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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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  • An Intelligent Decision Support System for Stroke Rehabilitation Assessment

    Min Hun Lee · 2019 · Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2019)

    This student research abstract presents an interactive multimodal machine learning approach for automatically assessing upper-limb stroke rehabilitation exercises and supporting therapist decision-making. Physical rehabilitation is critical for people recovering from stroke to…

    stroke rehabilitation · machine learning · human-AI interaction · decision support · motor disability

  • Designing Gesture-Based Applications for Individuals with Developmental Disabilities: Guidelines from User Studies in India

    Sumita Sharma, Blessin Varkey, Krishnaveni Achary, Jaakko Hakulinen, Markku Turunen, Tomi Heimonen, Saurabh Srivastava, Nitendra Rajput · 2018 · ACM Transactions on Accessible Computing (TACCESS)

    This paper presents the design, evaluation, and resulting guidelines from three gesture-based applications created for individuals with developmental disabilities in India, developed through a long-term collaboration with Tamana, an NGO and special education school in New Delhi.…

    developmental disabilities · gesture interaction · special education · inclusive design · Global South accessibility

  • Design and Real-World Evaluation of Eyes-Free Yoga: An Exergame for Blind and Low-Vision Exercise

    Kyle Rector, Roger Vilardaga, Leo Lansky, Kellie Lu, Cynthia L. Bennett, Richard E. Ladner, Julie A. Kientz · 2017 · ACM Transactions on Accessible Computing (TACCESS)

    This paper presents Eyes-Free Yoga, an accessible exergame using the Microsoft Kinect that acts as a yoga instructor for people who are blind or have low vision, providing personalized auditory feedback based on real-time skeletal tracking. People with visual impairments face…

    visual impairment · exergame · exercise · Kinect · audio feedback

  • Isolated Sign Language Recognition with Grassmann Covariance Matrices

    Hanjie Wang, Xiujuan Chai, Xiaopeng Hong, Guoying Zhao, Xilin Chen · 2016 · ACM Transactions on Accessible Computing

    This paper proposes a novel method for isolated sign language recognition using Grassmann Covariance Matrices (GCM) to fuse multimodal features captured by Microsoft Kinect. With 360 million people worldwide affected by hearing loss—21 million in China alone—automatic sign…

    sign language recognition · Chinese sign language · computer vision · machine learning · deaf and hard of hearing

  • Designing Wheelchair-Based Movement Games

    Kathrin M. Gerling, Regan L. Mandryk, Matthew Miller, Michael R. Kalyn, Max Birk, Jan D. Smeddinck · 2015 · ACM Transactions on Accessible Computing (TACCESS)

    This paper presents KINECTWheels, a toolkit for integrating wheelchair movements into motion-based video games, along with two games built using the toolkit: Cupcake Heaven (designed for older adults in care facilities) and Wheelchair Revolution (a competitive dance game for…

    wheelchair · game accessibility · exergame · Kinect · motor impairment

  • 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

  • Motion History to Improve Communication and Switch Access for People with Severe and Multiple Disabilities

    Guang Yang, Mamoru Iwabuchi, Rumi Hirabayashi, Kenryu Nakamura, Kimihiko Taniguchi, Syoudai Sano, Takamitsu Aoki · 2014 · Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS)

    This demo paper presents the application of Motion History — a computer vision technique that visualises a user's movement history as a heat map — to support communication and switch access for people with severe and multiple disabilities. The system is part of OAK (Observation…

    severe disabilities · multiple disabilities · switch access · computer vision · Kinect

  • Eyes-Free Yoga: An Exergame Using Depth Cameras for Blind & Low Vision Exercise

    Kyle Rector, Cynthia L. Bennett, Julie A. Kientz · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper presents Eyes-Free Yoga, an exergame built on the Microsoft Kinect that teaches six yoga poses to people who are blind or low vision using entirely auditory feedback. Research shows that people with visual impairments are more likely to be obese and less physically…

    visual impairment · blindness · exergame · eyes-free interaction · auditory feedback

  • Collaborative Music Application for Visually Impaired People with Tangible Objects on Table

    Shotaro Omori, Ikuko Eguchi Yairi · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This short paper presents a collaborative music composition application designed to enable visually impaired and sighted people to work together on equal ground. The system uses a tabletop tangible interface inspired by Reactable, where physical objects placed on a table surface…

    visual impairment · tangible user interface · music accessibility · collaborative design · AR markers

  • Wheelchair-Based Game Design for Older Adults

    Kathrin M. Gerling, Regan L. Mandryk, Michael R. Kalyn · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper addresses the design of motion-based video games that are accessible to institutionalized older adults using wheelchairs. More than half of Canadians over 65 in residential care use wheelchairs, and wheelchair use severely limits opportunities for physical activity…

    game accessibility · wheelchair · older adults · motion-based games · Kinect

  • Detecting the Hand-Mouthing Behavior of Children with Intellectual Disability Using Kinect Imaging Technology

    Tzu-Wei Wei · 2012 · Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2012)

    This short paper presents a system that uses Microsoft Kinect depth-sensing technology to automatically detect hand-mouthing behavior in children with severe intellectual disabilities. Hand-mouthing — the repetitive placement of fingers into the mouth — affects approximately 17%…

    intellectual disability · stereotypic behavior · self-injurious behavior · Kinect · behavior detection

  • Kinempt: A Kinect-Based Prompting System to Transition Autonomously Through Vocational Tasks for Individuals with Cognitive Impairments

    Yu-Chi Tsai · 2012 · Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2012)

    This short paper presents Kinempt (a portmanteau of "kinetic" and "prompt"), a Kinect-based task prompting system designed to help individuals with cognitive impairments perform vocational tasks independently. The research is motivated by the fact that people with cognitive…

    cognitive impairment · Kinect · task prompting · vocational rehabilitation · supported employment

  • Face Tracking User Interfaces Using Vision-Based Consumer Devices

    Norman H. Villaroman · 2012 · Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '12)

    This short paper investigates the design and implementation of face tracking user interfaces built with consumer-grade vision and depth-sensing devices, specifically the Microsoft Kinect. The research addresses the needs of users who cannot effectively use traditional…

    face tracking · head tracking · assistive technology · alternative input · depth sensing

  • 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

  • Toward 3D Scene Understanding via Audio-description: Kinect-iPad Fusion for the Visually Impaired

    Juan Diego Gomez, Sinan Mohammed, Guido Bologna, Thierry Pun · 2011 · Proceedings of the 13th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2011)

    This demonstration paper presents a computer-vision-based framework that combines a Microsoft Kinect 3D depth sensor with an iPad touchscreen to enable visually impaired users to understand the spatial layout of indoor scenes through audio. The system works in several stages:…

    sonification · visual substitution · Kinect · computer vision · blindness

15 results.