← 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

  • 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

  • Motivating Multi-Generational Crowd Workers in Social-Purpose Work

    Masatomo Kobayashi, Shoma Arita, Toshinari Itoko, Shin Saito, Hironobu Takagi · 2015 · CSCW '15: Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing

    This CSCW 2015 paper from IBM Research Tokyo and the University of Tokyo investigates how to sustain a volunteer community in 'social-purpose crowdsourcing' — crowd work with altruistic goals such as supporting libraries or producing materials for people with disabilities. The…

    crowdsourcing · social-purpose crowdsourcing · motivation · gamification · GLAM

  • Introducing Game Elements in Crowdsourced Video Captioning by Non-Experts

    Hernisa Kacorri, Kaoru Shinkawa, Shin Saito · 2014 · Proceedings of the 11th Web for All Conference (W4A)

    This paper from CUNY Graduate Center and IBM Research Tokyo presents a gamified crowdsourcing platform for video captioning that combines ASR output with non-expert human transcription to improve caption accuracy without monetary rewards. The system builds on the Collaborative…

    captioning · crowdsourcing · deaf and hard of hearing · gamification · automatic speech recognition

  • Making Arabic PDF books accessible using gamification

    Hend AlRouqi, Hend S. Al-Khalifa · 2014 · Proceedings of the 11th Web for All Conference (W4A)

    This paper addresses the inaccessibility of Arabic PDF books for people with visual impairments, blindness, and dyslexia. Most online Arabic books are scanned images of printed originals, making them unreadable by screen readers and text-to-speech software. Arabic OCR technology…

    document accessibility · gamification · crowdsourcing · OCR · Arabic accessibility

  • Kinerehab: A Kinect-based System for Physical Rehabilitation — A Pilot Study for Young Adults with Motor Disabilities

    Jun-Da Huang · 2011 · Proceedings of the 13th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2011)

    This paper presents Kinerehab, a Kinect-based intelligent rehabilitation system designed to assist young adults with motor disabilities in performing physical therapy exercises. Developed in collaboration with physical therapists at the Kaohsiung County Special Education School…

    physical rehabilitation · motor disability · Kinect · motion sensing · cerebral palsy

  • Stroke Therapy through Motion-Based Games: A Case Study

    Gazihan Alankus, Rachel Proffitt, Caitlin Kelleher, Jack Engsberg · 2010 · Proceedings of the 12th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2010)

    This paper presents a detailed six-week home-based case study of a 62-year-old woman (pseudonym Marie) who was seventeen years post-stroke, using custom motion-based video games for upper extremity rehabilitation. Marie had left hemiparesis affecting her non-dominant side, with…

    stroke rehabilitation · hemiparesis · gamification · motor disability · physical rehabilitation