← Writing · Glossary →

Reviews

The literature-review database. Every paper Bob has reviewed (he has read many more), with a short summary, key findings, and tags. Browse, filter, search.

Search results

  • Towards Understanding the Effect of Serious Games on Attention, Adherence, and Behavior for Children with ADHD

    Jonathan Wang Liu, Mahmood Jasim, Jeong-Heon Song, So-Hwi Ha, Jun-Su Kim, Dayoung Kim, Hyunsuk Lee, Byeong Il Kim, Hee-Tae Jung · 2026 · ACM Transactions on Computer-Human Interaction

    This paper investigates how serious games designed to help children with ADHD impact their attention, adherence, and daily behaviour in real-world home settings. Conducted in two stages, the study first involved nine educators working with children in clinical ADHD settings,…

    ADHD · serious games · digital therapeutics · children · attention

  • Designing for Attention: Evaluating an Affordable Immersive VR Platform for Neurodiverse Children

    Mirko Gelsomini, Eleonora La Porta, Alessandro Fusco, Luca Maria Papandrea · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper presents VISTA (Visual Immersive Storytelling for Therapeutic Attention), a low-cost Wearable Immersive Virtual Reality (WIVR) platform designed to support attention-focused therapeutic interventions for neurodiverse children. The system uses a Google Cardboard-style…

    virtual reality · neurodiversity · attention · therapeutic technology · children

  • Color-Coded Emotional Learning Serious Games for Children with Autism: Foregrounding Facial Expression Recognition & Accessibility

    Tahani Jaser Alahmadi, Haifa Albahli, Modhi Alqahtani, Hind Bin Mehaya, Imtinan Alqahtani, Joory Alotaibi · 2025 · Proceedings of the 22nd International Web for All Conference (W4A)

    This technical note presents Muheet, a mobile application that uses color-emotion associations and AI-based facial expression recognition to help children with autism spectrum disorder (ASD) understand and recognize emotions. ASD affects approximately 1.5-2% of the global…

    autism · emotional learning · serious games · facial expression recognition · machine learning

  • Ethical Concerns when Working with Mixed-Ability Groups of Children

    Ana O. Henriques, Patricia Piedade, Filipa Rocha, Isabel Neto, Hugo Nicolau · 2024 · Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '24)

    This paper critically examines the ethical challenges researchers face when conducting studies involving mixed-ability groups of children — groups that include both children with and without disabilities working together. The authors draw on two case studies from their own…

    ethics · mixed-ability groups · children · participatory design · inclusive research

  • Inclusion as a Process: Co-Designing an Inclusive Robotic Game with Neurodiverse Classrooms

    Patricia Piedade, Isabel Neto, Ana Cristina Pires, Rui Prada, Hugo Nicolau · 2024 · Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '24)

    This paper documents a seven-month co-design process in which researchers worked with 80 children (18 of whom were neurodivergent) across four neurodiverse classrooms in Lisbon, Portugal, to design an inclusive tabletop robotic game. The children, aged 6 to 12, included those…

    neurodiversity · children · co-design · inclusive play · robotics

  • Towards Designing Digital Learning Tools for Students with Cortical/Cerebral Visual Impairments: Leveraging Insights from Teachers of the Visually Impaired

    Adele Smolansky, Miranda Yang, Shiri Azenkot · 2024 · Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '24)

    This paper investigates how digital learning tools should be designed to support students with cortical/cerebral visual impairment (CVI), a neurological condition that affects the brain's ability to process visual information rather than the eyes themselves. CVI is now the most…

    cortical visual impairment · education · digital learning tools · visual impairment · assistive technology

  • ZINinNGT: A Mobile Tool to Aid Hearing Parents Learning Dutch Sign Language

    Jos Ritmeester, Beyza Sümer, Marije Boonstra, Maartje de Meulder, Belinda van der Aa, Floris Roelofsen · 2024 · Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '24)

    This short paper examines the potential of ZINinNGT, a mobile learning application designed to help hearing parents of deaf and hard-of-hearing (DHH) children learn Dutch Sign Language (Nederlandse Gebarentaal, NGT). The research addresses a critical communication gap: over 90%…

    sign language · deaf and hard of hearing · language learning · mobile application · family communication

  • "It's an independent living skill, but covered with fun!": Prompting At-Home Skill Development for Children with Vision Impairment

    Vinitha Gadiraju, Lucia Jayne, Shaun K. Kane · 2024 · Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This study investigates how to design tools that support independent living skill development for blind or visually impaired (BVI) children within their home environments. The research involved five families with BVI children in grades 4-6, using a three-phase methodology:…

    visual impairment · children · independent living skills · expanded core curriculum · parent-teacher collaboration

  • Reimagining Machine Learning's Role in Assistive Technology by Co-Designing Exergames with Children Using a Participatory Machine Learning Design Probe

