Academic literature on the topic 'Visual accessibility'

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Journal articles on the topic "Visual accessibility"

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Legge, G. E., D. Yu, C. S. Kallie, T. M. Bochsler, and R. Gage. "Visual accessibility of ramps and steps." Journal of Vision 10, no. 11 (September 9, 2010): 8. http://dx.doi.org/10.1167/10.11.8.

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Rajsic, Jason, Garrett Swan, Daryl E. Wilson, and Jay Pratt. "Accessibility limits recall from visual working memory." Journal of Experimental Psychology: Learning, Memory, and Cognition 43, no. 9 (September 2017): 1415–31. http://dx.doi.org/10.1037/xlm0000387.

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Mbipom, Grace. "Good visual aesthetics equals good web accessibility." ACM SIGACCESS Accessibility and Computing, no. 93 (January 2009): 75–83. http://dx.doi.org/10.1145/1531930.1531939.

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Francioni, Joan M., and Ann C. Smith. "Computer science accessibility for students with visual disabilities." ACM SIGCSE Bulletin 34, no. 1 (March 2002): 91–95. http://dx.doi.org/10.1145/563517.563372.

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Becker, Shirley Ann. "E-Government Visual Accessibility for Older Adult Users." Social Science Computer Review 22, no. 1 (February 2004): 11–23. http://dx.doi.org/10.1177/0894439303259876.

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Kushalnagar, Raja S., and Brian P. Trager. "Improving classroom visual accessibility with cooperative smartphone recordings." ACM SIGCAS Computers and Society 41, no. 2 (December 2011): 51–58. http://dx.doi.org/10.1145/2095272.2095277.

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Smith, Keyonda, and Sandra Schamroth Abrams. "Gamification and accessibility." International Journal of Information and Learning Technology 36, no. 2 (March 22, 2019): 104–23. http://dx.doi.org/10.1108/ijilt-06-2018-0061.

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PurposeThe purpose of this paper is to explore the issue of access to digital technology by using the lens of accessibility as set forth by the Rehabilitation Act of 1973 and the American Disabilities Act (ADA) of 1990. More specifically, this paper focuses on gamification, considers the needs of all learners, including those who identify as disabled, and raises important inquiries about equity and access to technological instructional materials.Design/methodology/approachJuxtaposing Kapp’s (2012) nine elements of gamification with aspects of accessibility, this paper conceptualizes the challenges and possibilities associated with gamified instructional approaches.FindingsThis paper examines gamification in light of potential barriers that exist as disabled learners navigate online courses that include one or more of the following aspects of gamification – game-based, mechanics, aesthetics, game-thinking, engage, people, motivate action, promote learning, and solve problems. Notably, online courses enhanced with gamification elements present potential access barriers and challenges to learners who identify with auditory, cognitive, neurological, physical, speech, or visual disabilities.Research limitations/implicationsThis paper initiates an important discussion, and as such, it incepts additional investigations into supporting differently abled learners.Practical implicationsBy examining gamification through the lens of accessibility, this paper contributes yet another perspective of teaching, learning, and instructional design.Originality/valueIn addition to socio-economic factors that may preclude one from engaging in a digital play, there is a larger question of how, if at all, gamification is accessible to learners with auditory, cognitive, neurological, physical, speech, or visual disabilities or impairments. This paper raises important questions for educators, education researchers, and game and instructional designers alike to ensure ubiquitous access to gamified digital materials in general, and online, gamified materials in particular.
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Kouhoué, Austin Waffo, Yoann Bonavero, Thomas Bouétou Bouétou, and Marianne Huchard. "Exploring Variability of Visual Accessibility Options in Operating Systems." Future Internet 13, no. 9 (September 4, 2021): 230. http://dx.doi.org/10.3390/fi13090230.

