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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.

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  • Synergy of Artificial Intelligence and Extended Reality in Patient-focused Health and Well-Being Applications—A Systematic Review

    Tim Schwirtlich, Cheolmin Matthew Lee, Molly Beestrum, David C. Mohr · 2026 · ACM Transactions on Computing for Healthcare

    This systematic review, conducted by researchers at Northwestern University's Feinberg School of Medicine, maps the landscape of applications that combine artificial intelligence and extended reality (XR) for direct patient health and well-being outcomes. The review follows…

    extended reality · artificial intelligence · rehabilitation · mental health · accessibility

  • Towards Accessible Mobility Support: User-Centered Design of a Passive, Multi-Functional, Low-Cost Knee Exoskeleton

    Yuyu Lin, Yujia Liu, Emma Kim, Alexandra Ion · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    Lin et al. (Carnegie Mellon) propose a fully passive, unpowered knee exoskeleton that aims to sit in the gap between two unsatisfying options currently available to people with mobility impairments: static knee-ankle-foot orthoses (KAFOs), which are cheap and light but lock the…

    exoskeleton · orthosis · knee brace · mobility · rehabilitation

  • "It Depends": Re-Authoring Play Through Clinical Reasoning in Wearable AR Rehab Games

    Binyan Xu, Wei Wu, Soonhyeon Kweon, Casper Harteveld, Leanne Chukoskie · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    This CHI 2026 paper examines how lightweight, glasses-form-factor augmented reality (AR) rehabilitation games can be translated from laboratory prototypes into everyday physical therapy (PT) practice. The authors argue that most AR rehab research has stalled in controlled…

    augmented reality · rehabilitation · physical therapy · clinical reasoning · embodied interaction

  • From Preference to Performance: Patient-Centered Design of Multimodal Cueing in Parkinson's Disease Gait Training

    Xinjin Li, Wenjie Wang, Kai Wang, Houzhen Tuo, Xiaolong Ma, Xiaohui Tan, Wei Sun, Feng Tian, Xiaojuan Ma · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    This CHI 2026 paper reports a patient-centered design and evaluation of a wearable multimodal cueing system for gait rehabilitation in early-stage Parkinson's disease (PD). The authors first run semi-structured interviews with 10 early-stage PD patients and 5 clinicians (3…

    parkinson's disease · gait training · multimodal cueing · rehabilitation · wearable technology

  • Designing with Tensions: Understanding Professionals' Needs in Integrating AI Chatbots for Wheelchair Assessment Services in Low- and Middle-Income Countries

    Wen Mo, Aneesha Singh, Amid Ayobi, Catherine Holloway · 2025 · Proceedings of the 27th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2025)

    This paper investigates the potential and limitations of integrating AI chatbots into wheelchair assessment services in low- and middle-income countries (LMICs), where approximately 65-95% of people needing wheelchairs lack access to one. The researchers conducted a two-part…

    wheelchair provision · AI chatbot · assistive technology services · low- and middle-income countries · digital health

  • SMART-TBI: Design and Evaluation of the Social Media Accessibility and Rehabilitation Toolkit for Users with Traumatic Brain Injury

    Yaxin Hu, Hajin Lim, Lisa Kakonge, Jade T. Mitchell, Hailey L. Johnson, Lyn S. Turkstra, Melissa C. Duff, Catalina L. Toma, Bilge Mutlu · 2024 · ASSETS '24: Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper introduces SMART-TBI (Social Media Accessibility and Rehabilitation Toolkit), a browser extension designed to make Facebook more accessible for people with traumatic brain injury (TBI). TBI can cause a range of cognitive and communication challenges — including…

    traumatic brain injury · social media accessibility · cognitive accessibility · Facebook · AI-assisted communication

  • Investigating Day-to-day Experiences with Conversational Agents by Users with Traumatic Brain Injury

    Hu, Yaxin, Lim, Hajin, Johnson, Hailey L., O'Shaughnessy, Josephine M., Kakonge, Lisa, Turkstra, Lyn, Duff, Melissa, Toma, Catalina, Mutlu, Bilge · 2023 · Proceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper presents a four-week in-the-wild field study investigating how nine adults with moderate-to-severe traumatic brain injury (TBI) in the chronic stage (1-19 years post-injury) used Amazon Alexa on Echo Dot devices in their homes. TBI can cause a constellation of…

    traumatic brain injury · conversational agents · voice assistants · cognitive accessibility · assistive technology

  • Opportunities for Supporting Self-efficacy Through Orientation & Mobility Training Technologies for Blind and Partially Sighted People

