Conference Paper

Developer Assistance Tools for Creating Native Mobile Applications Accessible to Visually Impaired People: A Systematic Review

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Abstract

Many people with visual impairments, users of screen readers, use mobile devices to interact with daily information. Despite the growing number of guidelines, standards, and recommendations for accessibility on mobile devices, there are still accessibility issues in mobile applications. Although guidelines, standards and recommendations contribute to educate developers towards universal design, difficulties in the development process discourage developers implementing accessible applications. In addition to directives, tools are needed to automate the process of integrating accessibility in the applications. Through a systematic review of the literature, this work seeks to identify the state of the art in tools for developers in the creation of native mobile applications accessible to people with visual impairment, characterizing when to use them in the development process and its degree of technological maturity.

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... Para compreender as ferramentas existentes que auxiliam desenvolvedores a criarem aplicativos nativos para Android ou iOS acessíveis a pessoas com deficiência visual, conduziu-se uma Revisão Sistemática da Literatura (RSL) que foi descrita em artigo previamente publicado [12]. Seus resultados se apresentam sucintamente a seguir. ...
... Ao total de 1918 estudos iniciais, somente 13 citavam ferramentas que poderiam ser utilizadas para o desenvolvimento de aplicativos móveis nativos. Ao analisar as ferramentas citadas nos estudos, pôde-se concluir que: Após a referida RSL sobre estudos acadêmicos [12], conduziuse um segundo estudo para buscar ferramentas voltadas ao desenvolvedor de aplicativos móveis nativos em bases de ferramentas comerciais. Foram encontradas 225 ferramentas iniciais e, após aplicar os mesmos critérios de inclusão e exclusão utilizados em [12], restaram apenas 25 que poderiam ser utilizadas no desenvolvimento de aplicativos nativos. ...
... Ao analisar as ferramentas citadas nos estudos, pôde-se concluir que: Após a referida RSL sobre estudos acadêmicos [12], conduziuse um segundo estudo para buscar ferramentas voltadas ao desenvolvedor de aplicativos móveis nativos em bases de ferramentas comerciais. Foram encontradas 225 ferramentas iniciais e, após aplicar os mesmos critérios de inclusão e exclusão utilizados em [12], restaram apenas 25 que poderiam ser utilizadas no desenvolvimento de aplicativos nativos. Com essa busca pôdese concluir que, além do número baixo de ferramentas: A lista completa das ferramentas encontradas em pode ser acessada em http://tiny.cc/kr8l7y. ...
Conference Paper
Smartphones are a powerful tool to help visually impaired people in accessing relevant services such as education, transportation and leisure through applications. Yet, despite the growing number of mobile accessibility studies, compared to website-related studies, there are still few established and well-established techniques and guidelines. As a result, development tools for building accessibility in mobile applications are scarce. They are based primarily on operating systems recommendations and guidelines, such as those provided by Google and Apple and many are useful only after the development effort has been spent. This paper presents AccessibiLint, a tool for static code verification of accessibility rules for Android native applications. AccessibiLint was developed as an extension of Android Lint tool base on a set of guidelines for visually impairment accessibility for native Android applications.
... Com o desenvolvimento da tecnologia, a interação 3D se tornou ainda mais presente em diversas áreas, seja no mercado de trabalho, no contexto acadêmico [2] ou até mesmo no entretenimento, como é o caso dos jogos utilizando o sensor Kinect da Microsoft [11]. E embora acessibilidade seja reconhecidamente importante em sistemas de informação e comunicação, diversas entidades não demonstram o devido cuidado e não implementam estes recursos [5]. Este problema é ainda mais grave em interações 3D para usuários com deficiência visual, dificultando a inclusão destes em algumas atividades, como aplicações que utilizem somente a visualização para identificação e manipulação de objetos virtuais, por exemplo, atividades que são comuns em alguns sistemas educativos ou da área médica, dentre outras. ...
... E embora recentemente o número de pesquisas em acessibilidade para deficiência visual em aplicações móveis [4,5] tenha aumentado, continua havendo uma grande escassez nessa área em aplicações 3D. ...
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The World Health Organization estimates that there are 285 million people with severe visual impairment in the world. With the advent of technology, virtual 3D environments are increasingly being used in several applications. Many of these applications, however, are not accessible to users with visual impairment. Our goal is to develop an innovative technique for 3D interaction to allow the identification of virtual objects with autonomy by the users, exploring only proprioception, audio feedback and low cost devices. We developed a prototype application implementing this technique and then ran an experiment with 8 visually impaired participants, who should use it to differentiate between virtual objects. Results were rather positive, with approximately 84% of correct answers without any prior training. This suggests that our proposed technique can benefit people with visual impairment in tasks that require interaction with 3D virtual objects in different areas of application, including in education. And it does so with good usability and accessibility as well as using only existing devices with relatively low cost and good availability.
... Accessibility, on the other hand, describes the obstacles to user communication with mobile applications. It describes a mobile application design that gives users the ability to see, understand, navigate, and interact with the application while delivering content (de Oliveira & Filgueiras, 2018). According to Butler (2011), a modified Linux kernel serves as the foundation for the Android operating system (Fidure 1). ...
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... Moreover, digital technologies constitute the structure of interactive and sensory environments through which to adapt the physical space of a museum to the user with disabilities [36]. Finally, devices such as frameworks, APIs or repositories have been developed, thanks to which it is possible to enjoy fully accessible mobile applications [37]. Mobile devices, in particular, offer huge potential for the promotion of accessibility especially for people with visual disabilities, as they incorporate a number of accessories, sensors or instruments that can efficiently meet the needs of this category [38]. ...
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... Se observa en la figura 3, el porcentaje de efecto de las propuestas científicas en las distintas bases de datos escogidas en este estudio, en la que cuál se obtuvo que Scopus e IEEExplore devuelven más publicaciones que abarcan el asunto de investigación con un 36% cada una, Web of Science con un 15% y Springer con un 12%. Para la pregunta, ¿En qué tipo de publicaciones es común hallar la producción científica en el campo de la inteligencia artificial?; se obtiene que el 52% el porcentaje de documentos son de conferencias [9], [11], [12], [13], [15], [17], [19], [20], [29], [35], [25], [42], [36], [26], [27], [43], [30], el 42% correspondiente a trabajos de investigación o artículos científicos [14], [34], [38], [24], [37], [44], [45], [46], [31], [32], [33], [28], [47], [39], y un 6% son trabajos de revisión de literatura [18], [48]. ...
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... This system has the capability of making the driver alert regarding the amount of alcohol consumed and depicting the same on an LCD screen. In addition it generates a warning using a buzzer to make the driver mindful of his or her own particular situation and to fag others in the encompassing zone [5]. The security segment proposed by this framework is the driver in an unusually abnormal state of tipsiness isn't allowed to drive an automobile as the start framework will be shut down. ...
... A meta-model was suggested by Kaklanis to permit the manifestation of the entire user competences and incapacities [12]. It delivers a general explanation of any type of disabilities with the influenced tasks on it comprised, while the capability model was in turn basic to excerpt from it only those parts related to the auditory and speech abilities, and supplemented with features that writers mentioned as applicable for the field of speech treatment in children, such as noise level, dialog frequency and language [13]. It provides the general explanation of any type of disability with the pretentious tasks on it [14]. ...
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