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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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  • Touching Movement: 3D Tactile Poses for Supporting Blind People in Learning Body Movements

    Kengo Tanaka, Xiyue Wang, Hironobu Takagi, Yoichi Ochiai, Chieko Asakawa · 2026 · Proceedings of the Twentieth International Conference on Tangible, Embedded, and Embodied Interaction (TEI '26)

    Tanaka and colleagues investigate whether 3D-printed tactile models of whole-body poses can help blind learners acquire physical movements that are normally taught through visual demonstration. Verbal descriptions are notoriously inconsistent and struggle to convey nuance, while…

    tactile graphics · 3D printing · blindness and low vision · visual impairment · physical activity

  • "It Depends": Re-Authoring Play Through Clinical Reasoning in Wearable AR Rehab Games

    Binyan Xu, Wei Wu, Soonhyeon Kweon, Casper Harteveld, Leanne Chukoskie · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    This CHI 2026 paper examines how lightweight, glasses-form-factor augmented reality (AR) rehabilitation games can be translated from laboratory prototypes into everyday physical therapy (PT) practice. The authors argue that most AR rehab research has stalled in controlled…

    augmented reality · rehabilitation · physical therapy · clinical reasoning · embodied interaction

  • From Selfie Stick to Virtual Cane: Enabling Blind Exploration through Mobile Virtual Reality

    Hao Tang, Hong Zhao, Xinpeng Liu, Zhenchao Xia, William Seiple, Zhigang Zhu · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    Consumer VR is a visual-first medium, which in practice shuts out blind and low-vision (BLV) users. Tang and colleagues argue that existing accessible VR systems do help BLV users explore virtual environments (VEs), but they depend on head-mounted displays, external tracking…

    blind and low vision · virtual reality · mobile accessibility · orientation and mobility · white cane

  • From Performers to Creators: Understanding Retired Women's Perceptions of Technology-Enhanced Dance Performance

    Danlin Zheng, Xiaoying Wei, Chao Liu, Quanyu Zhang, Jingling Zhang, Shihui Guo, Mingming Fan · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    Zheng and colleagues study how interactive-dance and generative-AI technologies can be designed around the needs of retired women dancers in China — a population estimated at over 100 million, for whom community dance is a major post-retirement practice but where stage…

    aging · older adults · interactive dance · AIGC · large language models

  • Somatic Drawing Tool: 3D Body Sheet as Material for Articulating Synaesthetic Experiences

    Mamoru Watanabe, Oussama Metatla, Atau Tanaka · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    This CHI 2026 paper reports a three-year participatory co-design cycle with synaesthetes - people who involuntarily experience cross-sensory perceptions such as seeing colours when hearing music or feeling tactile sensations when reading letters. The authors argue that…

    synaesthesia · sensory articulation · soma design · body sheet · VR drawing

  • LyreFlute: Sensor-Based Musical Experience for COPD Rehabilitation

    Andreia Valente, Claudio Cotto, Mark Billinghurst, Kunal Gupta · 2026 · Extended Abstracts of the 2026 CHI Conference on Human Factors in Computing Systems (CHI EA '26)

    LyreFlute is a sensor-equipped musical instrument paired with a 3D rhythm game that reframes at-home COPD (Chronic Obstructive Pulmonary Disease) breathing exercises as a culturally grounded, narrative-driven experience. The authors motivate the work with a stark adherence…

    COPD · pulmonary rehabilitation · breathing exercises · biofeedback · serious game

6 results.