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- Creators: Computer Science and Engineering Program
- Resource Type: Text
- Status: Published
This study aims to gain knowledge on how sequence patterns in node graphs can be perceived through speech and nonspeech audio. Users listened to short audio clips describing a sequence of transitions occurring in a node graph. User study results were evaluated based on accuracy and user feedback. Five common techniques were identified through the study, and the results will be used to help design a node graph tool to improve accessibility of node graph creation and exploration for individuals that are blind or visually impaired.
Games have traditionally had a high barrier to entry because they necessitate unique input devices, fast reaction times, high motor skills, and more. There has recently been a push to change the design process of these games to include people with disabilities so they can interact with the medium of games as well. This thesis examines the current guiding principles of accessible design, who they are being developed by, and how they might help guide future accessible design and development. Additionally, it will look at modern games with accessibility features and classify them in terms of the Game Accessibility Guidelines. Then, using an interview with a lead developer at a game studio as aid, there will be an examination into modern game industry practices and what might be holding developers or studios back when it comes to accessible design. Finally, further suggestions for these developers and studios will be made in order to help them and others improve in making their games more accessible to people with disabilities.
Cities in the Global South face rapid urbanization challenges and often suffer an acute lack of infrastructure and governance capacities. Smart Cities Mission, in India, launched in 2015, aims to offer a novel approach for urban renewal of 100 cities following an area‐based development approach, where the use of ICT and digital technologies is particularly emphasized. This article presents a critical review of the design and implementation framework of this new urban renewal program across selected case‐study cities. The article examines the claims of the so‐called “smart cities” against actual urban transformation on‐ground and evaluates how “inclusive” and “sustainable” these developments are. We quantify the scale and coverage of the smart city urban renewal projects in the cities to highlight who the program includes and excludes. The article also presents a statistical analysis of the sectoral focus and budgetary allocations of the projects under the Smart Cities Mission to find an inherent bias in these smart city initiatives in terms of which types of development they promote and the ones it ignores. The findings indicate that a predominant emphasis on digital urban renewal of selected precincts and enclaves, branded as “smart cities,” leads to deepening social polarization and gentrification. The article offers crucial urban planning lessons for designing ICT‐driven urban renewal projects, while addressing critical questions around inclusion and sustainability in smart city ventures.`
American Sign Language (ASL) is used for Deaf and Hard of Hearing (DHH) individuals to communicate and learn in a classroom setting. In ASL, fingerspelling and gestures are two primary components used for communication. Fingerspelling is commonly used for words that do not have a specifically designated sign or gesture. In technical contexts, such as Computer Science curriculum, there are many technical terms that fall under this category. Most of its jargon does not have standardized ASL gestures; therefore, students, educators, and interpreters alike have been reliant on fingerspelling, which poses challenges for all parties. This study investigates the efficacy of both fingerspelling and gestures with fifteen technical terms that do have standardized gestures. The terms’ fingerspelling and gesture are assessed based on preference, ease of use, ease of learning, and time by research subjects who were selected as DHH individuals familiar with ASL.
The data is collected in a series of video recordings by research subjects as well as a post-participation questionnaire. Each research subject has produced thirty total videos, two videos to fingerspell and gesture each technical term. Afterwards, they completed a post-participation questionnaire in which they indicated their preference and how easy it was to learn and use both fingerspelling and gestures. Additionally, the videos have been analyzed to determine the time difference between fingerspelling and gestures. Analysis reveals that gestures are favored over fingerspelling as they are generally preferred, considered easier to learn and use, and faster. These results underscore the significance for standardized gestures in the Computer Science curriculum for accessible learning that enhances communication and promotes inclusion.