DIGITAL LIBRARY
ACCESSIBILITY AND SOME EDUCATIONAL BARRIERS FOR VISUALLY IMPAIRED USERS
Institute of Mathematics and Informatics, Bulgarian Academy of Sciences (BULGARIA) (BULGARIA)
About this paper:
Appears in: INTED2019 Proceedings
Publication year: 2019
Pages: 9416-9421
ISBN: 978-84-09-08619-1
ISSN: 2340-1079
doi: 10.21125/inted.2019.2333
Conference name: 13th International Technology, Education and Development Conference
Dates: 11-13 March, 2019
Location: Valencia, Spain
Abstract:
Modern technologies allow people with disabilities to use computers, mobile devices and the Internet for access to information, applications, communication, entertainment, education, and training through serious games. This article aims to present the most common barriers in the virtual space for users with visual impairments. This research was done in Bulgaria by the Institute of Mathematics and Informatics.

The extent of the various disabilities leads to limitations in human activity and the more severe the disability, the more difficult the performance of certain activities or the perception of information. There are still barriers to access to softuer applications and serious educational games that prevent visually impaired people from taking advantage of 100% of them. Barriers can be overcome with assistive technologies and accessibility standards.

Some problems encountered in visually impaired people and part of some common barriers have been investigated. There are accessibility standards for turning digital space into an accessible environment by removing such barriers. Compliance with standards ensures equal access for all users (including those with physical, sensory and neurological disturbances) to their information and functionality. Guidance on the standard of accessibility of games, thought-out developers, and for all who want or have the need for game accessibility standards are presented.

If all barriers (psychological, educational, social) are eliminated, the virtual world and serious games would be far more accessible to an blind user.
Keywords:
Accessibility, people with disabilities, educational barriers, visually impaired users, accessibility standards, software applications, serious games.