Anthony Savidis
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"A. Savidis"
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Publications by Anthony Savidis (bibliography)
» 2008 «
Savidis, Anthony and Lilis, Yannis (2008): Adaptable pluggable multimodal input with extensible accessible soft dialogues for games. In: Inakage, Masa and Cheok, Adrian David (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2008 December 3-5, 2008, Yokohama, Japan. pp. 155-158. Available online
Savidis, Anthony, Papadakos, Panagiotis and Zargianakis, George (2008): Rapid visual design with semantics encoding through 3d CRC cards. In: Proceedings of the ACM Symposium on Software Visualization 2008. pp. 193-196. Available online
Physical CRC cards (Classes -- Responsibilities -- Collaborators) is a well-known method for rapid software-design prototyping. It is commonly applied with numeric heuristics to encode design semantics and denote architectural relationships through card coloring, size variations and spatial grouping. Existing CRC design tools are weak in terms of interactivity and visualization, focusing mainly on form-based specification and documentation. We present Flying Circus, a tool for rapid and exploratory software-design prototyping via CRC cards, offering facilities such as: interactive 3d visualizations with zooming, panning and rotational design inspection, 3d card manipulators, and immersive navigation via stereoscopic views. Our tool is accompanied with specific encoding strategies to represent design semantics and exploit spatial memory and visual pattern matching, while emphasizing highly interactive software-design visualizations.
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Savidis, Anthony, Zidianakis, Manolis, Kazepis, Nikolaos, Dubulakis, Stephanos, Gramenos, Dimitrios and Stephanidis, Constantine (2008): An Integrated Platform for the Management of Mobile Location-Aware Information Systems. In: Indulska, Jadwiga, Patterson, Donald J., Rodden, Tom and Ott, Max (eds.) Pervasive 2008 - Pervasive Computing, 6th International Conference May 19-22, 2008, Sydney, Australia. pp. 128-145. Available online
» 2007 «
Grammenos, Dimitris, Savidis, Anthony, Georgalis, Yannis, Bourdenas, Themistoklis and Stephanidis, Constantine (2007): Dual educational electronic textbooks: the starlight platform. In: Ninth Annual ACM Conference on Assistive Technologies 2007. pp. 107-114. Available online
This paper presents a novel software platform for developing and interacting with multimodal interactive electronic textbooks that provide a Dual User Interface, i.e., an interface concurrently accessible by visually impaired and sighted persons. The platform, named Starlight, comprises two sub-systems: (a) the "Writer", facilitating the authoring of electronic textbooks, encompassing various categories of interactive exercises (Q&A, multiple choice, fill in the blanks, etc.); and (b) the "Reader", enabling multimodal interaction with the created electronic textbooks, supporting various features like searching, book-marking, replay of sentences / paragraphs, user annotations / comments, activity recording, and context-sensitive help. An iterative, user-centered design process was adopted, involving from the very early stages students and educators, resulting in the creation of eight textbooks for the primary and high school that are currently available in the Greek market. The paper discusses the competitive features of the Dual User Interface and of supplied functionality compared to existing accessible electronic books. It also consolidates the key design findings, elaborating on prominent design issues, design rational, and respective solutions, highlighting strengths and weaknesses, and outlining directions for future work.
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Savidis, Anthony, Grammenos, Dimitris and Stephanidis, Constantine (2007): Developing inclusive e-learning and e-entertainment to effectively accommodate learning difficulties. In Universal Access in the Information Society, 5 (4) pp. 401-419
The real-life training of people with learning difficulties is a highly challenging and demanding process that can be effectively improved with the deployment of special-purpose software instruments. This paper discusses the development and evaluation of two inclusive training applications and two games for people with learning difficulties. Namely, the four developed systems are: (a) a cashier training applications; (b) a sewing training applications; (c) an accessible pong game; and (d) an accessible action game. The main objective of the work was to investigate the hypothesis that computer games, as pleasant, motivating and highly engaging interactive experiences, can have a significant role on improving the training of people with learning difficulties, such as attention deficit disorder or Asperger syndrome. The obtained results are very positive and encouraging, and have led to the identification of new research directions, blending training and playing, via novel training techniques and purpose-specific game genres.
