論文アブストラクト： At least 360 million people worldwide have disabling hearing loss that frequently causes difficulties in day-to-day conversations. Traditional technology (e.g., hearing aids) often fails to offer enough value, has low adoption rates, and can result in social stigma. Speechreading can dramatically improve conversational understanding, but speechreading is a skill that can be challenging to learn. To address this, we developed a novel speechreading acquisition framework that can be used to design Speechreading Acquisition Tools (SATs) - a new type of technology to improve speechreading acquisition. We interviewed seven speechreading tutors and used thematic analysis to identify and organise the key elements of our framework. We then evaluated our framework by using it to: 1) categorise every tutor-identified speechreading teaching technique, 2) critically evaluate existing conversational aids, and 3) design three new SATs. Through the use of SATs designed using our framework, the speechreading abilities of people with hearing loss around the world should be enhanced, thereby improving the conversational foundation of their day-to-day lives.
論文アブストラクト： Reading printed documents and writing on a paper pose a great challenge for visually-impaired people. Existing studies that attempt to solve these challenges are expensive and not feasible in low-income context. Moreover, these studies solve reading and writing problems separately. On the contrary, in this study, we propose FLight, a low-cost reading and writing system for economically less-privileged people. FLight uses ink-based Braille characters as the medium of textual representation. This helps in keeping a compact spatial representation of texts, yet achieving a low-cost status. Additionally, FLight utilizes a low-cost wearable device to enhance ease of reading by visually-impaired people. We conduct a participatory design and iterative evaluation involving five visually-impaired children in Bangladesh for more than 18 months. Our user evaluation reveals that FLight is easy-to-use, and exhibits a potential low-cost solution for economically less-privileged visually-impaired people.
論文アブストラクト： Many people want to learn a language but find it difficult to stay engaged. Ideally, we would have language learning tools that can make language learning more enjoyable by simulating immersion in a foreign language environment. Therefore, we adapted Crystallize, a 3D video game for learning Japanese, so that it can be played in virtual reality with the Oculus Rift. Specifically, we explored whether we could leverage virtual reality technology to teach embodied cultural interaction, such as bowing in Japanese greetings. To evaluate the impact of our virtual reality game designs, we conducted a formative user study with 68 participants. We present results showing that the virtual reality design trained players how and when to bow, and that it increased participants' sense of involvement in Japanese culture. Our results suggest that virtual reality technology provides an opportunity to leverage culturally-relevant physical interaction, which can enhance the design of language learning technology and virtual reality games.
外国語(日本語)学習において、外国語環境に没入するVRゲーム(Oculus Lift)を開発した。 非VR版と比べて語彙テストの結果は向上しなかったが、文化 的行動(お辞儀)を身につける効果があった。
論文アブストラクト： Raised-line diagrams are widely used by visually impaired (VI) people to read maps, drawings or graphs. While previous work has identified general exploration strategies for raised-line drawings, we have limited knowledge on how this exploration is performed in detail and how it extends to other types of diagrams such as maps or graphs, frequently used in specialized schools. Such information can be crucial for the design of accessible interfaces on touchscreens. We conducted a study in which participants were asked to explore five types of raised-line diagrams (common drawings, perspective drawings, mathematical graphs, neighborhood maps, and geographical maps) while tracking both hands fingers. Relying on a first set of results, we proposed a set of design guidelines for touch interfaces.