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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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  • BrailleBlocks: Braille Toys for Cross-Ability Collaboration

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

    This student research abstract presents BrailleBlocks, a tangible learning system designed to help blind or visually impaired children learn Braille collaboratively with their sighted parents. Braille literacy in the United States is critically low — less than 10% of blind…

    braille · blind · education · children · tangible interaction

  • Design and Evaluation of a Collaborative Virtual Environment (CoMove) for Autism Spectrum Disorder Intervention

    Lian Zhang, Qiang Fu, Amy Swanson, Amy Weitlauf, Zachary Warren, Nilanjan Sarkar · 2018 · ACM Transactions on Accessible Computing (TACCESS)

    This paper presents CoMove, a collaborative virtual environment (CVE) designed to measure and potentially enhance collaborative interaction and verbal communication skills of children with autism spectrum disorder (ASD) when playing with typically developing (TD) peers from…

    autism · collaborative virtual environment · social skills · peer interaction · puzzle games

  • Towards Language Independent Detection of Dyslexia with a Web-based Game

    Maria Rauschenberger, Luz Rello, Ricardo Baeza-Yates, Jeffrey P. Bigham · 2018 · Proceedings of the 15th International Web for All Conference (W4A 2018)

    This paper presents MusVis, a web-based game designed to detect dyslexia in children using musical and visual elements that are language independent, potentially enabling screening before children learn to read. Dyslexia affects 5-15% of the world’s population and early…

    dyslexia · screening · serious games · language independent · auditory processing

  • Tangicraft: A Multimodal Interface for Minecraft

    David Bar-El, Thomas Large, Lydia Davison, Marcelo Worsley · 2018 · Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '18)

    This demonstration paper presents Tangicraft, a work-in-progress multimodal interface designed to enable visually impaired children to play and collaborate in Minecraft, one of the world's most popular video games with over 121 million copies sold. Like most commercial games,…

    game accessibility · visual impairment · children · haptic feedback · tangible interface

  • "Wow! You're Wearing a Fitbit, You're a Young Boy Now!": Socio-Technical Aspirations for Children with Autism in India

    Sumita Sharma, Krishnaveni Achary, Harmeet Kaur, Juhani Linna, Markku Turunen, Blessin Varkey, Jaakko Hakulinen, Sanidhya Daeeyya · 2018 · Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '18)

    This paper explores how socio-technical aspirations — the ambitions and desires of stakeholders to own or use technology for personal benefit or societal acceptance — influence technology adoption for children with autism in India. The research is based on two studies at a…

    autism · Global South accessibility · technology adoption · wearable technology · physical activity

  • Jellys: Towards a Videogame that Trains Rhythm and Visual Attention for Dyslexia

    Mikel Ostiz-Blanco, Marie Lallier, Sergi Grau, Luz Rello, Jeffrey P. Bigham, Manuel Carreiras · 2018 · Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2018)

    This demo paper describes Jellys, a video game designed to train two cognitive components linked to reading development — auditory rhythm perception and visual attention — as an intervention for children with dyslexia. The research is grounded in evidence that the cognitive…

    dyslexia · serious games · game accessibility · reading accessibility · visual attention

  • From Behavioral and Communication Intervention to Interaction Design: User Perspectives from Clinicians

    Yao Du, LouAnne Boyd, Seray Ibrahim · 2018 · Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2018)

    This experience report from three clinicians-turned-researchers (a board certified behavior analyst from the US, and two speech and language therapists from the UK and US) reflects on the gap between clinical practice with neurodiverse children and HCI/assistive technology…

    AAC · autism · children · behavioral intervention · speech and language therapy

  • MathMelodies 2: a Mobile Assistive Application for People with Visual Impairments Developed with React Native

    Niccolò Cantù, Mattia Ducci, Dragan Ahmetovic, Cristian Bernareggi, Sergio Mascetti · 2018 · Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2018)

    This demo paper from the University of Milan and University of Turin reports on MathMelodies 2, a cross-platform math education app for blind and visually impaired (BVI) children in grades 1-5, developed using React Native. The original MathMelodies was iPad-only, developed in…

    blindness · low vision · mathematical accessibility · education · children

  • Feedback and Guidance to Support Children with Intellectual Disabilities in Discovery Learning with a Tangible Interactive Tabletop