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Digital technologies are an opportunity to overcome disabilities, provided that accessibility is ensured. In this paper, we focus on visual accessibility and the way it is supported in Operating Systems (OS). The significant variability in this support has practical consequences, e.g., the difficulty to recommend or select an OS, or migrate from one OS to another. This suggests building a variability model for OS that would classify them and would serve as a reference. We propose a methodology to build such a variability model with the help of the Formal Concept Analysis (FCA) framework. In addition, as visual accessibility can be divided into several concerns (e.g., zoom, or contrast), we leverage an extension of FCA, namely Relational Concept Analysis. We also build an ontology to dispose of a standardized description of visual accessibility options. We apply our proposal to the analysis of the variability of a few representative operating systems.
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Beckmann, P., G. Legge, C. Kallie, and W. Thompson. "Validation of Image Filters for Studies of Visual Accessibility." Journal of Vision 11, no. 15 (December 21, 2011): 25. http://dx.doi.org/10.1167/11.15.25.

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Mesquita, Susana, and Maria João Carneiro. "Accessibility of European museums to visitors with visual impairments." Disability & Society 31, no. 3 (March 15, 2016): 373–88. http://dx.doi.org/10.1080/09687599.2016.1167671.

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Dissertations / Theses on the topic "Visual accessibility"

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Michailidou, Eleni. "Visual complexity rankings and accessibility metrics." Thesis, University of Manchester, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.525989.

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Swetz, Mark. "Blind spectatorship : directing, dramaturgy and non-visual accessibility." Thesis, Central School of Speech and Drama, 2012. http://crco.cssd.ac.uk/305/.

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Using the social model of disability as a catalyst, this practice as research project starts with the understanding that theatre can disable some of its spectators. Contemporary theatre is conventionally visual. If a theatregoer has low or no vision she or he can be disable by theatre. An investigation of historic directing practice and dramaturgy will demonstrate an ocular bias in contemporary performance. A theatre director is in a unique position to counter this bias and influence opening performance to those with visual impairments or blindness. The idea of blind spectatorship is a provocation for directors and theatre makers. What are popular and experiential definitions of blindness and how might these ideas influence conceptions of an audience? How does theatre disable someone with low or no-vision? What can a director do to open performance to a blind or visually impaired spectator? Audio description interviews with audience members and access specialists, the practice of theatre companies like Extant and Graeae and an Affirmative Model of Disability frame and inform this study. It will be argued that access strategies for the visually impaired or blind, outside of a very few companies, are not widely considered within an artistic purview. This thesis aims to place these access responsibilities firmly within a director’s control and considerations. By locating this study in my own directing practice, I can demonstrate how performance can be opened to a broader audience. Four fully produced stage plays covering a range of performance styles (kōläzh, 2006; Foto, 2010; In the Tunnel, 2010; Variations on the Death of Trotsky, 2012) and several laboratory experiments focused on elements of staging, production, directorial intent and perceptive intersections of access are used to question and exhibit the findings of this study. Sonic dramaturgy emerges as a particularly useful tool for theatre makers and an economic and scalable balance to visual conventions.
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Sumberg, Audrey. "The influence of format on accessibility /." Online version of thesis, 1995. http://hdl.handle.net/1850/12243.

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Leung, Raymond Electrical Engineering &amp Telecommunications Faculty of Engineering UNSW. "Scalable video compression with optimized visual performance and random accessibility." Awarded by:University of New South Wales. Electrical Engineering and Telecommunications, 2006. http://handle.unsw.edu.au/1959.4/24192.

