Daisuke Sato 0001

dblp:30/1103-1 · DBLP profile ↗
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31ranked-venue papers
7as first author
10since 2021 · last 2026
0000-0002-7670-9177ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 29 · 6 first-author · 9 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 2 since 2021Systems, architecture and hardware · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Robot-Assisted Group Tours for Blind People
abstract
Group interactions are essential to social functioning, yet effective engagement relies on the ability to recognize and interpret visual cues, making such engagement a significant challenge for blind people. In this paper, we investigate how a mobile robot can support group interactions for blind people. We used the scenario of a guided tour with mixed-visual groups involving blind and sighted visitors. Based on insights from an interview study with blind people (n = 5) and museum experts (n = 5), we designed and prototyped a robotic system that supported blind visitors to join group tours. We conducted a field study in a science museum where each blind participant (n = 8) joined a group tour with one guide and two sighted participants (n = 8). Findings indicated users’ sense of safety from the robot’s navigational support, concerns in the group participation, and preferences for obtaining environmental information. We present design implications for future robotic systems to support blind people’s mixed-visual group participation.
Yaxin Hu 0002, Masaki Kuribayashi, Allan Wang, Seita Kayukawa, Daisuke Sato 0001, Bilge Mutlu, Hironobu Takagi, Chieko Asakawa
CHI5
2025 More than One Step at a Time: Designing Procedural Feedback for Non-visual Makeup Routines
abstract
Makeup plays a vital role in self-expression, identity, and confidence -yet remains an underexplored domain for assistive technology, especially for people with vision impairments.While existing tools support isolated tasks such as color identification or product labeling, they rarely address the procedural complexity of makeup routines: coordinating step sequences, managing product placement, and assessing the final look with accessible feedback.To understand the real-world process, we conducted a contextual inquiry with 15 visually impaired makeup users, capturing real-time makeup application behaviors and their step-by-step information needs and assessment approaches.Our findings reveal embodied, tactile-first strategies; persistent challenges in blending, symmetry, and assessment; and a desire for honest, real-time, goal-aligned feedback.We also interviewed five professional makeup artists, who reviewed participant makeup videos and provided expert responses to participant-raised questions and assessment practices.We contribute a taxonomy of feedback needs in non-visual makeup, and outline design implications for future assistive systems -emphasizing hands-free, conversational interaction and context-aware, procedural support for expressive and independent beauty practices.
Franklin Mingzhe Li, Akihiko Oharazawa, Chloe Qingyu Zhu, Misty Fan, Daisuke Sato 0001, Chieko Asakawa, Patrick Carrington
ASSETS5
2024 TBD Pedestrian Data Collection: Towards Rich, Portable, and Large-Scale Natural Pedestrian Data
abstract
Social navigation and pedestrian behavior research has shifted towards machine learning-based methods and converged on the topic of modeling inter-pedestrian interactions and pedestrian-robot interactions. For this, large-scale datasets that contain rich information are needed. We describe a portable data collection system, coupled with a semi-autonomous labeling pipeline. As part of the pipeline, we designed a label correction web application that facilitates human verification of automated pedestrian tracking outcomes. Our system enables large-scale data collection in diverse environments and fast trajectory label production. Compared with existing pedestrian data collection methods, our system contains three components: a combination of top-down and ego-centric views, natural human behavior in the presence of a socially appropriate "robot", and human-verified labels grounded in the metric space. To the best of our knowledge, no prior data collection system has a combination of all three components. We further introduce our ever-expanding dataset from the ongoing data collection effort – the TBD Pedestrian Dataset and show that our collected data is larger in scale, contains richer information when compared to prior datasets with human-verified labels, and supports new research opportunities.
