Abstract. Deaf students have difficulty in reading texts written in languages whose mode is oral-auditory, such as Portuguese. As users of a signed language, it is harder for them to obtain information contained in books, magazines and newspapers. For this purpose, we have built the STAUT-Reader, an electronic reader, designed to help deaf to read texts written in Portuguese. The tool uses a Rule-Based Machine Translation system to produce output texts in a written representation of Libras, the Brazilian Sign Language. To investigate our proposal, we conducted an experiment using a counterbalanced within-subjects design to evaluate the reading performance of deaf readers using our tool. The results showed to be promising, especially for non-oralized deaf.
The so-called "quota law" facilitates access to the job market for Persons with Disabilities (PcD) in Brazil. However, many of these positions remain unfilled due to the lack of skills between PcD. We are developing courses geared towards professions that require a more practical approach, which require remotely oriented workshops. Augmented reality workshops seem to be an interesting alternative since pupils can keep their hands free by receiving instructions and interacting with their tutors who are away. This paper presents the results of an experiment with 80 people who used an augmented reality learning object with four different forms of interaction.
Resumo. A chamada "lei de cotas" facilita o acesso ao mercado de trabalho paraPessoas com Deficiência (PcD) no Brasil. No entanto, muitas dessas posições permanecem não preenchidas devido à falta de habilidades entre as PcDs. Estamos desenvolvendo cursos voltados para profissões que requerem uma abordagem mais prática, que exigem oficinas orientadas remotamente. Oficinas de realidade aumentada parecem ser uma alternativa interessante uma vez que os usuários podem manter suas mãos livres, recebendo instruções e interagindo com tutores remotos e material didático. Este artigo apresenta os resultados de um experimento com 80 pessoas que utilizaram um objeto de aprendizagem com realidade aumentada com quatro diferentes formas de interação.
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