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This thesis is concerned with maximizing the coding efficiency, random accessibility and visual performance of scalable compressed video. The unifying theme behind this work is the use of finely embedded localized coding structures, which govern the extent to which these goals may be jointly achieved. The first part focuses on scalable volumetric image compression. We investigate 3D transform and coding techniques which exploit inter-slice statistical redundancies without compromising slice accessibility. Our study shows that the motion-compensated temporal discrete wavelet transform (MC-TDWT) practically achieves an upper bound to the compression efficiency of slice transforms. From a video coding perspective, we find that most of the coding gain is attributed to offsetting the learning penalty in adaptive arithmetic coding through 3D code-block extension, rather than inter-frame context modelling. The second aspect of this thesis examines random accessibility. Accessibility refers to the ease with which a region of interest is accessed (subband samples needed for reconstruction are retrieved) from a compressed video bitstream, subject to spatiotemporal code-block constraints. We investigate the fundamental implications of motion compensation for random access efficiency and the compression performance of scalable interactive video. We demonstrate that inclusion of motion compensation operators within the lifting steps of a temporal subband transform incurs a random access penalty which depends on the characteristics of the motion field. The final aspect of this thesis aims to minimize the perceptual impact of visible distortion in scalable reconstructed video. We present a visual optimization strategy based on distortion scaling which raises the distortion-length slope of perceptually significant samples. This alters the codestream embedding order during post-compression rate-distortion optimization, thus allowing visually sensitive sites to be encoded with higher fidelity at a given bit-rate. For visual sensitivity analysis, we propose a contrast perception model that incorporates an adaptive masking slope. This versatile feature provides a context which models perceptual significance. It enables scene structures that otherwise suffer significant degradation to be preserved at lower bit-rates. The novelty in our approach derives from a set of "perceptual mappings" which account for quantization noise shaping effects induced by motion-compensated temporal synthesis. The proposed technique reduces wavelet compression artefacts and improves the perceptual quality of video.
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FaÃanha, Agebson Rocha. "A Proposal paragraph accessibility and tactile visual electromagnetic devices touch screen." Universidade Federal do CearÃ, 2012. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=8692.

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The use of touchscreen interfaces on smart phones and tablets bring tremendous benefits of connectivity and usability for their users. However, access to information via these devices represents a new challenge of interaction for users with visual impairments, after all, they have a glassy surface, with many visual elements, without reference to embossed tactile exploration. In this context, the study presents the main assistive technology to facilitate interaction of the visually impaired with touchscreen mobile devices and describes the fundamental aspects in an affordable touchscreen interface. From accessibility requirements found in the research, a group of three applications was designed and implemented (LÃBraille - Text Editor; LÃBrailleTWT - Twitter Client and LÃBrailleSMS - Setting send / receive SMS) with accessible interface via audible and tactile feedback, the Android platform. The proposals were evaluated by a group of visually impaired users. Although there were rates to be improved with respect to time for performing operations on input data, was possible to obtain improvements in the use of the touchscreen technology.
O uso de interfaces touchscreen em smartphones e tablets traz enormes benefÃcios de conectividade e usabilidade para seus usuÃrios. Contudo, o acesso à informaÃÃo atravÃs desses dispositivos representa um novo desafio de interaÃÃo para os usuÃrios com deficiÃncia visual, afinal possuem uma superfÃcie vÃtrea, com diversos elementos visuais, sem uma referÃncia em relevo para exploraÃÃo tÃctil. Nesse contexto, este trabalho de mestrado apresenta um estudo das principais tecnologias para facilitar a interaÃÃo do deficiente visual com dispositivos mÃveis touchscreen e elucida aspectos considerados fundamentais em uma interface touchscreen acessÃvel. Seguindo os requisitos de acessibilidade propostos, foi concebida e implementada uma suÃte com trÃs aplicativos (LÃBraille - Editor de texto; LÃBrailleTWT â Cliente Twitter e LÃBrailleSMS â Software de envio/recebimento de mensagens SMS) com interface acessÃvel atravÃs de feedbacks sonoros e tÃcteis, na plataforma Android. As propostas foram avaliadas por um grupo de usuÃrios deficientes visuais. E apesar de percentuais a serem melhorados em relaÃÃo ao tempo para execuÃÃo de operaÃÃes na entrada de dados, jà foi possÃvel obter avanÃos na utilizaÃÃo da tecnologia pelos mesmos.
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Thorén, Tobias. "Exploring visual accessibility and why it is missing on the internet." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43299.

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The internet is becoming the primary channel for many daily tasks, services and necessities. The information and services available on the internet should be accessible to everyone, especially when the only channel available is the internet. For the visually impaired the internet can be a great asset, but also an impossible barrier depending on how the website has been implemented. The goal of this paper was to explore why accessibility for the visually impaired on the internet is not more widespread, and what factors affect the creation of visually accessible websites. Through creating an evaluation method and assessing it, along with end-user as well as developer interviews and feedback we find indicators that the root cause of the issue is multi-factored. Education, resources and directive from clients and superiors seem to be the major culprits.
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Kamw, Farah Shleemon. "UTILIZING BIG TRAJECTORY DATA FOR URBAN VISUAL ANALYTICS AND ACCESSIBILITY STUDIES." Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent1555254527369841.

