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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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  • Before the Technological Fix: Scoping AI and AAC for Social Futures

    Seray B Ibrahim, Tom Griffiths, Michael Clarke, Simon Judge, Petr Slovak, Graham Pullin, Jeff Higginbotham · 2026 · Extended Abstracts of the 2026 CHI Conference on Human Factors in Computing Systems (CHI EA '26)

    Ibrahim and colleagues - a multi-institution team of researchers working at the intersection of AAC, HCI, and disability studies - argue that the recent surge of HCI work applying AI to Augmentative and Alternative Communication (AAC) is drifting away from where contemporary AAC…

    AAC · augmentative and alternative communication · artificial intelligence · scoping review · social interaction

  • Understanding How Visually Impaired Players Socialize in Mobile Games

    Zihe Ran, Xiyu Li, Qing Xiao, Yanyun Wang, Franklin Mingzhe Li, Zhicong Lu · 2025 · Proceedings of the 27th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2025)

    This study examines how visually impaired players in China use mobile games as platforms for socialization, going beyond the typical focus on gameplay accessibility to investigate the social dimensions of gaming. The researchers conducted semi-structured interviews with 30…

    game accessibility · blind and low vision · social interaction · mobile accessibility · Global South accessibility

  • VRBubble: Enhancing Peripheral Awareness of Avatars for People with Visual Impairments in Social Virtual Reality

    Tiger F. Ji, Brianna Cochran, Yuhang Zhao · 2022 · Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2022)

    This paper introduces VRBubble, an audio-based interaction technique designed to make social virtual reality environments accessible to people with visual impairments (PVI). While social VR platforms like VRChat and Rec Room are growing rapidly as spaces for remote socialization…

    virtual reality accessibility · visual impairment · spatial audio · proxemics · social interaction

  • Deaf and Hard-of-Hearing Users' Preferences for Hearing Speakers' Behavior during Technology-Mediated In-Person and Remote Conversations

    Matthew Seita, Sarah Andrew, Matt Huenerfauth · 2021 · Proceedings of the 18th International Web for All Conference (W4A)

    This paper presents the first quantitative evidence of Deaf and hard-of-hearing (DHH) individuals' preferences for specific speech and non-verbal behaviors from hearing conversational partners during technology-mediated communication. The researchers conducted two experimental…

    deaf and hard of hearing · automatic speech recognition · videoconferencing · communication accessibility · speechreading

  • Enabling meaningful use of AI-infused educational technologies for children with blindness: Learnings from the development and piloting of the PeopleLens curriculum

    Cecily Morrison, Edward Cutrell, Martin Grayson, Elisabeth RB Becker, Vasiliki Kladouchou, Linda Pring, Katherine Jones, Rita Faia Marques, Camilla Longden, Abigail Sellen · 2021 · Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '21)

    This paper presents the development and pilot evaluation of a curriculum designed to support the meaningful use of PeopleLens, an AI-powered augmented reality system that helps children born blind develop social attention skills. PeopleLens uses a head-mounted device (modified…

    blindness · children · AI accessibility · augmented reality · spatial audio

  • Accessing Passersby Proxemic Signals through a Head-Worn Camera: Opportunities and Limitations for the Blind

    Kyungjun Lee, Daisuke Sato, Saki Asakawa, Chieko Asakawa, Hernisa Kacorri · 2021 · Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '21)

    This paper explores the potential and limitations of using head-worn cameras with computer vision to help blind people access proxemic signals — the spatial behaviour of nearby people that sighted individuals perceive visually, such as someone's presence, distance, relative…

    blind and low vision · proxemics · wearable camera · smart glasses · pedestrian detection

  • The TalkingBox.: Revealing Strengths of Adults with Severe Cognitive Disabilities

    Filip Bircanin, Laurianne Sitbon, Bernd Ploderer, Andrew Azaabanye Bayor, Michael Esteban, Stewart Koplick, Margot Brereton · 2020 · Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2020)

    This paper presents a case study of TalkingBox, a tangible communication device co-designed with Chris (pseudonym), a young adult with a severe cognitive disability, and his support network at a community day centre in Brisbane, Australia. Chris is minimally verbal, communicates…

    intellectual disability · augmentative and alternative communication · tangible interaction · co-design · participatory design

  • Experiencing EVA Park, a Multi-User Virtual World for People with Aphasia

    Julia Galliers, Stephanie Wilson, Jane Marshall, Richard Talbot, Niamh Devane, Tracey Booth, Celia Woolf, Helen Greenwood · 2017 · ACM Transactions on Accessible Computing

    This study examines the user experience of EVA Park, a multi-user virtual world designed specifically for people with aphasia (PWA) to practice conversations. Aphasia, a communication disorder most commonly caused by stroke (occurring in 45% of stroke survivors), affects…

    aphasia · virtual worlds · stroke rehabilitation · speech-language therapy · social interaction

  • Design and Evaluation of a Networked Game to Support Social Connection of Youth with Cerebral Palsy