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Grammenos, Dimitris, Savidis, Anthony and Stephanidis, Constantine (2007): Unified Design of Universally Accessible Games. In: Stephanidis, Constantine (ed.) Universal Access in Human-Computer Interaction. Applications and Services, 4th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2007 Held as Part of HCI International 2007 Beijing, China, July 22-27, 2007 Proceedings, Part July 22-27, 2007, Beijing, China. pp. 607-616. Available online
Karouzaki, E., Savidis, Anthony, Katzourakis, A. and Stephanidis, Constantine (2007): Tile Dreamer : Game Tiles Made Easy. In: Stephanidis, Constantine (ed.) UAHCI 2007 - 4th International Conference on Universal Access in Human-Computer Interaction - Part 1 July 22-27, 2007, Beijing, China. pp. 382-391. Available online
» 2006 «
Savidis, Anthony and Stephanidis, Constantine (2006): Inclusive development: Software engineering requirements for universally accessible interactions. In Interacting with Computers, 18 (1) pp. 71-116
The notion of 'universal access' reflects the concept of an Information Society in which potentially anyone (i.e. any user) will interact with computing machines, at anytime and anyplace (i.e. in any context of use) and for virtually anything (i.e. for any task). Towards reaching a successful and cost effective realization of this vision, it is critical to ensure that the future interface development tools provide all the necessary instrumentation to support inclusive design, i.e. facilitate inclusive development. In the meantime, it is crucial that both tool developers and interface developers acquire awareness regarding the key development features they should pursue when investigating for the most appropriate software engineering support in addressing such a largely demanding development goal (i.e. universally accessible interactions). This paper discusses a corpus of key development requirements for building universally accessible interactions that has been consolidated from real practice, in the course of six medium-to-large scale research projects, all completed, within a 10 years timeframe.
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Antona, Margherita, Savidis, Anthony and Stephanidis, Constantine (2006): A Process-Oriented Interactive Design Environment for Automatic User-Interface Adaptation. In International Journal of Human-Computer Interaction, 20 (2) pp. 79-116
In the design of user interfaces that adapt automatically to end-users and usage contexts, designers should be prepared to cope with large design spaces; these spaces will be necessary to accommodate design constraints posed by the diversity in the target user population and the various contexts of use. Adaptation-oriented design is considered a powerful design recipe addressing the compelling requirements of customization, accessibility, and high quality of interaction. Under this perspective, it must be carefully planned, designed, accommodated, and conducted within the life cycle of interactive systems, from the early exploratory phases of design and prototyping to evaluation, implementation, and deployment. Despite recent progress, the practice of designing automatic user-interface adaptations remains difficult, due to intrinsic complexity of the task and the current limited expertise of designers and practitioners. Toward overcoming such a difficulty, this article presents MENTOR, a tool providing (a) practical integrated support for all phases of adaptation design, through appropriate editing facilities; (b) practical support for a "smooth transition" from design to development through the availability of automated verification mechanisms for the designed adaptation logic, as well as the automated generation of "ready-to-implement" interface specifications; and (c) support for the progressive accumulation of design cases and of the related design experience and knowledge, in particular regarding adaptation.
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Savidis, Anthony, Grammenos, Dimitris and Stephanidis, Constantine (2006): Developing inclusive e-learning systems. In Universal Access in the Information Society, 5 (1) pp. 51-72
The requirement for e-inclusion relates to the employment of appropriate development strategies for software applications and services so as to accomplish accessibility and increased interaction quality at deployment time. Inclusive e-learning is the outcome from the application of e-inclusion design and implementation methods in the context of e-learning systems. This paper reports consolidated development experience from the construction of the following e-learning systems: (a) training applications for hand-motor impaired users and for people with cognitive disabilities; (b) learner-adapted courseware and (c) a universally accessible educational computer game. In this context, the primary emphasis is placed on the reporting of the design and implementation aspects to accommodate the inclusive system characteristics, rather than on the typical e-learning software engineering approaches.
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Savidis, Anthony, Stamou, Apostolos and Stephanidis, Constantine (2006): An Accessible Multimodal Pong Game Space. In: Proceedings of the 9th ERCIM Workshop on User Interfaces for All 2006. pp. 405-418. Available online
King Pong is an accessible remake of the classic Pong game, supporting a spatially localized audio environment and force feedback (transforming sound into haptic feedback). It may be played either by one player and the computer as opponent, or by two players. In the two-player mode, the opponents can share the same computer, or alternatively play the game over the network. King Pong also supports recording (logging) and playback of game play activities with time stamps for off-line analysis and evaluation. The game is fully configurable, regarding the auditory grid, the behavior of the force feedback, the graphical appearance and various sound effects. Moreover, different levels of difficulty are supported, affecting speed and the game arena (i.e., circular top-bottom sides). This paper reports the design methodology regarding the spatial auditory grid, as well as the use of force feedback, and discusses issues related to the game-play itself, such as the simulation of an artificial opponent.