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Kim, Hyung Nam. "Usable Accessibility and Haptic User Interface Design Approach." Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/26880.

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Many people have visual impairment and make up a population that is increasing each year. Haptic technology is often used to assist members of this population by providing a way of understanding visual information. Although haptic technology is relatively new, it is widely applied across a variety of domains (research and industry). However, a great number of users are dissatisfied with their assistive technology applications. Unfortunately, such dissatisfaction is likely to cause abandonment of the technology devices. In particular, recent research shows that the adoption rate of haptic technology is low. Discontinuing the use of assistive technology devices ultimately results in a waste of time, money, freedom, and reduced function for individuals with disabilities. Of all the factors that lead to abandonment, the most significant is the failure to meet user needs. Whether existing design approaches properly reflect assistive technology user needs should be explored, especially for haptic technology. Existing design approaches have rarely considered the heterogeneous needs of users in the same disability category (i.e., visual disability). Most previous studies on assistive technology have been oriented towards those with total blindness as opposed to those with residual vision (also referred to as low vision). In addition, researchers have paid less attention to older adults with low vision in terms of individual differences in haptic user interface (HUI) needs. There is also some doubt about the applicability of existing design approaches in such design contexts as users with visual disabilities using haptic user interfaces. The aim of this research was to investigate individual differences in usersâ capabilities in the haptic modality and user needs in HUIs. Particularly, age-related and vision-related individual differences were explored. Another aim was to develop a more accessible design approach applicable to users with visual disabilities and HUIs. The magnitude estimation technique was employed to examine how participants (classified by vision and age) perceive the same objective stimulus, such as haptic perception, differently. Brain plasticity theory was primarily applied to modify the existing design approach, PICTIVE. The effectiveness of modified and original PICTIVE methods was investigated in terms of the frequency of statements, gestures, satisfaction, and time to complete a given design task. HUI user needs were elicited from participants and were analyzed to understand age-related and vision-related individual differences. It was found that the haptic perception of the same objective stimulus was not significantly different between younger and older participants with low vision. The two age groupsâ overall preferences for a set of HUI user needs were not significantly different. In addition, the haptic perception of the same objective stimulus was not significantly different between sighted participants and those with low vision. The two vision groupsâ overall preferences on a set of HUI user needs were not significantly different as well. The two design methods resulted in significantly different outcomes. First, participants in the modified PICTIVE method made a significantly higher number of statements. Second, participants in the modified PICTIVE method showed a significantly higher number of gestures. Third, participants in the modified PICTIVE method took significantly more time because they had more design ideas to deliver. Last, both groups were satisfied with a given design method. In short, the research outcomes contribute to the advancement of knowledge and understanding of more â usableâ accessibility for users with visual impairment and a more â accessibleâ participatory design approach to nontraditional user interfaces (i.e., haptic user interfaces) for users with visual impairment.
Ph. D.
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Rendall, Meredith B. "Actual Accessibility: A Study of Cultural Institution Web Content." Thesis, School of Information and Library Science, 2007. http://hdl.handle.net/1901/402.

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In 1998, the United States Congress amended Section 508 of the Rehabilitation Act to require federal agencies to make electronic and information technology accessible. The first accessibility guidelines from the World Wide Web Consortium’s Web Accessibility Initiative, Web Content Accessibility Guidelines 1.0, were published in 1999. This study tests the usable accessibility of cultural institution web sites. Four cultural institution web sites were selected, two that were WCAG 1.0 compliant and that were not, were selected for evaluation. A combination of qualitative and quantitative analysis was conducted. Significant differences were found in the perceived usability of the guideline-compliant web sites; significance was found for one of three tasks. Overall, the guideline-compliant sites received higher usability ratings, but the task completion rates did not support a claim of greater usability.
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Moyers, Timothy Scott. "Pragmatism, eclecticism and accessibility in composing and improvising electroacoustic and audiovisual work." Thesis, University of Birmingham, 2016. http://etheses.bham.ac.uk//id/eprint/6697/.

