Adapted Multimodal End-User Interfaces for XML-Content

Author(s):  
Benoît Encelle ◽  
Nadine Baptiste-Jessel ◽  
Florence Sèdes

Personalization of user interfaces for browsing content is a key concept to ensure content accessibility. This personalization is especially needed for people with disabilities (e.g,. visually impaired) and/or for highly mobile individuals (driving, off-screen environments) and/or for people with limited devices (PDAs, mobile phones, etc.). In this direction, we introduce mechanisms, based on a user requirements study, that result in the generation of personalized user interfaces for browsing particular XML content types. These on-the-fly generated user interfaces can use several modalities for increasing communication possibilities: in this way, interactions between the user and the system can take place in a more natural manner.

2014 ◽  
pp. 131-137
Author(s):  
Peter J. A. Reusch ◽  
Bastian Stoll ◽  
Daniel Studnik ◽  
Joerg Swade

VoiceXML is a language of the W3C to create voice-user interfaces, particularly for the telephone. It uses speech recognition and touchtone (DTMF keypad) for input, and pre-recorded audio and text-to-speech synthesis (TTS) for output. The text-to-speech synthesis feature of advanced VoiceXML tools like WebSphere opens new perspectives for e-commerce and e-learning. We are no longer restricted to pre-recorded audio but can bring any text to the ear of the user – a user that could be visually impaired and needs a voice channel to communicate – or a user who can read but who prefers to listen. VoiceXML-applications have been implemented by the authors to support e-commerce (selection of commodities from catalogues) and user guides for hardware (mobile phones, etc.) and software systems (MS project, etc.). New contributions to e-learning are offered.


Semantic Web ◽  
2021 ◽  
pp. 1-16
Author(s):  
Esko Ikkala ◽  
Eero Hyvönen ◽  
Heikki Rantala ◽  
Mikko Koho

This paper presents a new software framework, Sampo-UI, for developing user interfaces for semantic portals. The goal is to provide the end-user with multiple application perspectives to Linked Data knowledge graphs, and a two-step usage cycle based on faceted search combined with ready-to-use tooling for data analysis. For the software developer, the Sampo-UI framework makes it possible to create highly customizable, user-friendly, and responsive user interfaces using current state-of-the-art JavaScript libraries and data from SPARQL endpoints, while saving substantial coding effort. Sampo-UI is published on GitHub under the open MIT License and has been utilized in several internal and external projects. The framework has been used thus far in creating six published and five forth-coming portals, mostly related to the Cultural Heritage domain, that have had tens of thousands of end-users on the Web.


2013 ◽  
Vol 2 (4) ◽  
pp. 270 ◽  
Author(s):  
Rana Mohammad Yousef ◽  
Omar Adwan ◽  
Murad Abu-Leil

This paper presents the development of a new mobile phone dialler application which is designed to help blind and visually impaired people make phone calls. The new mobile phone dialler application is developed as a windows phone application to facilitate entering information to touch screen mobile phones by blind people. This application is advantageous through its innovative concept, its simplicity and its availability at an affordable cost. Feedback from users showed that this new application is easy to use and solves many problems of voice recognition applications such as inaccuracy, slowness and interpretation of unusual voices. In addition, this application has increased the users ability to dial phone numbers more independently and less stressfully.


2017 ◽  
Vol 6 (1) ◽  
pp. 27
Author(s):  
Miguel Ángel Torralba ◽  
Marcelo Braz ◽  
Maria José Rubio

Resumen: El presente estudio examina la motivación hacia la práctica deportiva de personas con discapacidad que forman parte del deporte federado. La muestra está compuesta por 134 deportistas de ambos géneros y diferente discapacidad. Como instrumento se ha utilizado el Cuestionario “Participation Motivation Inventory”, de Gill, Gross y Huddleston, adaptado al deporte Paralímpico y que describe las principales razones que incitan a la actividad deportiva. En los resultados no se han encontrado diferencia significativa entre hombres y mujeres, ni entre ciegos - discapacitados visuales y discapacitados físico motriz. Sobre la motivación de la práctica deportiva, cabe destacar la importancia dada a los factores de condición física y salud, tales como practicar deporte, mejorar el nivel, competir, sentirse bien o divertirse, muy por encima de por ser popular, por influencia de los entrenadores o satisfacer a los padres. Motivation in adapted sport Abstract:This study examines the motivation for practice of sport of people with disabilities that form part to a federated sport.The sample was composed of 134 athletes of both genders and different disabilities.The “Participation Motivation Inventory Questionnaire” by Gill, Gross and Huddleston was used. The instrument was adapted to Paralympic sport and describes the main reasons that encourage the sports activity practice. The results haven´t found significant difference between men´s and women´s or between blind - visually impaired physical and motor disabilities. About the motivation of the practice of sport, worth highlighting the importance given to factors of fitness and health, like sport practice, improve the level, to compete, feel good and have fun, well above being popular, influenced by coaches or satisfy to parents.


Author(s):  
Fash Safdari

Remote Framebuffer (RFB) protocol is a simple protocol for remote access to graphical user interfaces. The use of the RFB protocol has been developed as a means of streaming content, alleviating much of the processing requirements of games for the end user. Cloud gaming is currently an area of the gaming industry gaining large amounts of ground with respect to the potential viability in the future. Understanding how QoS can affect the development of cloud gaming, as well as the metrics involved, and how these metrics affect areas surrounding QoE could help aid developments in cloud gaming as an extremely viable process in the future.


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