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Grammenos, Dimitris, Savidis, Anthony, Georgalis, Yannis and Stephanidis, Constantine (2006): Access Invaders: Developing a Universally Accessible Action Game. In: Miesenberger, Klaus, Klaus, Joachim, Zagler, Wolfgang L. and Karshmer, Arthur I. (eds.) ICCHP 2006 - Computers Helping People with Special Needs, 10th International Conference July 11-13, 2006, Linz, Austria. pp. 388-395. Available online
» 2005 «
Savidis, Anthony and Stephanidis, Constantine (2005): Distributed interface bits: dynamic dialogue composition from ambient computing resources. In Personal and Ubiquitous Computing, 9 (3) pp. 142-168
Lalis, Spyros, Karypidis, Alexandros and Savidis, Anthony (2005): Ad-hoc composition in wearable and mobile computing. In Communications of the ACM, 48 (3) pp. 67-68
» 2004 «
Savidis, Anthony and Stephanidis, Constantine (2004): Unified user interface design: designing universally accessible interactions. In Interacting with Computers, 16 (2) pp. 243-270
Designing universally accessible user interfaces means designing for diversity in end-users and contexts of use, and implies making alternative design decisions, at various levels of the interaction design, inherently leading to diversity in the final design outcomes. Towards this end, a design method leading to the construction of a single interface design instance is inappropriate, as it cannot accommodate for diversity of the resulting dialogue artifacts. Therefore, there is a need for a systematic process in which alternative design decisions for different design parameters may be supported. The outcome of such a design process realizes a design space populated with appropriate designed dialogue patterns, along with their associated design parameters (e.g. user- and usage-context-attribute values). This paper discusses the Unified Interface Design Method, a process-oriented design method enabling the organization of diversity-based design decisions around a single hierarchical structure, and encompassing a variety of techniques such as task analysis, abstract design, design polymorphism and design rationale.
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Savidis, Anthony and Stephanidis, Constantine (2004): Unified user interface development: the software engineering of universally accessible interactions. In Universal Access in the Information Society, 3 (3) pp. 165-193
In the information society, the notion of computing-platform encompasses, apart from traditional desktop computers, a wide range of devices, such as public-use terminals, phones, TVs, car consoles, and a variety of home appliances. Today, such computing platforms are mainly delivered with embedded operating systems (such as Windows CE, Embedded/ Personal Java, and Psion Symbian), while their operational capabilities and supplied services are controlled through software. The broad use of such computing platforms in everyday life puts virtually anyone in the position of using interactive software applications in order to carry out a variety of tasks in a variety of contexts of use. Therefore, traditional development processes, targeted towards the elusive average case, become clearly inappropriate for the purposes of addressing the new demands for user- and usage-context diversity and for ensuring accessible and high-quality interactions. This paper will introduce the concept of unified user interfaces, which constitutes our theoretical platform for universally accessible interactions, characterized by the capability to self-adapt at run-time, according to the requirements of the individual user and the particular context of use. Then, the unified user interface development process for constructing unified user interfaces will be described, elaborating on the interactive-software engineering strategy to accomplish the run-time self-adaptation behaviour.
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Ntoa, Stavroula, Savidis, Anthony and Stephanidis, Constantine (2004): FastScanner: An Accessibility Tool for Motor Impaired Users. In: Klaus, Joachim, Miesenberger, Klaus, Zagler, Wolfgang L. and Burger, Dominique (eds.) ICCHP 2004 - Computers Helping People with Special Needs - 9th International Conference July 7-9, 2004, Paris, France. pp. 796-803. Available online
» 2003 «
Savidis, Anthony and Stephanidis, Constantine (2003): Dynamic environment-adapted mobile interfaces: the Voyager Toolkit. In: Proceedings of the Tenth International Conference on Human-Computer Interaction 2003. pp. 489-493.