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One of the primary focuses in the works presented and discussed herein is the juxtaposition of many disparate musical styles, recordings, and sound worlds within each individual piece. This juxtaposition extends to combining live improvisation meticulously created non-realtime elements, and elements of generative processes in the creation of individual works. A secondary theme is my attitude to accessibility and how this informs my work with audiovisual elements.
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Books on the topic "Visual accessibility"

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Leibrock, Cynthia. Beautiful barrier-free: A visual guide to accessibility. New York: Van Nostrand Reinhold, 1993.

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Leibrock, Cynthia. Beautiful barrier-free: A visual guide to accessibility. New York, NY: Van Nostrand Reinhold, 1992.

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Williams, Marcela M. Handicapping currency design: Counterfeit deterrence and visual accessibility in the United States and abroad. [St. Louis, Mo.]: Federal Reserve Bank of St. Louis, 2007.

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Yi, Hyo-sŏng. Sigak changaein helsŭ kʻipʻŏ koyong anjŏng chiwŏn pangan yŏnʼgu: Chŏngdanghan pyʻŏnŭi (reasonable accommodation) chegong sarye rŭl chungsim ŭro. Kyŏnggi-do Sŏngnam-si: Hanʼguk Changaein Koyong Chʻokchin Kongdan Koyong Kaebarwŏn, 2007.

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Agency, Texas Education. Accessibility of information in electronic textbooks for students who are blind or visually impaired: A report to the 75th Texas Legislature. Austin, Tex: The Agency, 1997.

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United States. Congress. Senate. Committee on Health, Education, Labor, and Pensions. The Instructional Materials Accessibility Act: Making instructional materials available to all students : hearing before the Committee on Health, Education, Labor, and Pensions, United States Senate, One Hundred Seventh Congress, second session, on S. 2246 : examining S. 2246 to improve access to printed instructional materials used by blind or other persons with print disabilities in elementary and secondary schools, June 28, 2002. Washington: U.S. G.P.O., 2003.

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Beautiful Barrier-Free: A Visual Guide to Accessibility. John Wiley & Sons Inc, 1992.

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Leibrock, Cynthia, and Susan Behar. Beautiful Barrier-Free: A Visual Guide to Accessibility. John Wiley & Sons Inc, 1992.

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Truman, Arlene. U. S. Currency and the Blind and Visually Impaired: Addressing Accessibility Features. Nova Science Publishers, Incorporated, 2015.

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US GOVERNMENT. The Instructional Materials Accessibility ACT: Making Instructional Materials Available to All Students: Hearing Before the Committee on Health, Educa. Government Printing Office, 2003.

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Book chapters on the topic "Visual accessibility"

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Coleman, Carla Viviana. "Accessibility." In Visual Experiences, 193–200. Boca Raton : Taylor & Francis, CRC Press, 2017.: Chapman and Hall/CRC, 2017. http://dx.doi.org/10.1201/9781315154305-14.

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Halsey, Mike. "Creating Visual Alternatives for Sound." In The Windows 10 Accessibility Handbook, 49–54. Berkeley, CA: Apress, 2015. http://dx.doi.org/10.1007/978-1-4842-1733-7_4.

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Torrente, Fernando. "Art accessibility." In International Perspectives on Disability Exceptions in Copyright Law and the Visual Arts, 53–65. Abingdon, Oxon ; New York, NY : Routledge, [2020]: Routledge, 2020. http://dx.doi.org/10.4324/9780429342677-6.

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Apostolopoulos, Ilias, Eelke Folmer, and George Bebis. "Improving Accessibility of Virtual Worlds by Automatic Object Labeling." In Advances in Visual Computing, 254–65. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-41939-3_25.

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Ramakrishnan, I. V., Vikas Ashok, and Syed Masum Billah. "Non-visual Web Browsing: Beyond Web Accessibility." In Universal Access in Human–Computer Interaction. Designing Novel Interactions, 322–34. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58703-5_24.

