{"id":1084560,"date":"2024-10-24T10:25:53","date_gmt":"2024-10-24T17:25:53","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?post_type=msr-blog-post&p=1084560"},"modified":"2024-11-20T10:15:47","modified_gmt":"2024-11-20T18:15:47","slug":"timeline-assistive-technology-at-microsoft-research","status":"publish","type":"msr-blog-post","link":"https:\/\/www.microsoft.com\/en-us\/research\/articles\/timeline-assistive-technology-at-microsoft-research\/","title":{"rendered":"Timeline: Assistive technology at Microsoft Research"},"content":{"rendered":"\n

Empowering every person and organization on the planet to achieve more requires giving ownership of the computing experience to the individual and leveraging technological advancements to deliver products, tools, and services that people can make work for them\u2014whatever their circumstances or abilities. Over the years, Microsoft Research has collaborated closely with people with disabilities and those who support them to thoughtfully and creatively innovate around this commitment to inclusive design and accessible technology. Below is a sampling of those efforts. To learn more, explore researchers\u2019 experience developing the teachable AI tool Find My Things<\/a> or, for research in assistive technologies and beyond, explore Microsoft Research<\/a>.<\/p>\n\n\n\t

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    Find My Things recognized for innovative design<\/h3>\n\n\n\n

    Find My Things, the object recognition tool that can be personalized from a few videos of an item and is available in the Seeing AI mobile app, is a finalist in the accessible design<\/a> and artificial intelligence<\/a> categories of the US-based business media brand Fast Company\u2019s Innovation by Design Awards. Find My Things was developed by members of the Microsoft Research Teachable AI Experiences (Tai X)<\/a> team and a group of citizen designers and was integrated into Seeing AI earlier in the year.<\/p>\n\n\n\n

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    Read ASSETS 2023 paper<\/a><\/div>\n\n\n\n
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    Foundation models used to support blind community<\/h3>\n\n\n\n

    As part of Microsoft Research\u2019s Accelerate Foundation Models Research (AFMR) initiative, a team from Waseda University is developing a system that will leverage vision and language foundation models to help people who are blind or have low vision with outdoor navigation.<\/p>\n\n\n\n

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    ASL Citizen dataset released<\/h3>\n\n\n\n

    Microsoft releases ASL Citizen, the first crowdsourced isolated sign language dataset<\/a>. Built in collaboration with members of the Deaf community, ASL Citizen aims to tackle the data shortage preventing the advancement of AI systems that support sign language users. It\u2019s a challenge that Microsoft researchers have been targeting for years, including with a sign language game for addressing inaccurate labels, a lack of real-world settings, and other issues<\/a> present in existing sign language datasets and an exploration of fairness, accountability, transparency, and ethics considerations in collecting sign language data<\/a>.<\/p>\n\n\n\n

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    PeopleLens inspires Find My Things<\/h3>\n\n\n\n
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    Students in the United Kingdom between the ages of 5 and 11 test the advanced research prototype PeopleLens<\/a>. The head-worn device leverages AI and spatialized audio to identify people in a room, helping users situate themselves in social scenarios and more confidently interact with those around them. During development, the PeopleLens research team identified the value personalization could add to such an experience. Given the complexity of social encounters, the team opted to examine personalization in a more straightforward application\u2014object recognition\u2014planting the seed for the personalizable object recognizer Find My Things.<\/p>\n\n\n\n

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    Ludic Design for Accessibility prioritizes play<\/h3>\n\n\n\n

    Researchers introduce Ludic Design for Accessibility (LDA), a multistep approach that prioritizes play and exploration in the design of assistive technologies. LDA was inspired by earlier work that leveraged spatial audio technology to help make mainstream video games enjoyable for people with low vision<\/a>. The approach has informed Microsoft Research projects such as an audio-based app designed to encourage physical activity among people who are blind or have low vision<\/a> and a study of how teachers in low-resource schools believe digital games can best serve students who are blind<\/a>. Recently, Microsoft Research India collaborated with the Srishti Manipal Institute of Art, Design and Technology to incorporate LDA into its curriculum, tasking students at the institute with designing play-based learning and skill-building experiences for children with disabilities.<\/p>\n\n\n\n

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