» 2002 «
Savidis, Anthony, Maou, N., Pachoulakis, I. and Stephanidis, Constantine (2002): Continuity of interaction in nomadic interfaces through migration and dynamic utilization of I/O resources. In Universal Access in the Information Society, 1 (4) pp. 274-287
The concept of ubiquitous computing reflects an infrastructure in which users are engaged in mobile interaction sessions within environments composed of dynamically varying computational resources. In this paradigm, applications are required to continuously follow end users and provide high-quality interaction while migrating among different computing devices and dynamically utilizing the available input/output (I/O) resources of each device. In the context of such interaction scenarios, the principle of continuity, which emphasizes the uninterrupted sequence of dialogue activities, is put forward as a key design goal. This paper presents an application experiment demonstrating interface migration, distributed I/O control, and dynamic I/O reconfiguration. The adopted dialogue design approach is discussed, along with the identified interaction design requirements, from the perspective of dialogue continuity. Finally, the employed software engineering strategy is presented, elaborating on the way dialogue mobility, distribution, and dynamic I/O control have been accomplished.
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» 2001 «
Stephanidis, Constantine and Savidis, Anthony (2001): Universal Access in the Information Society: Methods, Tools, and Interaction Technologies. In Universal Access in the Information Society, 1 (1) pp. 40-55
Accessibility and high quality of interaction with products, applications, and services by anyone, anywhere, and at any time are fundamental requirements for universal access in the emerging Information Society. This paper discusses these requirements, and their relation to the concept of automated adaptation of user interfaces. An example application is presented, showing how adaptation can be used to accommodate the requirements of different user categories and contexts of use. This application is then used as a vehicle for discussing a new engineering paradigm appropriate for the development of adaptation-based user interfaces. Finally, the paper investigates issues concerning the interaction technologies required for universal access.
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Antona, Margherita, Savidis, Anthony and Stephanidis, Constantine (2001): Adaptation of interactive courseware. In: Stephanidis, Constantine (ed.) HCI International 2001 - Proceedings of the 9th International Conference on Human-Computer Interaction August 5-10, 2001, New Orleans, USA. pp. 760-764.
Paramythis, Alex, Savidis, Anthony and Stephanidis, Constantine (2001): AVANTI: a universally accessible web browser. In: Stephanidis, Constantine (ed.) HCI International 2001 - Proceedings of the 9th International Conference on Human-Computer Interaction August 5-10, 2001, New Orleans, USA. pp. 91-95.
Stephanidis, Constantine, Akoumianakis, Demosthenes and Savidis, Anthony (2001): Accessibility guidelines: current status and future prospects in standardization. In: Stephanidis, Constantine (ed.) HCI International 2001 - Proceedings of the 9th International Conference on Human-Computer Interaction August 5-10, 2001, New Orleans, USA. pp. 622-626.
» 2000 «
Akoumianakis, Demosthenes, Savidis, Anthony and Stephanidis, Constantine (2000): Encapsulating Intelligent Interactive Behaviour in Unified User Interface Artefacts. In Interacting with Computers, 12 (4) pp. 383-408
Intelligence at the level of the user interface is currently being supported through a number of prevalent strands, including adaptive user interfaces, model-based user interface development and interface agents. Moreover, the term intelligent user interface typically implies the notion of dynamically enhancing the interaction with a single implemented artefact to suit different usage patterns, user groups, or contexts of use. This article extends this notion and describes how unified design artefacts can support the development of accessible and high quality user interfaces exhibiting the characteristics of multiple metaphor environments. To this effect, the article outlines the principles of unified user interface development and discusses how it can be used to advance Intelligent Interface Technology to account for diverse user requirements and interaction contexts.
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» 1999 «
Savidis, Anthony, Akoumianakis, Demosthenes and Stephanidis, Constantine (1999): Unified user interfaces: from design to implementation. In: 1999. pp. 782-786.
Paramythis, A., Sfyrakis, M., Savidis, Anthony and Stephanidis, Constantine (1999): Non-visual web browsing: lessons learned from the AVANTI case study. In: 1999. pp. 812-817.
