The Journey Toward Braille: Potential and Limitations of using Braille with iDevices

By Jennifer Dunnam

Today, with the right resources and in the right circumstances, it is possible for a Braille reader to purchase a book the same day it is released by the publisher, at the same price paid by the print reader, and read it immediately on a mobile device in reasonably good quality Braille. If a book in another language is acquired, the Braille reader can quickly make some adjustments using the Braille display, and presto, the book is displayed in largely correct Braille for the additional language.  Likewise, it is now possible to write a document, message, or anything else using the six keys of a Braille display, and the words are almost instantaneously translated to print, ready for sharing with anyone. Apple has been one of the major forces in making these previously unimaginable developments possible within the past few years.

Posted in: 

NLS Bard for iOS! A long awaited App

By Amy Mason

 

Posted in: 

Some news from Pearson Higher Education

Shared by Elaine Ober

Nothing quite takes the place of direct interaction with customers.  I was reminded of this in July, when a group from Pearson Higher Education had the opportunity to attend the NFB’s annual convention. There, we demonstrated the latest versions of some of our online products – MyMathLab and MyITLab -- and enjoyed talking with, and learning from, the folks who attended the session. The following day, in conversation with Anne Taylor, I mentioned that we’re expanding our list of accessible HTML eBooks to disciplines beyond Mathematics and Statistics.  Anne was thrilled to hear this and urged me to share some details with the community.

Posted in: 

Talking digital magnifiers

By Clara Van Gerven

 

Posted in: 

Gaming resources

By Amy Mason

 

Editor's note: this post is adapted from Amy's notes for a presentation to a group of game developers, and geared toward that group, but includes sources for accessible games as well.

This list is not all-inclusive, instead it is meant to act as a springboard for further research and learning.  It provides a mixture of different resources including guidance and developer documents, example games to give developers an opportunity to try non-visual gaming, and sites for further reading.  

Guidelines and Best Practices

Inclusive gaming is still a fairly young field, however, there are already a number of reference materials that should be beneficial to developers when working to build inclusive games.  

Posted in: 

Grading Kindle Accessibility on iOS

By Amy Mason

 

Posted in: 

The Tactile Graphics Conference Wrap-Up

By Clara Van Gerven

 

When we started planning the first-ever Tactile Graphics Conference here at the NFB HQ we thought it would be more of a meeting than a full-fledged conference. We put out a call for proposals, and when we got more than we could really fit in our plans, we expanded the plan. The panel sifted through the proposals, and we managed to put it all into a conference schedule. Then we opened registration, hoping fervently that, having built this, attendees would come. A few people signed up. Then some more signed up. More followed. Before we knew it, we had once again outgrown our britches and had to scale up again.

Posted in: 

Pages

Subscribe to Access Technology