    Jared Duval, Laia Turmo Vidal, Elena Márquez Segura, Yinchu Li, Annika Waern · 2023 · Proceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2023)

    This paper fundamentally reframes the role of machine learning in assistive technology, arguing that ML models do not need to be accurate to be valuable — they can serve as sources of play and motivation rather than diagnostic tools. The researchers developed Cirkus, a…

    machine learning · participatory design · exergames · children · sensory processing

  • Supporting Social Inclusion with DIY-ATs: Perspectives of Kenyan Caregivers of Children with Cognitive Disabilities

    Foad Hamidi, Patrick Mbullo, Michaela Hynie, Melanie Baljko · 2023 · ACM Transactions on Accessible Computing

    This paper examines how DIY assistive technologies (DIY-ATs) can support social inclusion for children with cognitive disabilities in Western Kenya, drawing on interviews with 12 female primary caregivers. The research is part of a multi-year participatory design project…

    DIY assistive technology · cognitive disabilities · AAC · social inclusion · low- and middle-income countries

  • WordMelodies: Supporting the Acquisition of Literacy Skills by Children with Visual Impairment through a Mobile App

    Dragan Ahmetovic, Cristian Bernareggi, Barbara Leporini, Sergio Mascetti · 2023 · ACM Transactions on Accessible Computing

    WordMelodies is a freely available mobile application designed to teach literacy skills to primary school children, with particular attention to accessibility for children with visual impairments or blindness (VIB). The app was developed through an iterative design process…

    visual impairment · literacy education · mobile apps · children · screen reader

  • INC-Hg: An Intelligent Collaborative Haptic-Gripper Virtual Reality System for Children with Autism to Develop Social Skills

    Yao Zhao, Nicole Shay, Jonathan Cofino, Debra Sterling, Erin Paquette, Adriana Debarros, Maria Gillen, Michelle Won, Zhigang Zhu, Cecilia Feeley, Amy Hurst · 2022 · ACM Transactions on Accessible Computing

    This paper presents INC-Hg (Intelligent Collaborative Haptic-Gripper), a VR system designed to help children with autism spectrum disorder (ASD) practice collaborative and social communication skills. The system addresses a significant challenge: traditional collaborative VR…

    autism spectrum disorder · virtual reality · collaborative learning · haptic feedback · intelligent agents

  • Enabling meaningful use of AI-infused educational technologies for children with blindness: Learnings from the development and piloting of the PeopleLens curriculum

    Cecily Morrison, Edward Cutrell, Martin Grayson, Elisabeth RB Becker, Vasiliki Kladouchou, Linda Pring, Katherine Jones, Rita Faia Marques, Camilla Longden, Abigail Sellen · 2021 · Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '21)

    This paper presents the development and pilot evaluation of a curriculum designed to support the meaningful use of PeopleLens, an AI-powered augmented reality system that helps children born blind develop social attention skills. PeopleLens uses a head-mounted device (modified…

    blindness · children · AI accessibility · augmented reality · spatial audio

  • CheerBrush: A Novel Interactive Augmented Reality Coaching System for Toothbrushing Skills in Children with Autism Spectrum Disorder

    Z. Kevin Zheng, Nandan Sarkar, Amy Swanson, Amy Weitlauf, Zachary Warren, Nilanjan Sarkar · 2021 · ACM Transactions on Accessible Computing

    CheerBrush is an augmented reality system designed to teach toothbrushing skills to children with autism spectrum disorder (ASD). Many children with ASD struggle with toothbrushing due to differences in motor dexterity, learning styles, and sensory sensitivity—leading to poor…

    autism spectrum disorder · augmented reality · daily living skills · children · motor skills

  • A Longitudinal Evaluation of Tablet-Based Child Speech Therapy with Apraxia World

    Adam Hair, Kirrie J. Ballard, Constantina Markoulli, Penelope Monroe, Jacqueline McKechnie, Beena Ahmed, Ricardo Gutierrez-Osuna · 2021 · ACM Transactions on Accessible Computing

    This paper presents Apraxia World, a tablet-based speech therapy game designed for long-term home practice by children with speech sound disorders (SSDs), particularly childhood apraxia of speech (CAS). Unlike many therapy games that use simple arcade mechanics and quickly…

    speech therapy · childhood apraxia of speech · speech sound disorders · serious games · games for health

  • C-Hg: A Collaborative Haptic-Gripper Fine Motor Skill Training System for Children with Autism Spectrum Disorder

    Huan Zhao, Ashwaq Zaini Amat, Miroslava Migovich, Amy Swanson, Amy S. Weitlauf, Zachary Warren, Nilanjan Sarkar · 2021 · ACM Transactions on Accessible Computing

