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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.

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  • Accessing Peer Social Interaction: Using Authorable Virtual Peer Technology as a Component of a Group Social Skills Intervention Program

    Andrea Tartaro, Justine Cassell, Courtney Ratz, Jennifer Lira, Valeria Nanclares-Nogués · 2014 · ACM Transactions on Accessible Computing

    This paper evaluates the Authorable Virtual Peer (AVP), a life-sized animated character technology designed to support social skills development in children with autism spectrum disorders. The AVP differs from other virtual agent approaches by offering three modes of…

    autism · social skills · virtual peer · social communication · assistive technology

  • 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

  • A Computer-Based Method to Improve the Spelling of Children with Dyslexia

    Luz Rello, Clara Bayarri, Yolanda Otal, Martin Pielot · 2014 · Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS 2014)

    This paper presents a novel method for improving the spelling skills of children with dyslexia through error-based exercises delivered via an iPad game called DysEggxia (Piruletras in Spanish). Unlike traditional approaches that present correct words as positive examples,…

    dyslexia · spelling · serious games · literacy · education

  • BraillePlay: Educational Smartphone Games for Blind Children

    Lauren R. Milne, Cynthia L. Bennett, Richard E. Ladner, Shiri Azenkot · 2014 · Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS 2014)

    This paper presents BraillePlay, a suite of four educational smartphone games designed to teach Braille character encodings to blind children aged 5 and older. The games are built on VBraille, a method for displaying Braille characters on a touchscreen where the phone vibrates…

    blindness · Braille literacy · educational games · children · mobile accessibility

  • Coming to Grips: 3D Printing for Accessibility

    Erin Buehler, Amy Hurst, Megan Hofmann · 2014 · Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS '14)

    This demonstration paper presents a case study of using consumer-grade 3D printing to create custom assistive devices for a student with limited hand motor ability at a special education facility. The work grew out of a six-month evaluation of making and DIY technology in…

    assistive technology · 3D printing · digital fabrication · motor impairment · special education

5 results.