SearcharxivSearch

arXiv subjects

Kotaro Hara

Publications and source records attributed to Kotaro Hara.

8 recordsLinked to original sources

Q&A or Document-Based? The Effects of Interface Type on How Screen Reader Users Access Interconnected Documents

Blind and low-vision (BLV) users are increasingly engaging with large language model (LLM) interfaces to access documents, but it is unclear how such systems support or hinder their ability to build interconnected knowledge. To examine this gap, we compared a Question-Answer Interface (QAI) that supports open-ended conversational inquiry, with a Document Interface (DI) based mostly on traditional structured text document navigation. We recruited 16 BLV screen reader users where they used both interfaces to explore two fictional worlds. Data from interaction logs, concept maps, decision-based tasks, and semi-structured interviews provide comparative insights into how interface design supports knowledge construction. Findings show that participants visited more distinct documents with the DI and formed larger and more correct mental models with the DI than with the QAI. They were also more able to apply knowledge they had gained. Simultaneously, many still preferred the QAI and often estimated that they had explored more, formed better mental models and applied their models better when acquiring the information with the QAI, despite this not being the case. Our analysis suggests possible interface design reasons for these differences and highlights some of the risks introduced by using question-answer interfaces to access information spaces.

cs.HC

Accessible Fine-grained Data Representation via Spatial Audio

Pitch-based sonification of quantitative data increases the accessibility of data visualizations that are otherwise inaccessible for blind and low-vision (BLV) individuals. We argue that, although pitch representations can reveal the coarse-grained information of data, such as data trend and value comparison, they cannot effectively convey the fine-grained details like the sign and exact value of individual data points. Informed by existing sound perception research, we propose a spatial audio-based approach by representing data values as the sound direction in the azimuth plane to achieve accessible fine-grained data representation. We conducted a user study with 26 participants (including 10 BLV participants) on four data perception tasks. The results show our approach significantly outperforms pitch representation on fine-grained data perception tasks like recognizing data signs and exact values, and performs similarly on data trend identification, despite its inferior accuracy on data value comparison.

cs.HC

Navigation beyond Wayfinding: Robots Collaborating with Visually Impaired Users for Environmental Interactions

Robotic guidance systems have shown promise in supporting blind and visually impaired (BVI) individuals with wayfinding and obstacle avoidance. However, most existing systems assume a clear path and do not support a critical aspect of navigation - environmental interactions that require manipulating objects to enable movement. These interactions are challenging for a human-robot pair because they demand (i) precise localization and manipulation of interaction targets (e.g., pressing elevator buttons) and (ii) dynamic coordination between the user's and robot's movements (e.g., pulling out a chair to sit). We present a collaborative human-robot approach that combines our robotic guide dog's precise sensing and localization capabilities with the user's ability to perform physical manipulation. The system alternates between two modes: lead mode, where the robot detects and guides the user to the target, and adaptation mode, where the robot adjusts its motion as the user interacts with the environment (e.g., opening a door). Evaluation results show that our system enables navigation that is safer, smoother, and more efficient than both a traditional white cane and a non-adaptive guiding system, with the performance gap widening as tasks demand higher precision in locating interaction targets. These findings highlight the promise of human-robot collaboration in advancing assistive technologies toward more generalizable and realistic navigation support.

cs.RO

Chameleon: Automated Color Palette Adaptation for Dark Mode Data Visualizations

Dark mode has gained widespread adoption across mobile platforms due to its benefits in reducing eye strain and conserving battery life. However, while the mobile system switches to dark mode, most visualizations remain designed for light mode, causing visual disruptions. Existing methods, such as manual adjustment or color inversion, are either time-consuming or fail to preserve the semantic meaning of colors in visualizations, making them less effective in dark mode. To address this challenge, we propose Chameleon, an algorithm that automatically transforms light mode visualizations into dark mode while maintaining visual clarity and color semantics. By optimizing for luminance contrast, color consistency, and adjacent color differences, Chameleon ensures that the transformed visualizations are legible and visually coherent. Our evaluation includes case study, expert interview, system evaluation, and a user study, and these demonstrate that Chameleon is effective at translating visualizations for dark mode.

