Authors not Victims: Writing with Word Processors

2021 ◽  
pp. 99-111
Author(s):  
Ann Baldwin
Keyword(s):  
2021 ◽  
Vol 5 (EICS) ◽  
pp. 1-18
Author(s):  
Hae-Na Lee ◽  
Vikas Ashok ◽  
IV Ramakrishnan

Many people with low vision rely on screen-magnifier assistive technology to interact with productivity applications such as word processors, spreadsheets, and presentation software. Despite the importance of these applications, little is known about their usability with respect to low-vision screen-magnifier users. To fill this knowledge gap, we conducted a usability study with 10 low-vision participants having different eye conditions. In this study, we observed that most usability issues were predominantly due to high spatial separation between main edit area and command ribbons on the screen, as well as the wide span grid-layout of command ribbons; these two GUI aspects did not gel with the screen-magnifier interface due to lack of instantaneous WYSIWYG (What You See Is What You Get) feedback after applying commands, given that the participants could only view a portion of the screen at any time. Informed by the study findings, we developed MagPro, an augmentation to productivity applications, which significantly improves usability by not only bringing application commands as close as possible to the user's current viewport focus, but also enabling easy and straightforward exploration of these commands using simple mouse actions. A user study with nine participants revealed that MagPro significantly reduced the time and workload to do routine command-access tasks, compared to using the state-of-the-art screen magnifier.


Prospects ◽  
1988 ◽  
Vol 13 ◽  
pp. 181-223 ◽  
Author(s):  
Howard P. Segal

“Technology Spurs Decentralization Across the Country.” So reads a 1984 New York Times article on real-estate trends in the United States. The contemporary revolution in information processing and transmittal now allows large businesses and other institutions to disperse their offices and other facilities across the country, even across the world, without loss of the policy- and decision-making abilities formerly requiring regular physical proximity. Thanks to computers, word processors, and the like, decentralization has become a fact of life in America and other highly technological societies.


1980 ◽  
Vol 1 (1) ◽  
pp. 15-16 ◽  
Author(s):  
Charles Popper
Keyword(s):  

2000 ◽  
Vol 82 (2) ◽  
pp. 177-178
Author(s):  
Royal Van Horn
Keyword(s):  

2011 ◽  
pp. 1085-1103
Author(s):  
Christopher L. James ◽  
Vivan H. Wright

The purpose of this study was to identify secondary teachers with video game-play experience and determine if perceived levels of comfort in regard to completing job-related technology tasks, amounts of instructional technology usage, and amounts of participation in innovative teaching strategies are affected by experience or lack of experience with video games. Although significant differences were not found between teachers identified as gamers and those identified as non-gamers, researchers may choose to investigate specific areas where mean differences were found. For example, gamers were more comfortable using presentation software for demonstrating concepts in class, communicating electronically with colleagues and students, using the Internet for instructional purposes, and presenting information using various delivery modes. In comparison to gamers, non-gamers indicated a tendency to communicate electronically with parents more often, encourage students to use electronic tutorials outside of class more often, and allow students to use word processors to complete assignments more frequently. This study can be used as a reference point for future research into teachers and video game-play in regard to teaching practices and job-related tasks.


1982 ◽  
Vol 76 (10) ◽  
pp. 407-411 ◽  
Author(s):  
Richard R. Day ◽  
Wayne Gum ◽  
William Degrasse

The Audio Typing Unit by IBM was designed to enable visually impaired typists to make revisions and review final copy without the assistance of sighted co-workers. The ability of the unit to do so, based on monitoring the performance of five subjects, is reviewed. The authors state that the unit has a significant impact upon the learning process for visually impaired word processors, and suggest incorporating training on the Audio Typing Unit into vocational rehabilitation programs for blind persons.


Author(s):  
Christopher L. James ◽  
Vivan H. Wright

The purpose of this study was to identify secondary teachers with video game-play experience and determine if perceived levels of comfort in regard to completing job-related technology tasks, amounts of instructional technology usage, and amounts of participation in innovative teaching strategies are affected by experience or lack of experience with video games. Although significant differences were not found between teachers identified as gamers and those identified as non-gamers, researchers may choose to investigate specific areas where mean differences were found. For example, gamers were more comfortable using presentation software for demonstrating concepts in class, communicating electronically with colleagues and students, using the Internet for instructional purposes, and presenting information using various delivery modes. In comparison to gamers, non-gamers indicated a tendency to communicate electronically with parents more often, encourage students to use electronic tutorials outside of class more often, and allow students to use word processors to complete assignments more frequently. This study can be used as a reference point for future research into teachers and video game-play in regard to teaching practices and job-related tasks.


2011 ◽  
pp. 1551-1568
Author(s):  
Anders Broberg

Traditionally, much of the efforts to develop computer-based tools has been concentrated on developing production or authoring tools, such as word processors, drawing programs, and so on, and not so many consumption or reading tools have been developed except Web browsers and different kinds of media players. Authoring plays an important role in the learning process, and good tools are needed, but reading—especially active reading—and exploring are is at least as important. Traditionally, computer-mediated texts have little support for an active way of reading. This means that reading computer-mediated texts, as on the WWW, tends to be a very passive form of reading. The development of Text-Col addresses this problem. Text-Col is a tool designed to support readers in deep processing of texts by letting the readers change appearance of the text based on different strategies for categorizing words. Text-Col is a reading tool and exploring tool aimed to make the reading process more active.


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