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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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  • "I just went into it assuming that I wouldn't be able to have the full experience": Understanding the Accessibility of Virtual Reality for People with Limited Mobility

    Martez Mott, John Tang, Shaun Kane, Edward Cutrell, Meredith Ringel Morris · 2020 · Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2020)

    This paper presents the first in-depth investigation of VR accessibility for people with limited mobility, a population largely overlooked in VR research that has focused primarily on rehabilitation applications rather than mainstream consumer VR use. Through semi-structured…

    virtual reality · motor accessibility · physical disability · ability assumptions · inclusive design

  • Spotlights and Soundscapes: On the Design of Mixed Reality Auditory Environments for Persons with Visual Impairment

    Keenan R. May, Brianna J. Tomlinson, Xiaomeng Ma, Phillip Roberts, Bruce N. Walker · 2020 · ACM Transactions on Accessible Computing

    This paper explores the design of information-rich mixed reality (MR) auditory environments to help people with visual impairments form cognitive maps of unfamiliar indoor spaces. The research contrasts two approaches: soundscapes, where virtual objects in all directions emit…

    mixed reality · spatial audio · auditory display · cognitive maps · indoor navigation

  • X-Road: Virtual Reality Glasses for Orientation and Mobility Training of People with Visual Impairments

    Lauren Thevin, Carine Briant, Anke M. Brock · 2020 · ACM Transactions on Accessible Computing

    This paper presents X-Road, an affordable and accessible virtual reality system designed for Orientation and Mobility (O&M) training of students with visual impairments. O&M classes teach essential navigation skills like crossing streets, but real-world training poses risks from…

    virtual reality · orientation and mobility · visual impairment · spatial cognition · accessible VR

  • Turning Heads: Designing Engaging Immersive Video Experiences to Support People with Intellectual Disability when Learning Everyday Living Skills

    Laurianne Sitbon, Ross Brown, Lauren Fell · 2019 · Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper presents findings from a participatory design process exploring how 360-degree video viewed through head-mounted displays can support people with intellectual disabilities in learning everyday living skills. The research was conducted over four iterative design cycles…

    intellectual disability · 360-degree video · virtual reality · life skills training · immersive learning

  • Identifying Comfort Areas in 3D Space for Persons with Upper Extremity Mobility Impairments Using Virtual Reality

    Shanmugam Muruga Palaniappan, Ting Zhang, Bradley S. Duerstock · 2019 · Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This short paper presents a method for using virtual reality exergaming to identify personalized comfort areas in 3D space for people with upper extremity mobility impairments (UEMIs), enabling optimal placement of assistive technology input devices like switches, joysticks, and…

    virtual reality · motor disability · spinal cord injury · ergonomics · assistive technology

  • Insights for More Usable VR for People with Amblyopia

    Ocean Hurd, Sri Kurniawan · 2019 · Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This poster paper investigates how to make virtual reality experiences more usable for people with amblyopia ("lazy eye"), the world's most common neurological eye disorder affecting approximately 2-3% of the population. The research is motivated by two converging trends: the…

    amblyopia · virtual reality · visual impairment · VR therapy · serious games

  • Design of a Physiology-based Adaptive Virtual Reality Driving Platform for Individuals with ASD

    Dayi Bian, Joshua W. Wade, Lian Zhang, Amy Swanson, Medda Sarkar, Zachary Warren, Nilanjan Sarkar · 2019 · ACM Transactions on Accessible Computing

    This paper presents VDEAR (VR-based Driving Environment with Adaptive Response), a novel closed-loop virtual reality driving simulator designed specifically for individuals with autism spectrum disorder (ASD). The system addresses a critical gap in driving intervention for teens…

    autism spectrum disorder · virtual reality · driving simulation · physiological computing · dynamic difficulty adjustment

  • WebSight: Using AR and WebGL shaders to assist the visually impaired

    Dan Ruta, Louis Jordan, Tom James Fox, Rich Boakes · 2018 · Proceedings of the 15th International Web for All Conference (W4A 2018)