cs.HC

Map as a By-product: Collective Landmark Mapping from IMU Data and User-provided Texts in Situated Tasks

This paper presents Collective Landmark Mapper, a novel map-as-a-by-product system for generating semantic landmark maps of indoor environments. Consider users engaged in situated tasks that require them to navigate these environments and regularly take notes on their smartphones. Collective Landmark Mapper exploits the smartphone's IMU data and the user's free text input during these tasks to identify a set of landmarks encountered by the user. The identified landmarks are then aggregated across multiple users to generate a unified map representing the positions and semantic information of all landmarks. In developing the proposed system, we focused specifically on retail applications and conducted a formative interview with stakeholders to confirm their practical needs that motivate the map-as-a-byproduct approach. Our user study demonstrates the feasibility of the proposed system and its superior mapping performance in two different setups: creating a product availability map from restocking checklist tasks at a retail store and constructing a room usage map from office inspection tasks, further demonstrating the potential applicability to non-retail applications.

cs.HC

Audio Description Customization

Blind and low-vision (BLV) people use audio descriptions (ADs) to access videos. However, current ADs are unalterable by end users, thus are incapable of supporting BLV individuals' potentially diverse needs and preferences. This research investigates if customizing AD could improve how BLV individuals consume videos. We conducted an interview study (Study 1) with fifteen BLV participants, which revealed desires for customizing properties like length, emphasis, speed, voice, format, tone, and language. At the same time, concerns like interruptions and increased interaction load due to customization emerged. To examine AD customization's effectiveness and tradeoffs, we designed CustomAD, a prototype that enables BLV users to customize AD content and presentation. An evaluation study (Study 2) with twelve BLV participants showed using CustomAD significantly enhanced BLV people's video understanding, immersion, and information navigation efficiency. Our work illustrates the importance of AD customization and offers a design that enhances video accessibility for BLV individuals.

cs.HC

How People Prompt to Create Interactive VR Scenes

Generative AI tools can provide people with the ability to create virtual environments and scenes with natural language prompts. Yet, how people will formulate such prompts is unclear -- particularly when they inhabit the environment that they are designing. For instance, it is likely that a person might say, "Put a chair here", while pointing at a location. If such linguistic features are common to people's prompts, we need to tune models to accommodate them. In this work, we present a wizard-of-oz elicitation study with 22 participants, where we studied people's implicit expectations when verbally prompting such programming agents to create interactive VR scenes. Our findings show that people prompt with several implicit expectations: (1) that agents have an embodied knowledge of the environment; (2) that agents understand embodied prompts by users; (3) that the agents can recall previous states of the scene and the conversation, and that (4) agents have a commonsense understanding of objects in the scene. Further, we found that participants prompt differently when they are prompting in situ (i.e. within the VR environment) versus ex situ (i.e. viewing the VR environment from the outside). To explore how our could be applied, we designed and built Oastaad, a conversational programming agent that allows non-programmers to design interactive VR experiences that they inhabit. Based on these explorations, we outline new opportunities and challenges for conversational programming agents that create VR environments.

cs.HC

A Data-Driven Analysis of Workers' Earnings on Amazon Mechanical Turk

A growing number of people are working as part of on-line crowd work, which has been characterized by its low wages; yet, we know little about wage distribution and causes of low/high earnings. We recorded 2,676 workers performing 3.8 million tasks on Amazon Mechanical Turk. Our task-level analysis revealed that workers earned a median hourly wage of only ~\$2/h, and only 4% earned more than \$7.25/h. The average requester pays more than \$11/h, although lower-paying requesters post much more work. Our wage calculations are influenced by how unpaid work is included in our wage calculations, e.g., time spent searching for tasks, working on tasks that are rejected, and working on tasks that are ultimately not submitted. We further explore the characteristics of tasks and working patterns that yield higher hourly wages. Our analysis informs future platform design and worker tools to create a more positive future for crowd work.

cs.CY