» 1998 «
Savidis, Anthony and Stephanidis, Constantine (1998): The HOMER UIMS for Dual User Interface Development: Fusing Visual and Non-Visual Interactions. In Interacting with Computers, 11 (2) pp. 173-209
Existing systems which enable accessibility to graphical user interfaces (GUIs) by blind people follow an 'adaptation strategy'; each system adopts its own hard-coded policy for reproducing visual dialogues in a non-visual form, without knowledge about the application domain or the particular dialogue characteristics. It is argued that non-visual user interfaces should be more than automatically generated adaptations of visual dialogues. Tools are required to facilitate purposeful non-visual interface construction, allowing iterative design and implementation. Such tools should cater for the construction of 'integrated' user interfaces, which are concurrently accessible by sighted and blind users. Thus, the concept of dual user interfaces is introduced, arguably as the most appropriate basis to address this important issue of concurrent accessibility, in order to prevent segregation of blind people in computer-based working environments. A user interface management system (UIMS) has been developed, called HOMER, which facilitates the development of dual user interfaces. HOMER supports the integration of visual and non-visual toolkits of interaction elements; a non-visual toolkit, called COMONKIT, has been also implemented for building non-visual user interfaces, and has been incorporated in HOMER.
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» 1997 «
Savidis, Anthony, Paramythis, A., Akoumianakis, Demosthenes and Stephanidis, Constantine (1997): Designing User-Adapted Interfaces: The Unified Design Method for Transformable Interactions. In: Proceedings of DIS97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 1997. pp. 323-334. Available online
In the interface design process, diverse user requirements and characteristics lead to alternative dialogue patterns. User-adapted interfaces, capable of self-adapting to individual end-user requirements, should encompass alternative dialogue components into a single implementation form. The process of designing user-adapted interactive applications necessarily engages the manipulation of alternative design artifacts, while for the implementation process a single design is needed, as opposed to alternative design versions. The unified design method is targeted towards the organization of alternative design artifacts into a single representation structure. Relationships among alternative artifacts in user-adapted design, such as exclusion, compatibility, augmentation and substitution, need to be explicitly represented.
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Stephanidis, Constantine, Savidis, Anthony and Paramythis, A. (1997): Addressing Cultural Diversity Through Unified Interface Development. In: Proceedings of the Seventh International Conference on Human-Computer Interaction 1997. pp. 165-168.
Savidis, Anthony, Vernardos, G. and Stephanidis, Constantine (1997): Embedding Scanning Techniques Accessible to Motor-Impaired Users in the WINDOWS Object Library. In: Proceedings of the Seventh International Conference on Human-Computer Interaction 1997. pp. 429-432.
Savidis, Anthony, Akoumianakis, Demosthenes and Stephanidis, Constantine (1997): Software Architecture for Transformable Interface Implementations: Building User-Adapted Interactions. In: Proceedings of the Seventh International Conference on Human-Computer Interaction 1997. pp. 453-456.
Savidis, Anthony and Stephanidis, Constantine (1997): Unifying and Merging Toolkits: A Multi-Purpose Toolkit Integration Engine. In: Proceedings of the Seventh International Conference on Human-Computer Interaction 1997. pp. 457-460.
Savidis, Anthony and Stephanidis, Constantine (1997): Agent Classes for Managing Dialogue Control Specification Complexity: A Declarative Language Framework. In: Proceedings of the Seventh International Conference on Human-Computer Interaction 1997. pp. 461-464.
Savidis, Anthony, Stephanidis, Constantine and Emiliani, P. L. (1997): Abstract Task Definition and Incremental Polymorphic Physical Instantiation: The Unified Interface Design Method. In: Proceedings of the Seventh International Conference on Human-Computer Interaction 1997. pp. 465-468.
Savidis, Anthony, Stephanidis, Constantine and Akoumianakis, Demosthenes (1997): Unifying toolkit programming layers: a multi-purpose toolkit integration module. In: Harrison, Michael D. and Torres, Juan Carlos (eds.) DSV-IS 1997 - Design, Specification and Verification of Interactive Systems97, Proceedings of the Fourth International Eurographics Workshop June 4-6, 1997, Granada, Spain. pp. 177-192.
» 1996 «
Savidis, Anthony and Stephanidis, Constantine (1996): Agents Classes for Managing Dialogue Control Specification Complexity. In: Stephanidis, Constantine (ed.) Proceedings of the 2nd ERCIM Workshop on User Interfaces for All November 7-8, 1996, Prague, Czech Republic. p. 10. Available online
The organization of interface implementation software by means of agents is an elegant model for managing the interface construction complexity. Agents have their own local control, may manage arbitrary collections of interaction objects, and may communicate with, control, or affect other agents. The explicit realization of the agent model in dialogue specification languages is currently restricted. The I-GET interface specification language (for the I-GET UIMS) encompasses specification facilities directly reflecting the software agent model; these facilities and some key implementation issues will be presented and discussed. The agent-based specification kernel of the I-GET language provides a framework that could be combined with various other interface specification languages.