    This demonstration paper presents WebSight, a browser-based augmented reality system that uses WebGL shaders to process a smartphone’s live camera feed in real time, enhancing visual features to assist people with low vision in navigating real-world environments. An estimated…

    augmented reality · low vision · visual impairment · WebGL · edge detection

  • Extraction of Emotional Information via Visual Scanning Patterns: A Feasibility Study of Participants with Schizophrenia and Neurotypical Individuals

    Joshua Wade, Heathman S. Nichols, Megan Ichinose, Dayi Bian, Esube Bekele, Matthew Snodgress, Ashwaq Zaini Amat, Eric Granholm, Sohee Park, Nilanjan Sarkar · 2018 · ACM Transactions on Accessible Computing

    This paper presents MASI-VR (Multimodal Adaptive Social Intervention in Virtual Reality), a gaze-sensitive social skills training system designed to improve emotion recognition in adults with schizophrenia (SZ). Emotion recognition impairment is a core feature of schizophrenia…

    schizophrenia · emotion recognition · eye tracking · virtual reality · social cognition

  • 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 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

  • Effects of Virtual Reality Properties on User Experience of Individuals with Autism

    Lal "Lila" Bozgeyikli, Evren Bozgeyikli, Andrew Raij, Redwan Alqasemi, Srinivas Katkoori, Rajiv Dubey · 2018 · ACM Transactions on Accessible Computing

    This study systematically examines how five virtual reality user interface attributes affect the experience of high-functioning individuals with autism spectrum disorder (HFASD). The research addresses a critical gap in VR design guidelines for autistic users, particularly in…

    autism spectrum disorder · virtual reality · user interface design · vocational training · user experience

  • Vocational Rehabilitation of Individuals with Autism Spectrum Disorder with Virtual Reality

    Lal Bozgeyikli, Evren Bozgeyikli, Andrew Raij, Redwan Alqasemi, Srinivas Katkoori, Rajiv Dubey · 2017 · ACM Transactions on Accessible Computing

    This paper presents VR4VR, a comprehensive virtual reality system designed to train individuals with Autism Spectrum Disorder on transferable job skills. The system addresses a critical employment gap—while 66% of people with disabilities want employment, people with ASD have…

    virtual reality · autism spectrum disorder · vocational rehabilitation · job training · immersive technology

  • Would You Be Mine: Appropriating Minecraft as an Assistive Technology for Youth with Autism

    Kathryn E. Ringland, Christine T. Wolf, LouAnne E. Boyd, Mark S. Baldwin, Gillian R. Hayes · 2016 · Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '16)

    This paper presents findings from a 24-month digital ethnography of Autcraft, a semi-private Minecraft server created for children with autism and their allies, examining how this community has appropriated the game into a variety of assistive technologies. Autcraft has over…

    autism · gaming · game accessibility · DIY assistive technology · social accessibility

  • An Affordable Virtual Reality Learning Framework for Children with Neurodevelopmental Disorder

    Mirko Gelsomini · 2016 · ASSETS '16: Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper presents Wildcard, an immersive virtual reality (IVR) system designed to support therapeutic interventions for children with neurodevelopmental disorders (NDD). NDD encompasses conditions like intellectual disability, ADHD, and autism spectrum disorder that affect…

    virtual reality · neurodevelopmental disorders · autism · ADHD · intellectual disability

  • How 3D Virtual Humans Built by Adolescents with ASD Affect Their 3D Interactions

    Chao Mei, Lee Mason, John Quarles · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This research investigates whether allowing adolescents with autism spectrum disorder (ASD) to customize the appearance of virtual humans in a 3D training game improves their interaction performance and user experience. The authors developed "Imagination Soccer," a Kinect-based…

    autism spectrum disorder · virtual reality · customization · hand-eye coordination · training games

  • Usability Issues with 3D User Interfaces for Adolescents with High Functioning Autism

    Chao Mei, Lee Mason, John Quarles · 2014 · ASSETS '14: Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility

