Computer Interaction. Interaction
✍ Masaaki Kurosu (editor) 📂 Library 📅 2021 🏛 Springer 🌐 English

<span>The three-volume set LNCS 12762, 12763, and 12764 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 23rd International Conference on Human-Computer Interaction, HCII 2021, which took place virtually in July 2021.</span><p><span>The total of 1276 papers

Distributed, Ambient and Pervasive Inter
✍ Norbert Streitz (editor), Shin'ichi Konomi (editor) 📂 Library 📅 2021 🏛 Springer 🌐 English

<span>This conference proceedings LNCS 12782 constitutes the refereed proceedings of the 9 th International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2021, held as part of the 23</span><span><sup>rd</sup></span><span> International Conference, HCI International 2021, which

Social Computing and Social Media: Appli
✍ Gabriele Meiselwitz (editor) 📂 Library 📅 2021 🏛 Springer 🌐 English

<span>This two-volume set LNCS 12774 and 12775 constitutes the refereed proceedings of the 13th International Conference on Social Computing and Social Media, SCSM 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic

Human Interface and the Management of In
✍ Sakae Yamamoto (editor), Hirohiko Mori (editor) 📂 Library 📅 2021 🏛 Springer 🌐 English

<span>The two-volume set LNCS 12765-12766 constitutes the refereed proceedings of the thematic area Human Interface and the Management of Information, HIMI 2021, which was held as part of HCI International 2021 and took place virtually during July 24-29, 2021.</span><p><span>The total of 1276 papers