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Savidis, Anthony and Stephanidis, Constantine (1996): PIM: a Tool for Building Programming Layers on Top of Toolkits. In: Stephanidis, Constantine (ed.) Proceedings of the 2nd ERCIM Workshop on User Interfaces for All November 7-8, 1996, Prague, Czech Republic. p. 11. Available online
Learning to program with interface toolkits requires a considerable amount of time. Due to the fact that existing toolkits provide radically different programming layers, programmers familiar with one particular toolkit require additional training before they can effectively use another toolkit. Virtual toolkits have contributed positively in this context, by providing the same programming layer for a fixed number of target toolkits. However, users of virtual toolkits are not enabled: (i) to locally incorporate a new toolkit, or (ii) to extend or modify the supplied programming layer (e.g. adding new interaction facilities, changing naming conventions and programming structure of interaction elements). A tool has been developed, called PIM, through which interface developers may establish the desired programming layers on top of toolkits, such as virtual toolkits, with reduced development effort. The PIM tool provides: (a) a language for the specification of the desired programming layers for toolkits, (b) a compiler to translate such a specification to a C++ software library (i.e. generated programming layer), and (c) an asynchronous communication library, called generic toolkit interfacing protocol, for "connecting" the generated programming layer with the original target toolkit; such a connection should be realized through the implementation of a toolkit server module (one toolkit server implementation is needed for each programming layer to be built).
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Savidis, Anthony, Stephanidis, Constantine, Korte, Andreas, Crispien, Kai and Fellbaum, Klaus (1996): A Generic Direct-Manipulation 3D-Auditory Environment for Hierarchical Navigation in Non-Visual Interaction. In: Second Annual ACM Conference on Assistive Technologies 1996. pp. 117-123. Available online
Auditory presentation methods may significantly enhance the interaction quality during user-computer dialogue. The impact of auditory interaction methods is important in the context of non-visual interaction, where audio is the primary direct perception output modality. In a few cases, 3D-audio output techniques have been employed for providing interaction for blind users. Unfortunately, such developments have been too specialized and do not support re-usability of the implemented approaches and techniques in different contexts, where non-visual interaction needs to be realized. A generic re-usable environment has been implemented, based on 3D audio, 3D pointing, hand gestures and voice input, which is applicable in all cases that interactive hierarchically structured selections from sets of alternatives must be handled. This environment has been used to implement the hierarchical navigation dialogue in a multimedia non-visual toolkit currently under development. It is composed of a set of modules implementing re-usable functionality with which interaction for non-visual hierarchical navigation can be realized within any non-visual interaction toolkit.
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Akoumianakis, Demosthenes, Savidis, Anthony and Stephanidis, Constantine (1996): Design Assistance for User-Adapted Interaction. In: Bodart, Francois and Vanderdonckt, Jean M. (eds.) DSV-IS 1996 - Design, Specification and Verification of Interactive Systems96, Proceedings of the Third International Eurographics Workshop June 5-7, 1996, Namur, Belgium. pp. 248-271.
» 1995 «
Savidis, Anthony and Stephanidis, Constantine (1995): Developing Dual Interfaces for Integrating Blind and Sighted Users: The HOMER UIMS. In: Katz, Irvin R., Mack, Robert L., Marks, Linn, Rosson, Mary Beth and Nielsen, Jakob (eds.) Proceedings of the ACM CHI 95 Human Factors in Computing Systems Conference May 7-11, 1995, Denver, Colorado. pp. 106-113. Available online
Existing systems which enable the accessibility of Graphical User Interfaces to blind people follow an "adaptation strategy"; each system adopts its own fixed policy for reproducing visual dialogues to a non-visual form, without knowledge about the application domain or particular dialogue characteristics. It is argued that non-visual User Interfaces should be more than automatically generated adaptations of visual dialogues. Tools are required to facilitate non-visual interface construction, which should allow iterative design and implementation (not supported by adaptation methods). There is a need for "integrated" User Interfaces which are concurrently accessible by both sighted and blind users in order to prevent segregation of blind people in their working environment. The concept of Dual User Interfaces is introduced as the most appropriate basis to address this issue. A User Interface Management System has been developed, called HOMER, which facilitates the development of Dual User Interfaces. HOMER supports the integration of visual and non-visual lexical technologies. In this context, a simple toolkit has been also implemented for building non-visual User Interfaces and has been incorporated in the HOMER system.