Allan Wang, Daisuke Sato 0001, Yasser Corzo, Sonya Simkin, Abhijat Biswas, Aaron Steinfeld
ICRA2
2024 ChitChatGuide: Conversational Interaction Using Large Language Models for Assisting People with Visual Impairments to Explore a Shopping Mall
abstract
To enable people with visual impairments (PVI) to explore shopping malls, it is important to provide information for selecting destinations and obtaining information based on the individual's interests. We achieved this through conversational interaction by integrating a large language model (LLM) with a navigation system. ChitChatGuide allows users to plan a tour through contextual conversations, receive personalized descriptions of surroundings based on transit time, and make inquiries during navigation. We conducted a study in a shopping mall with 11 PVI, and the results reveal that the system allowed them to explore the facility with increased enjoyment. The LLM-based conversational interaction, by understanding vague and context-based questions, enabled the participants to explore unfamiliar environments effectively. The personalized and in-situ information generated by the LLM was both useful and enjoyable. Considering the limitations we identified, we discuss the criteria for integrating LLMs into navigation systems to enhance the exploration experiences of PVI.
Yuka Kaniwa, Masaki Kuribayashi, Seita Kayukawa, Daisuke Sato 0001, Hironobu Takagi, Chieko Asakawa, Shigeo Morishima
Proc. ACM Hum. Comput. Interact.4
2023 Enhancing Blind Visitor's Autonomy in a Science Museum Using an Autonomous Navigation Robot
abstract
Enabling blind visitors to explore museum floors while feeling the facility’s atmosphere and increasing their autonomy and enjoyment are imperative for giving them a high-quality museum experience. We designed a science museum exploration system for blind visitors using an autonomous navigation robot. Blind users can control the robot to navigate them toward desired exhibits while playing short audio descriptions along the route. They can also browse detailed explanations on their smartphones and call museum staff if interactive support is needed. Our real-world user study at a science museum during its opening hour revealed that blind participants could explore the museum safely and independently at their own pace. The study also showed that the sighted visitors who saw the participants walking with the robot accepted the assistive robot well. We finally conducted focus group sessions with the blind participants and discussed further requirements toward a more independent museum experience.
Seita Kayukawa, Daisuke Sato 0001, Masayuki Murata 0002, Tatsuya Ishihara, Hironobu Takagi, Shigeo Morishima, Chieko Asakawa
CHI2
2023 PathFinder: Designing a Map-less Navigation System for Blind People in Unfamiliar Buildings
abstract
Indoor navigation systems with prebuilt maps have shown great potential in navigating blind people even in unfamiliar buildings. However, blind people cannot always benefit from them in every building, as prebuilt maps are expensive to build. This paper explores a map-less navigation system for blind people to reach destinations in unfamiliar buildings, which is implemented on a robot. We first conducted a participatory design with five blind people, which revealed that intersections and signs are the most relevant information in unfamiliar buildings. Then, we prototyped PathFinder, a navigation system that allows blind people to determine their way by detecting and conveying information about intersections and signs. Through a participatory study, we improved the interface of PathFinder, such as the feedback for conveying the detection results. Finally, a study with seven blind participants validated that PathFinder could assist users in navigating unfamiliar buildings with increased confidence compared to their regular aid.
Masaki Kuribayashi, Tatsuya Ishihara, Daisuke Sato 0001, Jayakorn Vongkulbhisal, Karnik Ram, Seita Kayukawa, Hironobu Takagi, Shigeo Morishima, Chieko Asakawa
CHI3
2023 asEars: Designing and Evaluating the User Experience of Wearable Assistive Devices for Single-Sided Deafness
abstract
Single-sided deafness (SSD) significantly restricts social participation in hearing/speaking cultures due to the person’s difficulty hearing conversations on their deaf side. Although hearing aids for SSD are effective in social situations, the acceptance rate remains low at 4%. To address this problem, we designed and developed a bone conduction-based device to be worn with eyeglasses, involving 53 individuals with SSD including two authors. We conducted a four-week diary study comparing our proposed device with traditional Contralateral Routing of Signals (CROS) hearing aids and explored the factors that might affect the acceptance rate of assistive devices for SSD. The findings indicated that our design was more acceptable for users with SSD due to its effectiveness, social acceptability, and the ability for wearers to use other devices simultaneously, such as earbuds. Based on our results, we discuss implications for designing wearable assistive devices to promote greater acceptance among the target population.