    Hamilton A. Hernandez, Mallory Ketcheson, Adrian Schneider, Zi Ye, Darcy Fehlings, Lauren Switzer, Virginia Wright, Shelly K. Bursick, Chad Richards, T.C. Nicholas Graham · 2014 · ASSETS '14: Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility

    This paper presents Liberi, a networked video game custom-designed to foster social interaction among youth with cerebral palsy (CP). Youth with CP—particularly those classified at GMFCS level III who require mobility aids—experience social isolation due to mobility limitations…

    cerebral palsy · game accessibility · social interaction · motor impairments · inclusive design

  • Expression: A Google Glass Based Assistive Solution for Social Signal Processing

    ASM Iftekhar Anam, Shahinur Alam, Mohammed Yeasin · 2014 · Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS)

    This demo paper presents Expression, a Google Glass-based assistive system that enables blind and visually impaired users to perceive non-verbal social signals during face-to-face conversations. Limited access to non-verbal cues — facial expressions, gestures, body language — is…

    blindness · wearable technology · facial expression recognition · social interaction · Google Glass

  • A Google Glass App to Help the Blind in Small Talk

    Mohammad Iftekhar Tanveer, Mohammed Ehsan Hoque · 2014 · Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS)

    This demo paper presents a Google Glass prototype that helps blind individuals initiate small talk by automatically analysing a scene to detect the number of people present, their approximate ages, and gender distribution, then synthesising this information as speech feedback…

    blindness · Google Glass · wearable technology · computer vision · face detection

  • Do You See What I See? Designing a Sensory Substitution Device to Access Non-Verbal Modes of Communication

    M. Iftekhar Tanveer, A. S. M. Iftekhar Anam, Mohammed Yeasin, Majid Khan · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '13)

    This paper presents iFEPS (improved Facial Expression Perception through Sound), a visual-to-auditory sensory substitution device that enables blind users to perceive their conversation partner's facial expressions through audio feedback. Research suggests that 80% of…

    sensory substitution · blind users · facial expression · non-verbal communication · computer vision

  • FEPS: A Sensory Substitution System for the Blind to Perceive Facial Expressions

    Md. Iftekhar Tanveer, A.S.M. Iftekhar Anam, A.K.M Mahbubur Rahman, Sreya Ghosh, Mohammed Yeasin · 2012 · Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2012)

    This demonstration paper presents FEPS (Facial Expression Perception through Sound), a visual-to-auditory sensory substitution system that enables blind individuals to perceive their conversation partner's facial expressions through sound. The inability to perceive facial…

    visual impairment · blind users · sensory substitution · sonification · facial expression recognition

  • Let's Stay in Touch: Sharing Photos for Restoring Social Connectedness between Rehabilitants, Friends and Family

    Margit Biemans, Betsy van Dijk, Pavan Dadlani, Aart van Halteren · 2009 · Proceedings of the 11th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '09)

    This paper presents a case study on using a photo sharing application to maintain social connectedness between people undergoing spinal cord lesion rehabilitation and their friends and family. Rehabilitation for spinal cord injuries often requires extended stays of up to a year…

    social connectedness · rehabilitation · spinal cord injury · photo sharing · assistive technology

  • TextSL: A Command-Based Virtual World Interface for the Visually Impaired

    Eelke Folmer, Bei Yuan, Dave Carr, Manjari Sapre · 2009 · Proceedings of the 11th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '09)

    This paper presents TextSL, a text-based client for the virtual world Second Life that enables access via screen readers. Second Life is a non-game virtual world where users control avatars to explore 3D environments, socialise with others, and interact with user-created objects…

    virtual worlds · visual impairment · screen readers · game accessibility · social interaction

  • iCARE Interaction Assistant: A Wearable Face Recognition System for Individuals with Visual Impairments

    Sreekar Krishna, Greg Little, John Black, Sethuraman Panchanathan · 2005 · Proceedings of the 7th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '05)

    This paper presents the iCARE Interaction Assistant, a wearable assistive device designed to facilitate social interactions for people who are blind or visually impaired by recognizing faces in their vicinity. The system was motivated by input from focus groups who highlighted…

    face recognition · wearable technology · blindness and low vision · social interaction · computer vision

  • A Wearable Face Recognition System for Individuals with Visual Impairments

    Sreekar Krishna, Greg Little, John Black, Sethuraman Panchanathan · 2005 · Proceedings of the 7th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '05)

    This paper presents the iCare Interaction Assistant, a wearable face recognition system developed at Arizona State University's Center for Cognitive Ubiquitous Computing (CUbiC) to help people who are visually impaired identify individuals during social interactions. The system…

    face recognition · wearable computing · blindness · computer vision · social interaction

  • Assistive Social Interaction for Non-Speaking People Living in the Community

    Nick Hine, John L. Arnott · 2002 · Proceedings of the Fifth International ACM Conference on Assistive Technologies (Assets '02)

    This paper addresses the social isolation experienced by non-speaking people living independently in the community, a problem intensified by the shift from institutional to community-based care in the UK. The authors argue that while community care aims to improve quality of…

    AAC · social isolation · community care · videoconferencing · multimedia

18 results.