Related papers: POINTS -- Playful objects for inclusive, personali…
This paper is a collaborative piece between two worlds of expertise in the field of data visualization: accessibility and bias. In particular, the rise of generative models playing a role in accessibility is a worrying trend for data…
The rapid development of technology has introduced new formats of human-computer interaction, which have in turn produced many new forms of media and a whole new field of interactive multimedia. One of the major mediums that has grown in…
This study investigates learners' preferences for game design elements (GDEs) in educational contexts to inform the development of purpose-driven gamification strategies. It emphasizes a learner-centered approach that aligns gamification…
Digital games offer rich social experiences and promote valuable skills, but they fall short in addressing physical inactivity. Exergames, which combine exercise with gameplay, have the potential to tackle this issue. However, current…
Neurological disorders, including stroke, spinal cord injuries, multiple sclerosis, and Parkinson's disease, generally lead to diminished upper extremity (UE) function, impacting individuals' independence and quality of life. Traditional…
No two people are alike. We usually ignore this diversity as we have the capability to adapt and, without noticing, become experts in interfaces that were probably misadjusted to begin with. This adaptation is not always at the user's…
Training students in basic concepts of physics, such as the ones related to mass, volume, or density, is much more complicated than just stating the underlying definitions and laws. One of the reasons for this is that most students have…
Outdoor sports pose a challenge for people with impaired vision. The demand for higher-speed mobility inspired us to develop a vision-based wearable steering assistance. To ensure broad applicability, we focused on a representative sports…
Designing for situational awareness could lead to better solutions for disabled people, likewise, exploring the needs of disabled people could lead to innovations that can address situational impairments. This in turn can create…
We present SMPLOlympics, a collection of physically simulated environments that allow humanoids to compete in a variety of Olympic sports. Sports simulation offers a rich and standardized testing ground for evaluating and improving the…
We present Playable Environments - a new representation for interactive video generation and manipulation in space and time. With a single image at inference time, our novel framework allows the user to move objects in 3D while generating a…
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of…
In this paper, the authors propose a software metric called Class Activeness Metric which helps to determine the level of accessibility of the members of a class when it is instantiated as objects. Object interactions need to be straight…
Gamification applies game mechanics to non-game environments to motivate and engage users. Artificial Intelligence (AI) offers powerful tools for personalizing and optimizing gamification, adapting to users' needs, preferences, and…
Digital interaction with everyday objects has become popular since the proliferation of camera-based systems that detect and augment objects "just-in-time". Common systems use a vision-based approach to detect objects and display their…
Artificial Intelligence (AI) is revolutionizing assistive technologies. It offers innovative solutions to enhance the quality of life for individuals with visual impairments. This review examines the development, applications, and impact of…
Accessibility--the process of designing for people with disabilities (PWD)--is an important but under-explored challenge in the visualization research community. Without careful attention, and if PWD are not included as equal participants…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
Motion capture technologies are increasingly used in creative and performance contexts but often exclude disabled practitioners due to normative assumptions in body modeling, calibration, and avatar representation. EqualMotion introduces a…
Computer vision based technology is becoming ubiquitous in society. One application area that has seen an increase in computer vision is assistive technologies, specifically for those with visual impairment. Research has shown the ability…