Ken Takaki, Etsushi Nozaki, Tomomi Kanai, Ari Hautasaari, Akinori Kashio, Daisuke Sato 0001, Teru Kamogashira, Tsukasa Uranaka, Shinji Urata, Hajime Koyama, Tatsuya Yamasoba, Yoshihiro Kawahara
CHI6
2022 How Users, Facility Managers, and Bystanders Perceive and Accept a Navigation Robot for Visually Impaired People in Public Buildings
abstract
Autonomous navigation robots have a considerable potential to offer a new form of mobility aid to people with visual impairments. However, to deploy such robots in public buildings, it is imperative to receive acceptance from not only robot users but also people that use the buildings and managers of those facilities. Therefore, we conducted three studies to investigate the acceptance and concerns of our prototype robot, which looks like a regular suitcase. First, an online survey revealed that people could accept the robot navigating blind users. Second, in the interviews with facility managers, they were cautious about the robot’s camera and the privacy of their customers. Finally, focus group sessions with legally blind participants who experienced the robot navigation revealed that the robot may cause trouble when it collides with those who may not be aware of the user’s blindness. Still, many participants liked the design of the robot which assimilated into the surroundings.
Seita Kayukawa, Daisuke Sato 0001, Masayuki Murata 0002, Tatsuya Ishihara, Akihiro Kosugi, Hironobu Takagi, Shigeo Morishima, Chieko Asakawa
RO-MAN2
2022 Corridor-Walker: Mobile Indoor Walking Assistance for Blind People to Avoid Obstacles and Recognize Intersections
abstract
Navigating in an indoor corridor can be challenging for blind people as they have to be aware of obstacles while also having to recognize the intersections that lead to the destination. To aid blind people in such tasks, we propose Corridor-Walker, a smartphone-based system that assists blind people to avoid obstacles and recognize intersections. The system uses a LiDAR sensor equipped with a smartphone to construct a 2D occupancy grid map of the surrounding environment. Then, the system generates an obstacle-avoiding path and detects upcoming intersections on the grid map. Finally, the system navigates the user to trace the generated path and notifies the user of each intersection's existence and the shape using vibration and audio feedback. A user study with 14 blind participants revealed that Corridor-Walker allowed participants to avoid obstacles, rely less on the wall to walk straight, and enable them to recognize intersections.
Masaki Kuribayashi, Seita Kayukawa, Jayakorn Vongkulbhisal, Chieko Asakawa, Daisuke Sato 0001, Hironobu Takagi, Shigeo Morishima
Proc. ACM Hum. Comput. Interact.5
2021 Accessing Passersby Proxemic Signals through a Head-Worn Camera: Opportunities and Limitations for the Blind
abstract
The spatial behavior of passersby can be critical to blind individuals to initiate interactions, preserve personal space, or practice social distancing during a pandemic. Among other use cases, wearable cameras employing computer vision can be used to extract proxemic signals of others and thus increase access to the spatial behavior of passersby for blind people. Analyzing data collected in a study with blind (N=10) and sighted (N=40) participants, we explore: (i) visual information on approaching passersby captured by a head-worn camera; (ii) pedestrian detection algorithms for extracting proxemic signals such as passerby presence, relative position, distance, and head pose; and (iii) opportunities and limitations of using wearable cameras for helping blind people access proxemics related to nearby people. Our observations and findings provide insights into dyadic behaviors for assistive pedestrian detection and lead to implications for the design of future head-worn cameras and interactions.