    Taciana Pontual Falcão · 2018 · ACM Transactions on Accessible Computing

    This research investigates how tangible interactive technology can support discovery-based learning for children with intellectual disabilities—a population for whom unstructured exploration is particularly challenging due to difficulties with abstract thinking, attention, and…

    intellectual disability · children · tangible interfaces · discovery learning · educational technology

  • Towards Devising a Low-cost and Easy-to-use Arithmetic Learning Framework for Economically Less-privileged Visually Impaired Children

    Tusher Chakraborty, Taslim Arefin Khan, A. B. M. Alim Al Islam · 2018 · ACM Transactions on Accessible Computing

    This paper addresses a critical gap in assistive technology: the lack of affordable, easy-to-use tools for teaching arithmetic to visually impaired children in low-income countries. While assistive calculators and digital tools exist, they are prohibitively expensive for the 90%…

    visual impairment · blindness · mathematics education · low-resource settings · Braille

  • Design of a Haptic-Gripper Virtual Reality System (Hg) for Analyzing Fine Motor Behaviors in Children with Autism

    Huan Zhao, Zhaobo Zheng, Amy Swanson, Amy Weitlauf, Zachary Warren, Nilanjan Sarkar · 2018 · ACM Transactions on Accessible Computing

    This paper presents Hg (Haptic-Gripper), a novel virtual reality system designed to assess and train fine motor skills in children with Autism Spectrum Disorder (ASD). While research on ASD has extensively focused on social and communication deficits, motor impairments—which…

    autism spectrum disorder · fine motor skills · haptic feedback · virtual reality · grip force

  • Towards the Prediction of Dyslexia by a Web-based Game with Musical Elements

    Maria Rauschenberger, Luz Rello, Ricardo Baeza-Yates, Emilia Gomez, Jeffrey P. Bigham · 2017 · Proceedings of the 14th International Web for All Conference (W4A)

    This paper presents DysMusic, a web-based serious game prototype that aims to predict the risk of dyslexia in pre-reading children using musical elements rather than linguistic tasks. Current dyslexia screening tools rely on reading and writing abilities — linguistic elements…

    dyslexia · screening · serious games · gamification · music

  • Math Melodies: Supporting Visually Impaired Primary School Students in Learning Math

    Dragan Ahmetovic, Valeria Alampi, Cristian Bernareggi, Andrea Gerino, Sergio Mascetti · 2017 · Proceedings of the 14th International Web for All Conference (W4A)

    This demonstration paper presents Math Melodies, a free iPad application designed to teach mathematics to primary school children who are blind or visually impaired, while simultaneously engaging sighted peers. Mathematics education poses particular challenges for visually…

    visual impairment · blindness · education accessibility · mathematics accessibility · children

  • Enabling Collaboration in Learning Computer Programing Inclusive of Children with Vision Impairments

    Anja Thieme, Cecily Morrison, Nicolas Villar, Martin Grayson, Siân Lindley · 2017 · Proceedings of the 2017 Conference on Designing Interactive Systems (DIS)

    This paper from Microsoft Research explores how Torino, a physical programming language, enables collaborative learning of computer programming by children aged 7-12 with mixed visual abilities — from full blindness to full sight. Torino uses tangible "instruction beads" (play,…

    visual impairment · children · collaborative learning · tangible interface · computational thinking

  • Blocks4All Demonstration: a Blocks-Based Programming Environment for Blind Children

    Lauren R. Milne, Catherine M. Baker, Richard E. Ladner · 2017 · Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    Blocks4All is a tablet-based iOS application designed to make blocks-based programming accessible to blind and low-vision children. Blocks-based programming environments like Scratch and Blockly have become central to K-12 computer science education — of the 162 Hour of Code…

    programming education · blindness · children · touchscreen accessibility · screen readers

  • Digital Strategies for Supporting Strengths- and Interests-based Learning with Children with Autism

    Cara Wilson, Margot Brereton, Bernd Ploderer, Laurianne Sitbon, Beth Saggers · 2017 · Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper investigates how an open-ended audio-visual calendaring app called MeCalendar was appropriated by children with autism and their teachers in classroom settings, shifting the focus from deficit-remediation to strengths- and interests-based learning. Most technologies…

    autism · educational technology · children · strengths-based approach · self-determination

