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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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  • CoSignPlay: A Collaborative Approach to Learning Non-Manual Signs in ASL for Hearing Families with Deaf Children

    Xuanyu Liu, Hsin-Le Cheng, Guillaume Chastel, Margaret Chastel, Zhen Bai · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper introduces CoSignPlay, a novel collaborative learning approach for teaching non-manual signs (NMS) in American Sign Language to hearing families with deaf and hard-of-hearing (DHH) children. Over 90% of DHH children are born to hearing families, and without accessible…

    American Sign Language · non-manual signs · deaf and hard of hearing · collaborative learning · avatar

  • Co-Designing Culturally Grounded Mobile Health Games for Hypertension Management in Indigenous Communities

    Alison Graham, Tochukwu Arinze Ikwunne, Jared Duval · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper presents a co-design study conducted with 14 Indigenous community members from Northern Arizona, representing seven tribal nations including Hopi, Navajo, Diné, Chickasaw, Hidatsa, Oneida, and native Hawaiian backgrounds. The research addresses the disproportionate…

    Indigenous health · co-design · mobile health games · hypertension · culturally grounded design

  • AI and Gamification for Employees with ADHD: A Tool for Enhancing Workplace Focus & Productivity

    Tahani Jaser Alahmadi, Ruyouf AlKhuzaim, Meral AlHelwah, Abbrar AlOtaibi, Dima AlTammami, Daad AlSaqer · 2025 · Proceedings of the 22nd International Web for All Conference (W4A)

    This paper presents WADAQ, an AI-driven gamification tool designed to support employees with ADHD in improving focus, task management, and workplace productivity. The system operates in three stages: first, machine learning classification models predict whether a user is likely…

    ADHD · gamification · machine learning · reinforcement learning · workplace accessibility

3 results.