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Stephanidis, Constantine, Akoumianakis, Demosthenes and Savidis, Anthony (1995): Design Representations and Development Support for User Interface Adaptation. In: Stephanidis, Constantine (ed.) Proceedings of the 1st ERCIM Workshop on User Interfaces for All October 30-31, 1995, Heraklion, Crete, Greece. p. 23. Available online
With the advent of Graphical User Interfaces (GUIs) and the advances of input/output technologies, there has been a shift of perspective, from user interface programming tools to environments for designing interaction. This is partly attributed to technological maturity and partly due to the increasing requirement to support a need-driven and user-centered protocol for design, development and implementation of interactive systems. This paper investigates the architectural shortcomings of existing user interface development systems and environments with respect to supporting adaptation of a user interface and discusses methods, techniques and tools that are needed to empower user interface designers. In particular, the paper describes a high level architecture comprising user interface software components that can provide the required design, development and implementation support that is needed to facilitate user interfaces for different user groups with diverse requirements abilities and preferences.
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Savidis, Anthony and Stephanidis, Constantine (1995): Supporting Blind and Sighted User Collaboration through Dual User Interfaces Using the HOMER System. In: Proceedings of the Sixth International Conference on Human-Computer Interaction 1995. pp. 929-934.
The emergence of Graphical User Interfaces has introduced additional problems regarding the accessibility of computer systems by blind people. The implications include restricted opportunities for computer-based collaboration between blind and sighted users in a working environment. Currently, accessibility to graphical User Interfaces by blind users is enabled through systems which reproduce the lexical structure of User Interfaces (i.e. interaction objects and their relationships) in a non-visual form; such systems introduce visually oriented concepts in the context of non-visual interaction. The concept of Dual User Interfaces has been defined as a more efficient and effective approach to address the accessibility and collaboration problems. A User Interface Management System, called HOMER, has been developed for the construction of Dual User Interfaces.
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» 1994 «
Stephanidis, Constantine, Paramythis, Alexandros, Karagiannidis, Charalampos and Savidis, Anthony (1994): Supporting Interface Adaptation: the AVANTI Web Browser. In: Stephanidis, Constantine and Carbonell, Noelle (eds.) Proceedings of the 3rd ERCIM Workshop on User Interfaces for All November 3-4, 1994, Obernai, France. p. 14. Available online
The increasing use of Internet and the World Wide Web as a primary medium for communication and access to information is creating numerous opportunities and challenges for the population at large and especially for people with disabilities. The importance of supporting information exchange between all potential users in the context of the emerging Information Society has, therefore, increased significantly. This paper focuses on the employment of user interface adaptation techniques, for the provision of accessibility and high-quality interaction to Web-based applications and services to able-bodied, blind and motor-impaired users. The work reported has been conducted in the context of the ACTS AC042 AVANTI project of the European Commission.
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Savidis, Anthony and Stephanidis, Constantine (1994): Unified Manipulation of Interaction Objects: Integration, Augmentation, Expansion and Abstraction. In: Stephanidis, Constantine and Carbonell, Noelle (eds.) Proceedings of the 3rd ERCIM Workshop on User Interfaces for All November 3-4, 1994, Obernai, France. p. 15. Available online
Interface developers combine interaction elements in order to implement the User Interface of interactive software applications, using the development facilities available by a given development tool. The functional capabilities of the interface tool may significantly affect the quality of the resulting interactive software product, as well as the resources needed for further maintenance, upgrade, porting and expansion. Interaction objects play a key role in interface tools, irrespective of the nature of the interface construction technique (e.g. graphical construction, programming language, declarative specification, task notation). We have identified four fundamental categories of mechanisms for manipulating interaction objects in interface tools. Their merits in the context of interface development tools are identified, particularly in the context of developments for diverse user groups and openness for different interaction technologies. We will also show that these two functional requirements play a key role towards meeting the objectives of User Interfaces for All.
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Mar 22nd, 2010
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