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SOME EARLY EXAMPLES:

SOME EARLY EXAMPLES:. Sonic Torch : Tasos for line/column navigation in the Frank Audiodata: including cursor identification and routing. Simple amplitude to pitch mapping of signals data in the time and frequency domains. Audio-supported mouse navigation in the Windowsbridge screen reader.

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SOME EARLY EXAMPLES:

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  1. SOME EARLY EXAMPLES: Sonic Torch: Tasos for line/column navigation in the Frank Audiodata: including cursor identification and routing. Simple amplitude to pitch mapping of signals data in the time and frequency domains. Audio-supported mouse navigation in the Windowsbridge screen reader.

  2. Cost Portability Speed of use Representation of complexity Ease of use for some Disadvantages Permanency Precise Spatial representation Tactile equivalents of graphics Van Den Dohl is among those who have shown the effectiveness of multi-modal approaches. MODELLING GUI DISPLAYS IN AUDIO - Why Audio?

  3. DESIGN APPROACHES Equivalence of interaction or of functionality: Mouse based interaction command line equivalent of direct manipulation - EXAMPLES: Outspoken, Mercator Implications for task performance and collaboration: Task completion time Task experience Task visibility

  4. MERCATOR While equivalence of interaction has potential advantages for supporting collaboration, the object equivalent approach of Mercator has generally been more successful. Reasons for this include: The difficulty of performing some GUI interactions such as mouse interactions in audio. The freedom gained by designing the auditory interface unencumbered by physical constraints imposed by GUI displays.

  5. APPROACH Identify the objects in the interface required for the auditory display Identify relationships (for example containership) which need to be made explicit Produce auditory mappings for each object and relationship Candidate options for mapping include synthetic or recorded speech, musical tones/sequences, earcons, auditory icons, Properties of objects may be mapped along musical dimensions such as pitch, timbre, tempo.

  6. GUIDELINES Speech is most invaluable for accurate specification of one of many options Auditory icons tend to provide a stronger sense of realism and action due to their real world associations Brewster and others have produced guidelines for the range and structure of usable earcons

  7. NABIGATION Requires the provision of both overviews and detailed exploration OVERVIEWS Gists: how long, how fast, what level of detail? Compression of many into one or few Options for use of spatial sound? DETAILED EXPLORATION Logical mapping of application structure Items per level? Number of levels? Is increasingly likely to be assisted by haptics. Use of short cut keys or tactile equivalents.

  8. DESIGN THE FEEDBACK • Tailorability: Verbosity levels • Nonspeech often an efficient means of choice affirmation • Pace

  9. SOME INTERESTING RECENT DEVELOPMENTS • Jaws support for sound schemes • Apple’s VoiceOver system • The rise of auditory games • Peter Parente’s screen reader system • the Wayfinder and trekker GPS applications • Vibrotactile canes • Sound beacon design: euro vs. UK encoding semantics

  10. DATAANALYSIS An important subclass of systems Accessibility v. workability Sonification Sandbox: Exploring a wide range of mappings Individual differences

  11. QUEEN MARY SYSTEM • Examining interactivity, selection, overview, navigation, analysis • Effective interactivity requires integration of speech and non speech sound: currently achieved through a sonification cursor • Selection: cell:cell specification is sometimes much more efficient than conventional highlighting • Bookmarks can also be used to reduce selection difficulties • Automatic sonification provides a level of overview, other approaches would further complement this such as multi-item compression • Manual sonification supports exploratory navigation • We are now exploring sonification approaches for common graph types.

  12. COLLABORATIVE WORKING Assistive technology tends to support a very single user model of interaction. How sonification could assist: Sense of space (other users) Parallelism Overviews Overlap with speech Examples: msn Bowers towers Again haptics often likely to compliment for guidance

  13. OTHER ALTERNATIVE/AUGMENTATIVE INTERFACES 1 The body of this talk reflects my knowledge and experience. However AD and sonification design undoubtedly have a significant role to play regarding other disabilities. Indeed given the relatively healthy funding model for visually impaired related research in many countries, the following areas should be singled out for attention:

  14. OTHER ALTERNATIVE/AUGMENTATIVE INTERFACES 2 • Communications prostheses for users with speech and/or hearing impairments: • Issues here include: • efficiency of communication • Conveying personality and emotion • Tailorability • Systems for people with dyslexia: • Auditory design which support the specific needs of this population: not just in terms of reading but in terms of interactivity and task support. • Auditory designs which support the older user: • Integrating sound support into many common devices and systems to provide augmented audio support in a highly usable, tailorable and aesthetically pleasing manner.

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