    Maryam Bandukda, Catherine Holloway, Aneesha Singh, Giulia Barbareschi, Nadia Berthouze · 2021 · Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper examines how orientation and mobility (O&M) training shapes the self-efficacy beliefs of blind and partially sighted (BPS) people and identifies opportunities for technology to better support O&M training. The researchers conducted semi-structured interviews with 20…

    orientation and mobility · blind and low vision · self-efficacy · assistive technology · navigation

  • Beyond Fun: Players' Experiences of Accessible Rehabilitation Gaming for Spinal Cord Injury

    Gabriele Cimolino, Sussan Askari, T.C. Nicholas Graham · 2021 · The 23rd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2021)

    This paper explores how accessible rehabilitation games can affect the experiences of patients with spinal cord injury beyond simply making exercise more fun. Six participants with spinal cord injury (three with tetraplegia, three with paraplegia, aged 23-33) played three…

    spinal cord injury · rehabilitation · game accessibility · digital games · assistive technology

  • Critical Reflections on Technology to Support Physical Activity among Older Adults: An Exploration of Leading HCI Venues

    Kathrin Gerling, Mo Ray, Vero Vanden Abeele, Adam B. Evans · 2020 · ACM Transactions on Accessible Computing

    This critical review examines how "active ageing" policy discourse has influenced HCI research on technology supporting physical activity for older adults. Through a structured search of leading HCI venues (1997-2017), the authors identified 22 papers representing 18 unique…

    older adults · aging · physical activity · active ageing · exergames

  • User Perspectives on Robotics for Post-stroke Hand Rehabilitation

    Chloe Ng · 2019 · Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2019)

    This student research abstract presents a preliminary qualitative study investigating user perceptions of an exoskeleton robotic device designed for post-stroke hand rehabilitation. Impaired hand motor function is one of the most significant disabilities following stroke,…

    stroke rehabilitation · exoskeleton · robotics · motor disability · assistive technology

  • A Study on Customizing Interaction in Adaptable Games

    Caio Pinheiro de Carvalho, Suzane Santos dos Santos, Gabriel de Magalhães Escudeiro, Kelly Vale Pinheiro, Nelson Cruz Sampaio Neto, Marcelle Pereira Mota · 2019 · Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems (IHC)

    This paper from the Federal University of Pará (Brazil) investigates customization features for adaptable games designed as assistive technology tools for children with disabilities, where healthcare professionals configure the games to match each child's therapeutic needs. The…

    game accessibility · assistive technology · cognitive accessibility · intellectual disability · personalization

  • Project Star Catcher: A Novel Immersive Virtual Reality Experience for Upper Limb Rehabilitation

    Aviv Elor, Mircea Teodorescu, Sri Kurniawan · 2018 · ACM Transactions on Accessible Computing

    This paper presents Project Star Catcher (PSC), an immersive virtual reality game designed for upper limb rehabilitation in individuals with hemiparesis—weakness or partial paralysis affecting one side of the body, commonly resulting from stroke. The game adapts modified…

    virtual reality · rehabilitation · stroke · hemiparesis · constraint-induced therapy

  • Design and Development of One-Switch Video Games for Children with Severe Motor Disabilities

    Sebastián A. López, Fulvio Corno, Luigi De Russis · 2017 · ACM Transactions on Accessible Computing

    This paper addresses a significant gap in accessible gaming: children with severe motor disabilities who rely on single-switch interfaces have limited access to action-oriented video games. While cause-and-effect and scanning-based games exist, dynamic games requiring quick…

    accessible gaming · one-switch · single-switch · motor disabilities · children

  • Using Dynamic Audio Feedback to Support Peripersonal Reaching in Young Visually Impaired People

    Graham Wilson, Stephen A. Brewster · 2016 · Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '16)

    This paper investigates whether dynamic audio feedback — sound that changes based on the proximity between a reaching hand and target objects — can improve the accuracy of peripersonal reaching (reaching within arm's length) for blind and visually impaired young people.…

    blindness · visual impairment · sonification · spatial cognition · child development

  • Uncovering Challenges and Opportunities for 3D Printing Assistive Technology with Physical Therapists

    Samantha McDonald, Niara Comrie, Erin Buehler, Nicholas Carter, Braxton Dubin, Karen Gordes, Sandy McCombe-Waller, Amy Hurst · 2016 · Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '16)

    This paper investigates the feasibility and challenges of integrating 3D printing into physical therapy (PT) practice for creating customized assistive technology (AT). Physical therapists routinely modify standardized AT devices using temporary materials like Velcro, tape, and…

    3D printing · assistive technology · DIY assistive technology · physical disability · digital fabrication

  • Towards Efficacy-Centered Game Design Patterns For Brain Injury Rehabilitation: A Data-Driven Approach

