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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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  • Grassroots Maker Perspectives on Participation in Do-It-Yourself Assistive Technology Development

    Saquib Sarwar, David Wilson, Khairul Mahbub · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    Sarwar, Wilson, and Mahbub interviewed 20 grassroots DIY assistive-technology (DIY-AT) makers in the U.S. between July 2021 and December 2023 to build a maker-centered account of the DIY-AT ecosystem. Participants were recruited from social media (Reddit r/AssistiveTechnology,…

    DIY assistive technology · assistive technology · 3D printing · digital fabrication · makerspace

  • Understanding Clinician Experiences with Game-Based Interventions for Autistic Children to Inform a Future Game Platform Focused on Improving Motor Skills

    Hunter M. Beach, Devin Jay D. San Nicolas, Carly Miller, Cathy Ly, Jared Duval · 2026 · Extended Abstracts of the 2026 CHI Conference on Human Factors in Computing Systems (CHI EA ’26)

    This CHI 2026 Extended Abstract reports a two-phase qualitative study with pediatric physical therapists (PTs) and occupational therapists (OTs) to inform the design of AutMotion Studio, a speculative modular platform of motor-skill minigames for autistic children. Up to 87% of…

    autism · motor skills · serious games for health · pediatric therapy · physical therapy

  • Exploring AI-Fabrication in Shaping the Future of DIY-AT Design: Insights from Makers

    Leila Aflatoony, Mixuan Li, Yiyun Zhang, Irene Jacob, Shujian Xu, Ziqi Tang, Andre Grossberg · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper investigates how generative AI can support Do-It-Yourself assistive technology (DIY-AT) design and fabrication. The researchers developed a web-based GenAI interface that combines text-to-image generation (via MidJourney) and image-to-3D model conversion (via Meshy…

    assistive technology · generative AI · digital fabrication · 3D printing · DIY assistive technology

  • Receptive Design Methodologies: Human-Centered Design methodologies receptive to adaptation, accessibility and inclusion

    Apoorva Avadhana · 2024 · Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '24)

    This short paper proposes a set of new design methodologies that bridge the gaps between Human-Centred Design (HCD), accessibility research, disability studies, occupational therapy (OT), and assistive technology (AT) development. The author argues that these fields have…

    design methods · assistive technology · inclusive design · occupational therapy · adaptation

  • Designing Spellcasters from Clinician Perspectives: A Customizable Gesture-Based Immersive Virtual Reality Game for Stroke Rehabilitation

    Jared Duval, Rutul Thakkar, Delong Du, Kassandra Chin, Sherry Luo, Aviv Elor, Magy Seif El-Nasr, Michael John · 2022 · ACM Transactions on Accessible Computing

    This research presents Spellcasters, an immersive virtual reality game adapted from entertainment for stroke rehabilitation. More than 800,000 people suffer strokes annually in the US, with two-thirds requiring rehabilitation. Stroke survivors often experience hemiparesis…

    stroke rehabilitation · virtual reality · serious games · telehealth · gesture recognition

  • Using the Musical Multimedia Tool ACMUS with People with Severe Mental Disorders: A Pilot Study

    Mikel Ostiz-Blanco, Alfredo Pina, Miriam Lizaso, Jose Javier Astraín, Gonzalo Arrondo · 2018 · Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2018)

    This demo paper from the University of Navarra presents a pilot study evaluating ACMUS (Accessible Music), a multimedia tool that adds visual and interactive dimensions to music therapy for people with severe mental disorders. Music therapy has shown preliminary benefits for…

    mental health · schizophrenia · music therapy · music accessibility · serious games

  • Investigating the Implications of 3D Printing in Special Education

    Erin Buehler, Niara Comrie, Megan Hofmann, Samantha McDonald, Amy Hurst · 2016 · ACM Transactions on Accessible Computing (TACCESS)

    This paper investigates the use of 3D printing in special education settings through case studies at three sites serving students with cognitive, motor, and visual impairments, and presents GripFab, a simplified 3D modeling tool designed for occupational therapists (OTs) to…

    3D printing · digital fabrication · special education · assistive technology · DIY assistive technology

  • ARMStrokes: A Mobile App for Everyday Stroke Rehabilitation

    Jin Guo, Ted Smith, David Messing, Ziying Tang, Sonia Lawson, Jinjuan Heidi Feng · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This paper presents ARMStrokes, an iPhone application that enables stroke survivors to perform upper extremity rehabilitation exercises anywhere and anytime using only built-in smartphone sensors. Stroke affects over 795,000 Americans annually and often causes long-term…

    stroke rehabilitation · mobile health · exergames · upper extremity · motor impairment

  • ABC and 3D: Opportunities and Obstacles to 3D Printing in Special Education Environments

    Erin Buehler, Shaun K. Kane, Amy Hurst · 2014 · Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS 2014)

    This paper presents a formative study exploring how 3D printing can support special education across three diverse sites: a school for students with moderate to severe cognitive disabilities (Site A), a school for blind and visually impaired students (Site B), and the technology…

    3D printing · special education · assistive technology · digital fabrication · STEM education

  • Motion-Games in Brain Injury Rehabilitation: An In-Situ Multi-Method Study of Inpatient Care

    Cynthia Putnam, Jinghui Cheng · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This poster paper explores how commercial motion-based video games (Xbox Kinect, Nintendo Wii) are used in a rehabilitation hospital for patients with brain injuries. The researchers collaborated with therapists at the Schwab Rehabilitation Hospital (SRH) in Chicago, which…

    brain injury · rehabilitation · motion gaming · exergame · game accessibility

  • Stroke Therapy through Motion-Based Games: A Case Study

    Gazihan Alankus, Rachel Proffitt, Caitlin Kelleher, Jack Engsberg · 2010 · Proceedings of the 12th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2010)

    This paper presents a detailed six-week home-based case study of a 62-year-old woman (pseudonym Marie) who was seventeen years post-stroke, using custom motion-based video games for upper extremity rehabilitation. Marie had left hemiparesis affecting her non-dominant side, with…

    stroke rehabilitation · hemiparesis · gamification · motor disability · physical rehabilitation

  • Interactive Virtual Client for Teaching Occupational Therapy Evaluative Processes

    Sharon Stansfield, Tom Butkiewicz, Evan Suma, Marilyn Kane · 2005 · Proceedings of the 7th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '05)

    This paper from Ithaca College describes a computer-based educational tool for occupational therapy (OT) students learning client evaluation techniques. The system uses a dialogue-based interface where students interact with a virtual client — a 3D character built using Valve's…

    occupational therapy · virtual patient · educational technology · simulation · serious games

  • A Novel Multi-Stage Approach to the Detection of Visuo-Spatial Neglect Based on the Analysis of Figure-Copying Tasks

    R. M. Guest, M. C. Fairhurst · 2002 · Proceedings of the Fifth International ACM Conference on Assistive Technologies (Assets '02)

    This paper presents a computer-based technique for improving the detection of visuo-spatial neglect (VSN), a dysfunction typically caused by stroke that causes patients to fail to respond to stimuli on the opposite side of the visual field from the brain lesion. Early and…

    stroke recovery · neurological conditions · clinical tools · assessment · automated testing

13 results.