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Wallace, Andrea. "Accessibility and Open GLAM." In International Perspectives on Disability Exceptions in Copyright Law and the Visual Arts, 24–43. Abingdon, Oxon ; New York, NY : Routledge, [2020]: Routledge, 2020. http://dx.doi.org/10.4324/9780429342677-4.

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Pagano, Adriana Silvina, Flávia Affonso Mayer, and Larissa Nicolau Fernandes Gonçalves. "Accessibility of Visual Content in Mobile Apps: Insights from Visually Impaired Users." In The Palgrave Handbook of Audiovisual Translation and Media Accessibility, 459–82. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-42105-2_23.

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Bonenberg, Wojciech. "Brand Visual Identity in Architecture." In Universal Access in Human-Computer Interaction. Design for All and Accessibility Practice, 143–52. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07509-9_14.

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Watanabe, Masahiro, Daisuke Asai, and Yoko Asano. "Improving Accessibility Through the Visual Structure of Web Contents." In Lecture Notes in Computer Science, 185–92. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73283-9_22.

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Kim, Yeongmi, and Matthias Harders. "Haptically-Assisted Interfaces for Persons with Visual Impairments." In Haptic Interfaces for Accessibility, Health, and Enhanced Quality of Life, 35–63. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34230-2_2.

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Conference papers on the topic "Visual accessibility"

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Rauschenberger, Maria. "Session details: Visual accessibility." In W4A '20: 17th Web for All Conference. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3395938.

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Billah, Syed Masum, Vikas Ashok, Donald E. Porter, and I. V. Ramakrishnan. "Ubiquitous Accessibility for People with Visual Impairments." In CHI '17: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3025453.3025731.

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Francioni, Joan M., and Ann C. Smith. "Computer science accessibility for students with visual disabilities." In the 33rd SIGCSE technical symposium. New York, New York, USA: ACM Press, 2002. http://dx.doi.org/10.1145/563340.563372.

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McGookin, David, Stephen Brewster, and WeiWei Jiang. "Investigating touchscreen accessibility for people with visual impairments." In the 5th Nordic conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1463160.1463193.

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Kushalnagar, Raja S., and Brian P. Trager. "Improving classroom visual accessibility with cooperative smartphone recordings." In 2011 IEEE International Symposium on Technology and Society (ISTAS). IEEE, 2011. http://dx.doi.org/10.1109/istas.2011.7160604.

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"ACCESSIBILITY EVALUATION OF MOODLE CENTRED IN VISUAL IMPAIREMENTS." In 7th International Conference on Web Information Systems and Technologies. SciTePress - Science and and Technology Publications, 2011. http://dx.doi.org/10.5220/0003342902210228.

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Cossou, Lucile, Sylvain Bouchigny, Christine Mégard, Sonia Huguenin, and Mehdi Ammi. "A Tangible Visual Accessibility Tool for Interactive Tabletops." In International Conference on Computer-Human Interaction Research and Applications. SCITEPRESS - Science and Technology Publications, 2017. http://dx.doi.org/10.5220/0006504401260133.

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Bajammal, Mohammad, and Ali Mesbah. "Semantic Web Accessibility Testing via Hierarchical Visual Analysis." In 2021 IEEE/ACM 43rd International Conference on Software Engineering (ICSE). IEEE, 2021. http://dx.doi.org/10.1109/icse43902.2021.00143.

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Payne, William, Alex Xu, Amy Hurst, and S. Alex Ruthmann. "Non-Visual Beats." In ASSETS '19: The 21st International ACM SIGACCESS Conference on Computers and Accessibility. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3308561.3354590.

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Votis, Konstantinos, Theofanis Oikonomou, Peter Korn, Dimitrios Tzovaras, and Spiridon Likothanassis. "A visual impaired simulator to achieve embedded accessibility designs." In 2009 IEEE International Conference on Intelligent Computing and Intelligent Systems (ICIS 2009). IEEE, 2009. http://dx.doi.org/10.1109/icicisys.2009.5358165.

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