during the creativity sessions.
Using the TUIO data transmitted by the
interactive tabletop internal software, we can track
the positions of the two tags which are placed under
the frame and compute the size, position and
orientation of a virtual window which might fit inside
the frame. Thanks to the frame using two tags and not
just one, we are also able to provide a more robust
tracking of its position. It allows us to handle more
situations, for instance those when the frame is only
partially on the tabletop, since it is likely that at least
one of the two tags embedded below the frame will
be on the surface. This also allows us to use the frame
on the edges of the tabletop.
In this window, we display a replica of the content
contained within the frame. We apply all the visual
modifications required by the frame owner to this
replica.
These modifications can include contrast
enhancing, contour colouring, background hiding,
colour shading, brightness tuning or magnification
and are processed by the interactive tabletop
graphical processing unit. The combination of all
those modifications can be made through code or
using a visual interface and is stored into a user
profile. This profile is attached to a unique frame,
each frame having its own unique set of fiducial
markers.
The application can track and provide
accessibility content to any possible number of
frames within the space of the table, allowing
multiple users to explore the picture simultaneously.
6 CONCLUSION AND FUTURE
WORK
We co-designed and proposed tangible accessibility
tools specifically aimed to respond to interactive
tabletops shared interface specificities. The
interviews and creativity sessions allowed us to
identify several key features (weight, non-
obstruction, embodiment into a single device, bright
colored…) for the design of such kind of objects. The
implementation of the solution allows us to easily
include this tool into our game development process.
Since accessing young disabled population is
difficult, more specifically in a classroom setting, we
conducted all our preliminary studies and interviews
with professionals of the accessibility field and
teachers. As a next step, in order to validate our
proposition and improve it, we plan to conduct a user
study directly with the end users we target, i.e.
students of different ages, both visually and sighted,
in a classroom setting.
This will allow us to gather direct user feedback
on our proposition and apply an iterative design
methodology on our system.
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