    This paper presents C-Hg (Collaborative Haptic-gripper), a virtual reality training system designed to simultaneously address both fine motor skill deficits and social skill challenges in children with Autism Spectrum Disorder (ASD). The system uses a customized haptic gripper…

    autism spectrum disorder · fine motor skills · haptic feedback · collaborative virtual environment · social skills training

  • Evaluation of user experience and cognitive load of a gamified cognitive training application for children with learning disabilities

    Adel Shaban, Elaine Pearson · 2020 · Proceedings of the 17th International Web for All Conference (W4A)

    This study presents the design and evaluation of "The Treasure," a gamified web-based application created to train and improve working memory in children with learning disabilities. The application was built on a design framework integrating guidelines from HCI, accessibility,…

    learning disabilities · gamification · cognitive load · working memory · user experience

  • Teaching Digital Fabrication to Early Intervention Specialists for Designing Their Own Tools

    Florian Güldenpfennig, Peter Fikar, Roman Ganhör · 2020 · Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '20)

    This demonstration paper describes a co-design project in which researchers from New Design University and TU Wien taught basic digital fabrication skills to four experienced early intervention therapists who work with children with cerebral visual impairment (CVI). CVI is an…

    digital fabrication · DIY assistive technology · co-design · early intervention · cerebral visual impairment

  • Designing Embodied Musical Interaction for Children with Autism

    Grazia Ragone · 2020 · Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2020)

    This paper presents OSMoSIS (Observation of Social Motor Synchrony with an Interactive System), an interactive musical system designed to support embodied musical interaction for children with Autism Spectrum Conditions (ASC) during music therapy sessions. Developed by the…

    autism · music therapy · embodied interaction · motion capture · sonification

  • SoundLines: Exploration of Line Segments through Sonification and Multi-touch Interaction

    Dragan Ahmetovic, Cristian Bernareggi, Sergio Mascetti · 2020 · Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2020)

    This paper presents SoundLines, a mobile application designed to help children with visual impairments explore and understand line segments on a touchscreen using sonification and multi-touch interaction. The system addresses a fundamental challenge in early education for blind…

    sonification · visual impairments · children · touchscreen accessibility · multi-touch interaction

  • Interactive Technologies Designed for Children with Autism: Reports of Use and Desires from Parents, Teachers, and Therapists

    Cynthia Putnam, Christina Hanschke, Jennifer Todd, Jonathan Gemmell, Mia Kollia · 2019 · ACM Transactions on Accessible Computing (TACCESS)

    This paper examines how parents, teachers, and therapists use, perceive, discover, and desire interactive technologies for children with autism spectrum disorder (ASD). The research combined 19 semi-structured interviews and 230 survey responses from caregivers across the United…

    autism · children · interactive technology · assistive technology · stakeholder perspectives

  • Evaluation of a Prototype Interactive Working Memory Application for Children with Learning Disabilities

    Elaine Pearson, Adel Shaban · 2019 · Proceedings of the 16th International Web for All Conference (W4A)

    This short paper presents an expert evaluation of a prototype working memory training application designed specifically for children aged 7-9 with learning disabilities. The application was built using a novel design framework that integrates three distinct sets of guidelines:…

    learning disability · cognitive accessibility · working memory · gamification · cognitive load

  • WordMelodies: Supporting Children with Visual Impairment in Learning Literacy

    Sergio Mascetti, Giovanni Leontini, Cristian Bernareggi, Dragan Ahmetovic · 2019 · Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This demonstration paper presents WordMelodies, an inclusive cross-platform mobile application designed to support children with visual impairments in acquiring basic literacy skills. The app provides eight different exercises targeting foundational reading and writing…

    visual impairment · children · literacy · education · mobile application

  • CHIMELIGHT: Augmenting Instruments in Interactive Music Therapy for Children with Neurodevelopmental Disorders

    Joana Lobo, Soichiro Matsuda, Izumi Futamata, Ryoichi Sakuta, Kenji Suzuki · 2019 · Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper presents CHIMELIGHT, an IoT-based system that augments handchime musical instruments with real-time visual feedback to support music therapists working with children who have neurodevelopmental disorders (NDDs) including autism spectrum disorder (ASD) and ADHD. The…

    music therapy · neurodevelopmental disorder · autism spectrum disorder · ADHD · children

  • A Tangible Math Game for Visually Impaired Children

    Ana Cristina Pires, Sebastian Marichal, Fernando Gonzalez-Perilli, Ewelina Bakala, Bruno Fleischer, Gustavo Sansone, Tiago Guerreiro · 2019 · Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This demonstration paper presents iCETA, an inclusive interactive system for math learning that enables visually impaired children to autonomously engage with and solve additive composition tasks (addition and subtraction) through tangible interaction. The system was designed…

    visual impairment · children · mathematics accessibility · tangible user interface · inclusive design