    This paper investigates how adolescents with high-functioning autism spectrum disorder (ASD) perform basic 3D user interface tasks compared to typically developed (TD) peers. While VR and 3D interfaces are increasingly used in ASD therapy (e.g., driving simulation, social skills…

    autism spectrum disorder · virtual reality · 3D user interfaces · spatial cognition · hand-eye coordination

  • 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

  • Accessibility of 3D Game Environments for People with Aphasia: An Exploratory Study

    Julia Galliers, Stephanie Wilson, Sam Muscroft, Jane Marshall, Abi Roper, Naomi Cocks, Tim Pring · 2011 · The Proceedings of the 13th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper reports on an exploratory study investigating how people with aphasia interact with 3D game environments and related technologies. Conducted as part of the GReAT (Gesture Recognition in Aphasia Therapy) project at City University London, the study involved five people…

    aphasia · game accessibility · virtual reality · stroke recovery · cognitive accessibility

  • Enabling the blind in virtual worlds

    William S. Carter · 2010 · Proceedings of the 2010 International Cross Disciplinary Conference on Web Accessibility (W4A)

    This paper from IBM's Human Ability and Accessibility Center describes experimental techniques for enabling blind users to participate in virtual world environments. Unlike conventional web content where text and images can be given alternative descriptions, virtual worlds…

    virtual reality · blindness · virtual worlds · multimodal interaction · cognitive overload

  • Exploring Visual and Motor Accessibility in Navigating a Virtual World

    Shari Trewin, Mark Laff, Vicki Hanson, Anna Cavender · 2009 · ACM Transactions on Accessible Computing

    This paper explores accessibility requirements for 3D virtual worlds, using PowerUp—an educational multiplayer game teaching middle schoolers about renewable energy—as a testbed. Virtual worlds present unique accessibility challenges: they rely on visual realism and dynamic…

    virtual reality · game accessibility · visual impairment · cerebral palsy · motor accessibility

  • PowerUp: An Accessible Virtual World

    Shari Trewin, Vicki L. Hanson, Mark R. Laff, Anna Cavender · 2008 · Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '08)

    This paper describes the design and validation of accessibility features for PowerUp, an IBM-developed multiplayer 3D virtual world educational game aimed at middle school students. The researchers were tasked with making the game usable by players with visual, hearing,…

    game accessibility · virtual reality · visual impairment · blindness · cognitive accessibility

  • American Sign Language natural language generation and machine translation

    Matt Huenerfauth · 2005 · SIGACCESS Accessibility and Computing

    Matt Huenerfauth's 2005 paper describes a research programme to build an English-to-American Sign Language (ASL) machine translation (MT) system that generates animations of a 3D virtual-reality signing character. The author frames the project against a stark literacy gap: most…

    ASL · American Sign Language · deaf accessibility · sign language · sign language animation

  • A Multi-Path Architecture for Machine Translation of English Text into American Sign Language Animation

    Matt Huenerfauth · 2004 · Proceedings of the Student Research Workshop at HLT-NAACL 2004

    Huenerfauth's 2004 student-research-workshop paper proposes a 'multi-path' (or 'pyramidal') architecture for English-to-American Sign Language machine translation that unifies the three classical MT paradigms — direct, transfer, and interlingua — into a single system, with each…

    ASL · American Sign Language · deaf accessibility · sign language · sign language animation

  • Design and Implementation of Virtual Environments for Training of the Visually Impaired

    D. Tzovaras, G. Nikolakis, G. Fergadis, S. Malasiotis, M. Stavrakis · 2002 · Proceedings of the Fifth International ACM Conference on Assistive Technologies (Assets '02)

    This paper from the Informatics and Telematics Institute in Greece presents the ENORASI project, an EU-funded initiative to develop a haptic virtual reality training system for blind and visually impaired people. The system uses a CyberGrasp haptic glove — an exoskeletal device…

    haptic technology · virtual reality · blindness and low vision · training · orientation and mobility