Kyungjun Lee 0001, Daisuke Sato 0001, Saki Asakawa, Chieko Asakawa, Hernisa Kacorri
ASSETS2
2020 Pedestrian Detection with Wearable Cameras for the Blind: A Two-way Perspective
abstract
Blind people have limited access to information about their surroundings, which is important for ensuring one's safety, managing social interactions, and identifying approaching pedestrians. With advances in computer vision, wearable cameras can provide equitable access to such information. However, the always-on nature of these assistive technologies poses privacy concerns for parties that may get recorded. We explore this tension from both perspectives, those of sighted passersby and blind users, taking into account camera visibility, in-person versus remote experience, and extracted visual information. We conduct two studies: an online survey with MTurkers (N=206) and an in-person experience study between pairs of blind (N=10) and sighted (N=40) participants, where blind participants wear a working prototype for pedestrian detection and pass by sighted participants. Our results suggest that both of the perspectives of users and bystanders and the several factors mentioned above need to be carefully considered to mitigate potential social tensions.
Kyungjun Lee 0001, Daisuke Sato 0001, Saki Asakawa, Hernisa Kacorri, Chieko Asakawa
CHI2
2020 ReCog: Supporting Blind People in Recognizing Personal Objects
abstract
We present ReCog, a mobile app that enables blind users to recognize objects by training a deep network with their own photos of such objects. This functionality is useful to differentiate personal objects, which cannot be recognized with pre-trained recognizers and may lack distinguishing tactile features. To ensure that the objects are well-framed in the captured photos, ReCog integrates a camera-aiming guidance that tracks target objects and instructs the user through verbal and sonification feedback to appropriately frame them.
Dragan Ahmetovic, Daisuke Sato 0001, Uran Oh, Tatsuya Ishihara, Kris Makoto Kitani, Chieko Asakawa
CHI2
2020 Virtual navigation for blind people: Transferring route knowledge to the real-World
João Guerreiro 0002, Daisuke Sato 0001, Dragan Ahmetovic, Eshed Ohn-Bar, Kris Makoto Kitani, Chieko Asakawa
Int. J. Hum. Comput. Stud.2
2019 CaBot: Designing and Evaluating an Autonomous Navigation Robot for Blind People
abstract
Navigation robots have the potential to overcome some of the limitations of traditional navigation aids for blind people, specially in unfamiliar environments. In this paper, we present the design of CaBot (Carry-on roBot), an autonomous suitcase-shaped navigation robot that is able to guide blind users to a destination while avoiding obstacles on their path. We conducted a user study where ten blind users evaluated specific functionalities of CaBot, such as a vibro-tactile handle to convey directional feedback; experimented to find their comfortable walking speed; and performed navigation tasks to provide feedback about their overall experience. We found that CaBot's performance highly exceeded users' expectations, who often compared it to navigating with a guide dog or sighted guide. Users' high confidence, sense of safety, and trust on CaBot poses autonomous navigation robots as a promising solution to increase the mobility and independence of blind people, in particular in unfamiliar environments.
João Guerreiro 0002, Daisuke Sato 0001, Saki Asakawa, Huixu Dong, Kris Makoto Kitani, Chieko Asakawa
ASSETS2
2019 Airport Accessibility and Navigation Assistance for People with Visual Impairments
abstract
People with visual impairments often have to rely on the assistance of sighted guides in airports, which prevents them from having an independent travel experience. In order to learn about their perspectives on current airport accessibility, we conducted two focus groups that discussed their needs and experiences in-depth, as well as the potential role of assistive technologies. We found that independent navigation is a main challenge and severely impacts their overall experience. As a result, we equipped an airport with a Bluetooth Low Energy (BLE) beacon-based navigation system and performed a real-world study where users navigated routes relevant for their travel experience. We found that despite the challenging environment participants were able to complete their itinerary independently, presenting none to few navigation errors and reasonable timings. This study presents the first systematic evaluation posing BLE technology as a strong approach to increase the independence of visually impaired people in airports.
