ACM SIGACCESS Accessibility and Computing
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319
(FIVE YEARS 50)

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11
(FIVE YEARS 2)

Published By Association For Computing Machinery

1558-2337

Author(s):  
Kathryn E. Ringland ◽  
Christine T. Wolf

Five years ago, our paper, "Would You Be Mine: Appropriating Minecraft as an Assistive Technology for Youth with Autism" won Best Paper at ASSETS 2016 (Ringland et al. 2016). In that paper, we reported on our ethnographic engagement with a community for autistic youth called "Autcraft." In Autcraft, we found community members using do-it-yourself (DIY) making activities to transform their Minecraft game into an array of assistive technologies which enhanced their everyday lives. Although centered around the Minecraft game platform, the Autcraft community spans across an array of other social media platforms - such as Twitter, Facebook, YouTube, and Twitch. The creative ethos we found flourishing in Autcraft shares a lineage with past scholarship highlighting how disabled individuals have long adopted, adapted, and appropriated systems in order to serve as assistive devices. Five years on, we take some time here to reflect on what has happened since and what we are looking towards for the future.


Author(s):  
Keke Wu

Data visualization leverages human visual system to enhance cognition, it helps a person quickly and accurately see the trends, outliers, and patterns in data. Yet using visualization requires a viewer to read abstract imagery, estimate statistics, and retain information. These processes typically function differently for those with Intellectual and Developmental Disabilities (IDD) and have created an inaccessible barrier for them to access data. Preliminary findings from our graphical perception experiment suggest that people with IDD use different strategies to reason with data and are more sensitive to the design of data visualization compared with non-IDD populations. This article discusses several implications from that study and lays out actionable steps towards turning data visualization into a universal cognitive tool for people with varying cognitive abilities.


Author(s):  
Jennifer Mankoff ◽  
Jacob O. Wobbrock

In an era of rapidly evolving technology and increasing interconnection, full participation in society depends on the successful use of technology. Thus, to ensure equity and participation for people with disabilities, technology must be accessible - we must create and adapt interactive systems to improve access to technology and to the world at large. The University of Washington Center for Research and Education on Accessible Technology and Experiences (CREATE) is dedicated to propelling accessible technology research and education from incremental improvements to paradigm-shifting breakthroughs that enable greater inclusion and participation for people of all abilities.


Author(s):  
Letícia Seixas Pereira ◽  
João Guerreiro ◽  
André Rodrigues ◽  
André Santos ◽  
João Vicente ◽  
...  

Image description has been a recurrent topic on web accessibility over the years. With the increased use of social networks, this discussion is even more relevant. Social networks are responsible for a considerable part of the images available on the web. In this context, users are not only consuming visual content but also creating it. Due to this shared responsibility of providing accessible content, major platforms must go beyond accessible interfaces. Additional resources must also be available to support users in creating accessible content. Although many of today's services already support accessible media content authoring, current efforts still fail to properly integrate and guide their users through the authoring process. One of the consequences is that many users are still unaware of what an image description is, how to provide it, and why it is necessary. We present SONAAR, a project that aims to improve the accessibility of user-generated content on social networks. Our approach is to support the authoring and consumption of accessible social media content. Our prototypes currently focus on Twitter and Facebook and are available as an Android application and as a Chrome extension.


Author(s):  
Hugo Nicolau ◽  
Karyn Moffatt ◽  
Tiago Guerreiro

In October 2020 was the 22nd edition of the ACM SIGACCESS Conference on Computers and Accessibility(ASSETS 2020), which took place online. The ASSETS conference is the premier computing research conferenceexploring the design, evaluation, and use of computing and information technologies to benefi t people withdisabilities and older adults. This year, the ASSETS conference continued its tradition of presenting innovativeresearch on mainstream and specialized assistive technologies, accessible computing, and assistive applicationsof computer, network, and information technologies. We set a new attendance record with 395 attendees from29 countries from all continents across the globe. Our organization and program committees were open tonominations from the community. We had 50 people attending the conference with the support of theSIGACCESS Diversity and Inclusion Scholarships.


Author(s):  
Abi Roper ◽  
Sergio Mascetti

This contribution describes the organization and the outcomes of the User Experience panel at the ASSETS 2020 virtual conference. The panel was the first one in the history of ASSETS to be conducted as a virtual event, which required a number of changes, both in terms of panellist and attendee involvement. Adapting to this new situation required new solutions that we believe can be useful for other future events - be they virtual, physical or hybrid. We believe the experiences reported also provide helpful insights for reflection on future work in the domain of accessible computing.


Author(s):  
Leandro Soares Guedes

My work explores how technology can support different forms of reading and sense-making of text and multimedia content before, during, and after a museum visit. This paper will present AIMuseum, our pilot study, and how I plan my research. My main contribution is planned to be on the design, implementation, and evaluation of tools to support reading while catering for different abilities.


Author(s):  
Dennis Paulino

Crowdsourcing is a paradigm of outsourcing work that is done using human capabilities through the Internet. Given the various possibilities of overcoming cultural and social barriers, crowdsourcing provides an opportunity for people with disabilities to have a financial compensation and help them feel realised. In crowdsourcing, people with disabilities face problems related with the lack of task description or usability. This article it is presented the main threads for my PhD thesis which main goal is to prove, that it is possible to map crowdsourcing tasks effectively to each individual, focusing particularly on the cognitive abilities.


Author(s):  
Isabel Neto

Visually impaired children are increasingly educated in mainstream schools rather than special schools. However, even though being included with their sighted peers, previous research reveals concerns with classroom participation, lack of collaborative learning, reduced social engagement, and potential for isolation. My dissertation explores designing and building interactive social robots to promote inclusive classroom experiences and social engagement between children with mixed visual abilities. Social robots have the potential to foster engagement, participation, and collaboration due to their unique multi-sensory capabilities, actuators, and agency. Situated in a local mainstream school, I conducted extensive field work that involved engaging with the school community, including children, teachers, therapists, and parents through ethnographic observations, contextual inquiry, group interviews, and design activities. The identified challenges and opportunities will guide the design of social robots capable of supporting inclusive classroom experiences and sustaining long-term social engagement between mixed visual abilities' pupils. I will explore opportunities for off-the-shelf and custom-built robots to address existing challenges by following a user-centred methodology to design prototype, and evaluate solution with the school community.


Author(s):  
Beatrice Vincenzi

Prior work on AI-enabled assistive technology (AT) for people with visual impairments (VI) has treated navigation largely as an independent activity. Consequently, much effort has focused on providing individual users with wayfinding details about the environment, including information on distances, proximity, obstacles, and landmarks. However, independence is also achieved by people with VI through interacting with others, such as through sighted guiding in navigation. Drawing on the concept of interdependence, this research aims to (1) present an exemplary case of interdependence and draw out important implications for designing AI-enabled AT; (2) propose and evaluate a prototype that enhances social interactions in sighted guiding and aids navigation.


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