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Details

Intro
Preface
Organization
Contents
Part II
Contents
Part I
Digital Accessibility: Readability and Understandability
Digital Accessibility: Readability and Understandability
References
Overlay Tools as a Support for Accessible Websites
Possibilities and Limitations
1 Introduction
2 Methods
3 BIK BITV-Test
4 Overlay Tools
4.1 Definition
4.2 Current Providers
5 Parameters of the Comparative Study and Analysis
5.1 Overlay Tools Selection
5.2 Test Environment
5.3 Evaluation Metrics
6 Results
6.1 Compliance (Cumulative)

6.2 Compliance (Holistic)
6.3 Showstopper
6.4 Implementation
6.5 Feedback
6.6 Configurability of the Toolbar
6.7 Training
7 Discussion
8 Limitations and Possible Future Work
9 Conclusion
References
Digital Authentication and Dyslexia: A Survey of the Problems and Needs of Dyslexia People
1 Introduction
2 Method
2.1 Design
2.2 Participants
2.3 Online Questionnaire
3 Results
4 Discussion and Conclusions
References
Rethinking Alt Text to Improve Its Effectiveness
1 Introduction
2 User Survey

3 Shortcomings with the Current Alt Text Method
4 Functional Limitations of Alt Text
4.1 Content Creators don't Know How to Best Provide Accessibility of Their Graphics
5 Broadening the Base of Alt Text Users and Their Needs
6 Current Techniques to Describe Graphics
7 Lack of Industry-Wide Standardized Guidelines
8 Conclusion
References
Password Challenges for Older People in China and the United Kingdom
1 Introduction
2 Method
2.1 Participants
2.2 Online Questionnaire
3 Results
4 Discussion and Conclusions
References

Digital Authentication for Visually Disabled People: Initial Results of an Online Survey
1 Introduction
2 Related Work
3 Method
3.1 Participants
3.2 Online Survey
4 Results
5 Discussion and Conclusions
References
Layered Audio Descriptions for Videos
1 Introduction
2 Related Work
3 Method
3.1 Development
3.2 Evaluation
4 Results
4.1 Tree-Layered Audio Description
4.2 Opt-in Explanations
5 Conclusion
References
Serious and Fun Games
Serious and Fun Games
1 What We Know About Serious Games
2 The Session of Serious and Fun Games

3 Conclusion
References
Accessibility Improvement of Leisure Sports "Mölkky" for Visually Impaired Players Using AI Vision
1 Introduction
2 How to Play Mölkky
3 Research Framework
3.1 Overview
3.2 Primitive Approach
3.3 AI Vision Approach
4 Summary
References
GoalBaural-II: An Acoustic Virtual Reality Training Application for Goalball Players to Recognize Various Game Conditions
1 Introduction
2 Questionnaire
2.1 Method
2.2 Results and Discussion
3 Overview of Proposed Training System
3.1 Binaural Recording of Sounds

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