João Guerreiro 0002, Dragan Ahmetovic, Daisuke Sato 0001, Kris Makoto Kitani, Chieko Asakawa
CHI3
2019 Smartphone-based localization for blind navigation in building-scale indoor environments
Masayuki Murata 0002, Dragan Ahmetovic, Daisuke Sato 0001, Hironobu Takagi, Kris Makoto Kitani, Chieko Asakawa
Pervasive Mob. Comput.3
2018 Smartphone-based Indoor Localization for Blind Navigation across Building Complexes
abstract
Continuous and accurate smartphone-based localization is a promising technology for supporting independent mobility of people with visual impairments. However, despite extensive research on indoor localization techniques, they are still not ready for deployment in large and complex environments, like shopping malls and hospitals, where navigation assistance is needed. To achieve accurate, continuous, and real-time localization with smartphones in such environments, we present a series of key techniques enhancing a probabilistic localization algorithm. The algorithm is designed for smartphones and employs inertial sensors on a mobile device and Received Signal Strength (RSS) from Bluetooth Low Energy (BLE) beacons. We evaluate the proposed system in a 21,000 m2shopping mall which includes three multi-story buildings and a large open underground passageway. Experiments in this space validate the effect of the proposed technologies to improve localization accuracy. Field experiments with visually impaired participants confirm the practical performance of the proposed system in realistic use cases.
Masayuki Murata 0002, Dragan Ahmetovic, Daisuke Sato 0001, Hironobu Takagi, Kris Makoto Kitani, Chieko Asakawa
PerCom3
2017 NavCog3: An Evaluation of a Smartphone-Based Blind Indoor Navigation Assistant with Semantic Features in a Large-Scale Environment
abstract
Navigating in unfamiliar environments is challenging for most people, especially for individuals with visual impairments. While many personal navigation tools have been proposed to enable in- dependent indoor navigation, they have insufficient accuracy (e.g., 5-10 m), do not provide semantic features about surroundings (e.g., doorways, shops, etc.), and may require specialized devices to function. Moreover, the deployment of many systems is often only evaluated in constrained scenarios, which may not precisely reflect the performance in the real world. Therefore, we have de- signed and implemented NavCog3, a smartphone-based indoor navigation assistant that has been evaluated in a 21,000 m2 shop- ping mall. In addition to turn-by-turn instructions, it provides in- formation on landmarks (e.g., tactile paving) and points of interests nearby. We first conducted a controlled study with 10 visually im- paired users to assess localization accuracy and the perceived use- fulness of semantic features. To understand the usability of the app in a real-world setting, we then conducted another study with 43 participants with visual impairments where they could freely nav- igate in the shopping mall using NavCog3. Our findings suggest that NavCog3 can open a new opportunity for users with visual im- pairments to independently find and visit large and complex places with confidence.
Daisuke Sato 0001, Uran Oh, Kakuya Naito, Hironobu Takagi, Kris Makoto Kitani, Chieko Asakawa
ASSETS1
2016 Automated help system for novice older users from touchscreen gestures
abstract
Older adults who have never used smartphone often suffers from getting used to smartphone gestures because of their lack of basic knowledge or skills with the latest technologies like gesture-oriented touchscreens. In this paper, we propose a user modeling method for inferring problems novice users face for smartphone from their touchscreen gestures. The output of user model is used by automated help enabling them to acquire touchscreen gestures. We apply a feature extraction approach based on the frequent pattern mining of gesture sequence to the user modeling. The learned user model detects types of problems in real time and is used for automated help. To optimize of instruction timing and its selection, we use a Bayesian reinforcement learning approach, which balances the exploration-exploitation trade-off. We evaluate the effectiveness of the method by using a prototype assistant system for a map application. The evaluation with older (60+) novice users showed positive results. The performance of the prototype system and the potential for further application is discussed.
