No Arabic abstract
Over the past decade, extended reality (XR) applications have increasingly been used as assistive technology for people with low vision (LV). Here we present a systematic literature review of 216 publications from 109 different venues assessing the potential of XR technology to serve as not just a visual accessibility aid but also as a tool to study perception and behavior in people with low vision and blind people whose vision was restored with a visual neuroprosthesis. These technologies may be used to visually enhance a persons environment for completing daily activities, train LV participants with residual vision, or simulate either a specific visual impairment or the artificial vision generated by a prosthetic implant. We also highlight the need for adequate empirical evaluation, the broadening of end-user participation, and a more nuanced understanding of the suitability and usability of different XR-based accessibility aids.
Data-driven decision making has been a common task in todays big data era, from simple choices such as finding a fast way for driving to work, to complex decisions on cancer treatment in healthcare, often supported by visual analytics. For various reasons (e.g., an ill-defined problem space, network failures or bias), visual analytics for sensemaking of data involves missingness (e.g., missing data and incomplete analysis), which can impact human decisions. For example, data, with missing records, can cost a business millions of dollars, and failing to recognize key evidence can put an innocent person into a sentence to death as a falsely convicted of murder. Being aware of missingness is critical to avoid such catastrophes. To achieve this, as an initial step, we present a framework of categorizing missingness in visual analytics from two perspectives: data-centric and human-centric. The former emphasizes missingness in three data-related categories: data composition, data relationship and data usage. The latter focuses on the human-perceived missingness at three levels: observed missingness, inferred missingness and ignored missingness. Based on the framework, we discuss possible roles of visualizations for handling missingness, and conclude our discussion with future research opportunities.
In this paper, a study aimed at investigating the effects of real (using eye tracking to determine the fixation) and simulated foveated blurring in immersive Virtual Reality is presented. Techniques to reduce the optical flow perceived at the visual field margins are often employed in immersive Virtual Reality environments to alleviate discomfort experienced when the visual motion perception does not correspond to the bodys acceleration. Although still preliminary, our results suggest that for participants with higher self-declared sensitivity to sickness, there might be an improvement for nausea when using blurring. The (perceived) difficulty of the task seems to improve when the real foveated method is used.
Augmented Reality (AR) bridges the gap between the physical and virtual world. Through overlaying graphics on natural environments, users can immerse themselves in a tailored environment. This offers great benefits to mobile tourism, where points of interest (POIs) can be annotated on a smartphone screen. While a variety of apps currently exist, usability issues can discourage users from embracing AR. Interfaces can become cluttered with icons, with POI occlusion posing further challenges. In this paper, we use user-centred design (UCD) to develop an AR tourism app. We solicit requirements through a synthesis of domain analysis, tourist observation and semi-structured interviews. Whereas previous user-centred work has designed mock-ups, we iteratively develop a full Android app. This includes overhead maps and route navigation, in addition to a detailed AR browser. The final product is evaluated by 20 users, who participate in a tourism task in a UK city. Users regard the system as usable and intuitive, and suggest the addition of further customisation. We finish by critically analysing the challenges of a user-centred methodology.
We present an early study designed to analyze how city planning and the health of senior citizens can benefit from the use of augmented reality (AR) using Microsofts HoloLens. We also explore whether AR and VR can be used to help city planners receive real-time feedback from citizens, such as the elderly, on virtual plans, allowing for informed decisions to be made before any construction begins.
Numerous accessibility features have been developed and included in consumer operating systems to provide people with a variety of disabilities additional ways to access computing devices. Unfortunately, many users, especially older adults who are more likely to experience ability changes, are not aware of these features or do not know which combination to use. In this paper, we first quantify this problem via a survey with 100 participants, demonstrating that very few people are aware of built-in accessibility features on their phones. These observations led us to investigate accessibility recommendation as a way to increase awareness and adoption. We developed four prototype recommenders that span different accessibility categories, which we used to collect insights from 20 older adults. Our work demonstrates the need to increase awareness of existing accessibility features on mobile devices, and shows that automated recommendation could help people find beneficial accessibility features.