  • Tangibles + Programming + Audio Stories = Fun

    Varsha Koushik, Shaun K. Kane · 2017 · Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '17)

    This poster introduces Story Blocks, a tangible programming toolkit designed to make block-based programming accessible to blind and visually impaired users. Block-based programming languages like Scratch and Blockly are popular tools for teaching children to code, but they…

    programming education · blindness · visual impairment · tangible interaction · children

  • Evaluating an iPad Game to Address Overselectivity in Preliterate AAC Users with Minimal Verbal Behavior

    LouAnne E. Boyd, Kathryn E. Ringland, Heather Faucett, Alexis Hiniker, Kimberley Klein, Kanika Patel, Gillian R. Hayes · 2017 · Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '17)

    This paper evaluates Go Go Games, an iPad-based therapeutic game suite designed to teach Multiple Cue Responding (MCR) to preliterate, minimally verbal children who exhibit overselectivity — a learning challenge where individuals attend to only one or a few features of a…

    augmentative and alternative communication · autism spectrum disorder · children · cognitive accessibility · game accessibility

  • 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

  • Tablet-Based Activity Schedule in Mainstream Environment for Children with Autism and Children with ID

    Charles Fage, Léonard Pommereau, Charles Consel, Emilie Balland, Hélène Sauzéon · 2016 · ACM Transactions on Accessible Computing (TACCESS)

    This paper presents Classroom Schedule+ (CS+), a tablet-based activity schedule application designed to support the inclusion of children with autism spectrum disorder (ASD) in mainstream school environments. Developed through participatory design with mainstream teachers,…

    autism spectrum disorder · intellectual disability · mainstream inclusion · activity schedule · tablet

  • Development of a Remote Therapy Tool for Childhood Apraxia of Speech

    Avinash Parnandi, Virendra Karappa, Tian Lan, Mostafa Shahin, Jacqueline McKechnie, Kirrie Ballard, Beena Ahmed, Ricardo Gutierrez-Osuna · 2015 · ACM Transactions on Accessible Computing (TACCESS)

    This paper presents a multitier client-server system for remote administration of speech therapy to children with childhood apraxia of speech (CAS), a motor speech disorder where the brain has difficulty coordinating the movements needed for speech production. CAS requires…

    speech disorder · speech therapy · childhood apraxia of speech · remote therapy · mobile health

  • Can We Make Dynamic, Accessible and Fun One-Switch Video Games?

    Sebastián Aced López, Fulvio Corno, Luigi De Russis · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This demonstration paper tackles a significant gap in accessible gaming: children with severe motor disabilities who rely on single-switch input are typically limited to static, time-independent games that lack the dynamic engagement of mainstream video games. The fundamental…

    switch access · game accessibility · motor disabilities · children · assistive technology

  • Transcribing Across the Senses: Community Efforts to Create 3D Printable Accessible Tactile Pictures for Young Children with Visual Impairments

    Abigale Stangl, Chia-Lo Hsu, Tom Yeh · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This formative study investigates how different stakeholder communities approach designing 3D printable accessible tactile pictures (3DP-ATPs) for young children with visual impairments. While 3D printing offers potential to democratize tactile material production—traditionally…

    3D printing · tactile graphics · visual impairment · children · emergent literacy

  • A Game to Target the Spelling of German Children with Dyslexia

    Maria Rauschenberger, Silke Fuechsel, Luz Rello, Clara Bayarri, Azuki Gòrriz · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This demonstration paper presents the adaptation of Dyseggxia, a successful Spanish spelling game for children with dyslexia, to the German language. The original Spanish version was evaluated in an 8-week study with 48 children (ages 6-11) and showed that error-based game…

    dyslexia · serious games · spelling · German · children

  • Towards Fully Automated Motion Capture of Signs -- Development and Evaluation of a Key Word Signing Avatar

    Simon Alexanderson, Jonas Beskow · 2015 · ACM Transactions on Accessible Computing (TACCESS)

    This research develops a cost-effective method for capturing sign language motion to animate a signing avatar for the Tivoli project—a game-based learning environment teaching Key Word Signing (KWS) to children with communication disabilities including developmental disorders,…

    sign language · motion capture · signing avatar · augmentative and alternative communication · Key Word Signing