Daisuke Sato 0001, Tetsuro Morimura, Takayuki Katsuki, Yosuke Toyota, Tsuneo Kato, Hironobu Takagi
ICPR1
2015 Exploring Interface Design for Independent Navigation by People with Visual Impairments
abstract
Most user studies of navigation applications for people with visual impairments have been limited by existing localization technologies, and appropriate instruction types and information needs have been determined through interviews. Using Wizard-of- Oz navigation interfaces, we explored how people with visual impairments respond to different instruction intervals, precision, output modalities, and landmark use during in situ navigation tasks. We present the results of an experimental study with nine people with visual impairments, and provide direction and open questions for future work on adaptive navigation interfaces.
Erin L. Brady, Daisuke Sato 0001, Chengxiong Ruan, Hironobu Takagi, Chieko Asakawa
ASSETS2
2013 Accessible photo album: enhancing the photo sharing experience for people with visual impairment
abstract
While a photograph is a visual artifact, studies reveal that a number of people with visual impairments are also interested in being able to share their memories and experiences with their sighted counterparts in the form of a photograph. We conducted an online survey to better understand the challenges faced by people with visual impairments in sharing and organizing photos, and reviewed existing tools and their limitations. Based on our analysis, we developed an accessible mobile application that enables a visually impaired user to capture photos along with audio recordings for the ambient sound and memo description and to browse through them eyes-free. Five visually impaired participants took part in a study in which they used our app to take photographs in naturalistic settings and to share them later with a sighted viewer. The participants were able to use our app to identify each photograph on their own during the photo sharing session, and reported high satisfaction in having been able to take the initiative during the process.
Susumu Harada, Daisuke Sato 0001, Dustin W. Adams, Sri Hastuti Kurniawan, Hironobu Takagi, Chieko Asakawa
CHI2
2013 Characteristics of Elderly User Behavior on Mobile Multi-touch Devices
Susumu Harada, Daisuke Sato 0001, Hironobu Takagi, Chieko Asakawa
INTERACT (4)2
2013 Lessons Learned from Crowd Accessibility Services
Hironobu Takagi, Susumu Harada, Daisuke Sato 0001, Chieko Asakawa
INTERACT (1)3
2011 How voice augmentation supports elderly web users
abstract
Online Web applications have become widespread and have made our daily life more convenient. However, older adults often find such applications inaccessible because of age-related changes to their physical and cognitive abilities. Two of the reasons that older adults may shy away from the Web are fears of the unknown and of the consequences of incorrect actions. We are extending a voice-based augmentation technique originally developed for blind users. We want to reduce the cognitive load on older adults by providing contextual support. An experiment was conducted to evaluate how voice augmentation can support elderly users in using Web applications. Ten older adults participated in our study and their subjective evaluations showed how the system gave them confidence in completing Web forms. We believe that voice augmentation may help address the users' concerns arising from their low confidence levels.
Daisuke Sato 0001, Masatomo Kobayashi, Hironobu Takagi, Chieko Asakawa, Jiro Tanaka
ASSETS1
2011 Sasayaki: augmented voice web browsing experience
abstract
Auditory user interfaces have great Web-access potential for billions of people with visual impairments, with limited literacy, who are driving, or who are otherwise unable to use a visual interface. However a sequential speech-based representation can only convey a limited amount of information. In addition, typical auditory user interfaces lose the visual cues such as text styles and page structures, and lack effective feedback about the current focus. To address these limitations, we created Sasayaki (from whisper in Japanese), which augments the primary voice output with a secondary whisper of contextually relevant information, automatically or in response to user requests. It also offers new ways to jump to semantically meaningful locations. A prototype was implemented as a plug-in for an auditory Web browser. Our experimental results show that the Sasayaki can reduce the task completion times for finding elements in webpages and increase satisfaction and confidence.