    Jinghui Cheng, Cynthia Putnam, Doris C. Rusch · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This paper presents a data-driven methodology for generating game design patterns specific to brain injury (BI) rehabilitation, addressing a communication gap between game designers and therapists. Brain injury affects approximately 6.4 million US children and adults, causing…

    brain injury · rehabilitation · game design · serious games · design patterns

  • Automatic Assessment of Speech Capability Loss in Disordered Speech

    Thomas Pellegrini, Lionel Fontan, Julie Mauclair, Jérôme Farinas, Charlotte Alazard-Guiu, Marina Robert, Peggy Gatignol · 2015 · ACM Transactions on Accessible Computing

    This paper investigates whether the Goodness of Pronunciation (GOP) algorithm, originally developed for computer-assisted language learning to detect non-native speaker mispronunciations, can be repurposed to assess speech capability loss in people with speech disorders. The…

    disordered speech · speech assessment · automatic speech recognition · facial palsy · pronunciation assessment

  • An Immersive Physical Therapy Game for Stroke Survivors

    Conor Kaminer, Kevin LeBras, Jordan McCall, Tan Phan, Paul Naud, Mircea Teodorescu, Sri Kurniawan · 2014 · Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS)

    This demo paper presents an immersive 3D game system designed to gamify physical therapy exercises for stroke survivors, enabling home-based rehabilitation that is both more engaging and capable of recording therapy progress. Stroke is identified as the number one cause of adult…

    stroke recovery · virtual reality · game accessibility · rehabilitation · physical therapy

  • Visual Complexity, Player Experience, Performance and Physical Exertion in Motion-Based Games for Older Adults

    Jan Smeddinck, Kathrin M. Gerling, Saranat Tiemkeo · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '13)

    This paper investigates how visual complexity (graphical fidelity) affects player experience, in-game performance, and physical exertion in motion-based games designed for older adults. The study is motivated by the growing use of kinesiatric serious games (KSGs) in physical…

    game accessibility · older adults · aging · visual complexity · serious games

  • Motion-Games in Brain Injury Rehabilitation: An In-Situ Multi-Method Study of Inpatient Care

    Cynthia Putnam, Jinghui Cheng · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This poster paper explores how commercial motion-based video games (Xbox Kinect, Nintendo Wii) are used in a rehabilitation hospital for patients with brain injuries. The researchers collaborated with therapists at the Schwab Rehabilitation Hospital (SRH) in Chicago, which…

    brain injury · rehabilitation · motion gaming · exergame · game accessibility

  • Liberi and the Racer Bike: Exergaming Technology for Children with Cerebral Palsy

    Zi Ye, Hamilton A. Hernandez, T.C. Nicholas Graham, Darcy Fehlings, Lauren Switzer, Md Ameer Hamza, Irina Schumann · 2012 · Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2012)

    This demonstration paper presents Liberi, a multiplayer exercise video game, and a custom cycling-based exergaming station designed to enable children with cerebral palsy (CP) to engage in vigorous physical exercise while playing with peers. Children with CP face limited…

    cerebral palsy · exergame · children · physical activity · participatory design

  • Let's Stay in Touch: Sharing Photos for Restoring Social Connectedness between Rehabilitants, Friends and Family

    Margit Biemans, Betsy van Dijk, Pavan Dadlani, Aart van Halteren · 2009 · Proceedings of the 11th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '09)

    This paper presents a case study on using a photo sharing application to maintain social connectedness between people undergoing spinal cord lesion rehabilitation and their friends and family. Rehabilitation for spinal cord injuries often requires extended stays of up to a year…

    social connectedness · rehabilitation · spinal cord injury · photo sharing · assistive technology

  • Performance-Based Functional Assessment: An Algorithm for Measuring Physical Capabilities

    Kathleen J. Price, Andrew Sears · 2008 · Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '08)

    This paper presents PB-FACT (Performance-Based Functional Assessment for Computer Technology), a novel tool for objectively and quantitatively measuring an individual's physical capabilities in relation to their use of information technology. The authors argue that current…

    functional assessment · motor disability · assistive technology · physical disability · human-computer interaction

  • SIBYLLE: a system for alternative communication adapting to the context and its user

    Tonio Wandmacher, Jean-Yves Antoine, Franck Poirier · 2007 · Proceedings of the 9th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '07)

    This paper describes the latest version of SIBYLLE, an augmentative and alternative communication (AAC) system developed at the Université François Rabelais and the Université Européenne de Bretagne for users with severe motor and speech impairments — including cerebrally and…

    augmentative and alternative communication · AAC · word prediction · virtual keyboard · single switch