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Rapid advancement of interactive technologies during the past two decades has made access to information easier though at the expense of a clear digital divide. There is a generation who grew up with these technologies and another generation who find many modern electronic systems counter intuitive and have no use for them in their daily life. This digital divide becomes more prominent in developing countries as state-of-the-art interactive systems were not and are still not affordable to a large number of users. "Inclusive Human Machine Interaction for India" presents an end-to-end case study of developing interactive technology for the common people of India. With a foreword from Prof Ashok Juhunjhunwala (Professor, Indian Institute of Technology Madras), this book investigates problems of middle-aged and elderly users in adopting interactive technologies and proposes new user interfaces and interaction techniques. It pioneers in introducing state-of-the-art eye-gaze tracking based interaction to everyday computing tasks and presents a detailed literature survey and user studies on user modelling and eye-gaze tracking. Technologies presented in this book will not only be relevant for developing countries but will also find useful applications in developed countries.
This book illustrates how Interactive Systems can help elderly and disabled populations engage with the world around them by finding methods of overcoming the difficulties these communities face when using such systems by presenting the latest in state-of-the-art technology and providing a vision for accessibility for the near future. The challenges faced by accessibility practitioners are discussed and the different phases of delivering accessible products and services are explored. A collection of eminent researchers from around the world cover topics on developing and standardizing user models for inclusive design, adaptable multimodal system development for digital TV and ubiquitous devices, presenting research on intelligent voice recognition, adaptable pointing, browsing and navigation, and affect and gesture recognition. The research not only focuses on how these can be hugely beneficial to primary users, but often finding useful applications for their able-bodied counterparts. For this new edition, new chapters have been added focusing on the latest developments in games for the visually impaired, inclusive interfaces for the agricultural industry in India and technologies to improve accessibility in broadcasting in Japan. A Multimodal End-2-End Approach to Accessible Computing will be an invaluable resource for both researchers and practitioners alike.
This book illustrates how Interactive Systems can help elderly and disabled populations engage with the world around them by finding methods of overcoming the difficulties these communities face when using such systems by presenting the latest in state-of-the-art technology and providing a vision for accessibility for the near future. The challenges faced by accessibility practitioners are discussed and the different phases of delivering accessible products and services are explored. A collection of eminent researchers from around the world cover topics on developing and standardizing user models for inclusive design, adaptable multimodal system development for digital TV and ubiquitous devices, presenting research on intelligent voice recognition, adaptable pointing, browsing and navigation, and affect and gesture recognition. The research not only focuses on how these can be hugely beneficial to primary users, but often finding useful applications for their able-bodied counterparts. For this new edition, new chapters have been added focusing on the latest developments in games for the visually impaired, inclusive interfaces for  the agricultural industry in India and technologies to improve accessibility in broadcasting in Japan. A Multimodal End-2-End Approach to Accessible Computing will be an invaluable resource for both researchers and practitioners alike. Â
This book provides a concise study of eye gaze tracking as a direct controller of electronic displays and interfaces inside cars and other vehicles. The author explores the prospect of controlling a vehicle's internal system via the drivers' eye gaze and for the vehicles to analyse and respond to a drivers' change in cognitive load too. New algorithms tackling micro-saccadic eye movements and the inaccuracy in eye gaze tracking for controlling on-screen pointers are presented and explored. Multimodal fusion algorithms involving eye gaze and finger tracking systems are presented and validated and important results have been obtained on gaze controlled interfaces and visual responses whilst encountering oncoming road hazards. A set of user trials to validate the algorithms involving driving simulators are also presented by the author. Exploring the Use of Eye Gaze Controlled Interfaces in Automotive Environments would of great importance to researchers and designers alike, within the fields of automotive design and engineering, human-computer interaction (HCI) and intelligent interfaces.
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