Daisuke Sato 0001, Shaojian Zhu, Masatomo Kobayashi, Hironobu Takagi, Chieko Asakawa
CHI1
2010 Sasayaki: an augmented voice-based web browsing experience
abstract
While the usability of voice-based Web navigation has been steadily improving, it is still not as easy for users with visual impairments as it is for sighted users. One reason is that sequential voice representation can only convey a limited amount of information at a time. Another challenge comes from the fact that current voice browsers omit various visual cues such as text styles and page structures, and lack meaningful feedback about the current focus. To address these issues, we created Sasayaki, an intelligent voice-based user agent that augments the primary voice output of a voice browser with a secondary voice that whispers contextually relevant information as appropriate or in response to user requests. A prototype has been implemented as a plug-in for a voice browser. The results from a pilot study show that our Sasayaki agent is able to improve users' information search task time and their overall confidence level. We believe that our intelligent voice-based agent has great potential to enrich the Web browsing experiences of users with visual impairments.
Shaojian Zhu, Daisuke Sato 0001, Hironobu Takagi, Chieko Asakawa
ASSETS2
2009 Collaborative web accessibility improvement: challenges and possibilities
abstract
Collaborative accessibility improvement has great potential to make the Web more adaptive in a timely manner by inviting users into the improvement process. The Social Accessibility Project is an experimental service for a new needs-driven improvement model based on collaborative metadata authoring technologies. In 10 months, about 18,000 pieces of metadata were created for 2,930 webpages through collaboration. We encountered many challenges as we sought to create a new mainstream approach. The productivity of the volunteer activities exceeded our expectation, but we found large and important problems in the screen reader users' lack of awareness of their own accessibility problems. In this paper, we first introduce examples, analyze some statistics from the pilot service and then discuss our findings and challenges. Three future directions including site-wide authoring are considered.
Hironobu Takagi, Shinya Kawanaka, Masatomo Kobayashi, Daisuke Sato 0001, Chieko Asakawa
ASSETS4
2009 What's Next? A Visual Editor for Correcting Reading Order
Daisuke Sato 0001, Masatomo Kobayashi, Hironobu Takagi, Chieko Asakawa
INTERACT (1)1
2007 Aibrowser for multimedia: introducing multimedia content accessibility for visually impaired users
abstract
Multimedia content with Rich Internet Applications using Dynamic HTML (DHTML) and Adobe Flash is now becoming popular in various websites. However, visually impaired users cannot deal with such content due to audio interference with the speech from screen readers and intricate structures strongly optimized for sighted users.
Hisashi Miyashita, Daisuke Sato 0001, Hironobu Takagi, Chieko Asakawa
ASSETS2
2007 Automatic accessibility transcoding for flash content
abstract
It is not surprising that rich Internet content, such as Flash and DHTML, is some of the most pervasive content because of its visual attractiveness to the sighted majority. Such visually rich content has been causing severe accessibility problems, especially for people with visual disabilities. For Flash content, the kinds of accessibility information necessary for screen readers is not usually provided in the existing content. A typical example of such missing data is the lack of alternative text for buttons, hypertext links, widget roles, and so on. One of the major reasons is that the current accessibility framework of Flash content imposes a burden on content authors to make their content accessible. As a result, adding support for accessibility tends to be neglected, and screen reader users are left out of the richer Internet experiences.
Daisuke Sato 0001, Hisashi Miyashita, Hironobu Takagi, Chieko Asakawa
ASSETS1
2006 Accessibility evaluation based on machine learning technique
abstract
Presentation documents are used in several situations. However, there is no tool to sufficiently check the accessibility level of a presentation document. Traditional rule-based checking has limitations in checking semantic criteria. This paper describes a new approach to evaluate the accessibility of presentation documents using machine learning with a model built from features of a presentation's appearance. A prototype system was implemented, and an exploratory experiment was conducted.
Daisuke Sato 0001, Hironobu Takagi, Chieko Asakawa
ASSETS1