A Multimodal Board Game System Interface Using Finger Input for Visually Impaired Computer Users

Author(s):  
Yusuke Hamaguchi ◽  
Daisuke Nagasaka ◽  
Takahiro Tamesue ◽  
Kazunori Itoh ◽  
Michio Shimizu ◽  
...  
1986 ◽  
Vol 10 (3) ◽  
pp. 255-264
Author(s):  
Gary W. Kelly ◽  
David A. Ross ◽  
Laura E. Moody

2018 ◽  
Vol 12 (3) ◽  
pp. 114-128 ◽  
Author(s):  
James Francis Ohene-Djan ◽  
Sandra A. Fernando

Purpose The SETUP09 system consists of both navigation and a computer-aided drawing technique for people who are blind and visually impaired (BVI). The purpose of this paper is to address the need for a screen navigation technique, which can facilitate a user’s ability to produce art, and scientific diagrams electronically, by introducing a compass-based screen navigation method. Design/methodology/approach BVI computer users were tested using different screen navigation tasks to assess the accuracy and efficiency of this compass-based navigation technique by using a prototype (SETUP09) and tactile paper grid maps. Findings The results confirmed that the compass-based navigation facilitates higher accuracy in screen-based moving and location recognition with a noticeable reduction in time and effort. Research limitations/implications Improvements such as the addition of a sound layer to the interface, use of hotkeys, braille and user speech inputs are yet to be tested. Social implications The current lack of suitable and efficient screen navigation technology is a limiting factor for BVI students and computer users in producing diagrams and drawings. This may place limitations on their career progression and life contentment. It is challenging for a BVI person to draw diagrams and art, which are commonly taught in education or used in industry. The compass-based screen navigation system was developed to address BVI users’ need to be able to create such content. Originality/value A compass-based navigation method enables screen navigation through a formal command language and enables intuitive movement to a screen location using matrix-style compass directions with zoom-in and zoom-out capabilities.


2011 ◽  
Vol 69 (1-2) ◽  
pp. 100-112 ◽  
Author(s):  
Jaka Sodnik ◽  
Grega Jakus ◽  
Sašo Tomažič

Electronics ◽  
2021 ◽  
Vol 10 (6) ◽  
pp. 750
Author(s):  
Haruna Miyakawa ◽  
Noko Kuratomo ◽  
Hisham E. Bilal Salih ◽  
Keiichi Zempo

Playing board games is important for people with a visually impairment, as it promotes interactive socialization and communication skills. However, some board games are not accessible to them at present. In this study, we proposed an auditory card game system that presents a card’s contents with auditory stimuli to all players, towards playing equally with others, regardless of whether they have a visual impairment or not as one of the solutions to make board games accessible. This proposal contributes significantly to expand the range of inclusive board games for the visually impaired. The purpose of this paper is to determine whether the game allows for fair competition for people with visual impairments and to clarify the effects of the valuable parameters of the system on the players. The effectiveness of the proposed system was verified by having experimental participants play “Auditory Uta-Karuta”. The results suggested that the proposed system has the potential for an accessible board game design regardless of visual impairment. In the following experiment, we investigated the impact of each valuable parameter of the system on the player’s perception of the board games to clarify the appropriate audio cue design method. The results of this experiment will greatly assist in designing an appropriate board game using the proposed system.


2005 ◽  
Vol 99 (2) ◽  
pp. 69-84 ◽  
Author(s):  
Dan Ratanasit ◽  
Melody M. Moore

The inability of computer users who are visually impaired to access graphical user interfaces (GUIs) has led researchers to propose approaches for adapting GUIs to auditory interfaces, with the goal of providing access for visually impaired people. This article outlines the issues involved in nonvisual access to graphical user interfaces, reviews current research in this field, classifies methods and approaches, and discusses the extent to which researchers have resolved these issues.


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