Related papers: Adaptive Accessible AR/VR Systems
Virtual Reality (VR) and Augmented Reality (AR) tools have been applied in all engineering fields in order to avoid the use of physical prototypes, to train in high-risk situations, and to interpret real or simulated results. In order to…
Accessible design for some may still produce barriers for others. This tension, called access friction, creates challenges for both designers and end-users with disabilities. To address this, we present the concept of softerware, a system…
The navigation of indoor spaces poses difficult challenges for individuals with visual impairments, as it requires processing of sensory information, dealing with uncertainties, and relying on assistance. To tackle these challenges, we…
Virtual collaboration has transformed how people in mixed-ability teams, composed of disabled and non-disabled people, work together by offering greater flexibility. In these settings, accessibility practices, such as accommodations and…
Mobile devices gather the communication capabilities as no other gadget. Plus, they now comprise a wider set of applications while still maintaining reduced size and weight. They have started to include accessibility features that enable…
Seniors represent a growing user base for mobile applications; however, many apps fail to adequately address their accessibility challenges and usability preferences. To investigate this issue, we conducted an exploratory focus group study…
Communication is the most useful tool to impart knowledge, understand ideas, clarify thoughts and expressions, organize plan and manage every single day-to-day activity. Although there are different modes of communication, physical barrier…
This paper introduces Teachable Reality, an augmented reality (AR) prototyping tool for creating interactive tangible AR applications with arbitrary everyday objects. Teachable Reality leverages vision-based interactive machine teaching…
Virtual Reality (VR) has shown great potential to revolutionize the market by providing users immersive experiences with freedom of movement. Compared to traditional video streaming, VR is with ultra high-definition and dynamically changes…
As Mixed Reality (MR) devices become increasingly popular across industries, they raise significant privacy and ethical concerns due to their capacity to collect extensive data on users and their environments. This paper highlights the…
Natural user interfaces are on the rise. Manufacturers for Augmented, Virtual, and Mixed Reality head mounted displays are increasingly integrating new sensors into their consumer grade products, allowing gesture recognition without…
Personas are a valuable tool for discussing accessibility requirements in software design and development practices. However, the use of personas for accessibility-focused requirements elicitation in VR projects remains limited and is…
According to the World Health Organization, more than one billion people worldwide have disabilities. The field of disability studies defines disability through a social lens; people are disabled to the extent that society creates…
We discuss issues of Artificial Intelligence (AI) fairness for people with disabilities, with examples drawn from our research on human-computer interaction (HCI) for AI-based systems for people who are Deaf or Hard of Hearing (DHH). In…
We propose that accessibility research can lay the foundation for technology that can be used to augment the perception of everyone. To show how this can be achieved, we present three case studies of our research in which we demonstrate our…
With app-based interaction increasingly permeating all aspects of daily living, it is essential to ensure that apps are designed to be \emph{inclusive} and are usable by a wider audience such as the elderly, with various impairments (e.g.,…
As digital social platforms and mobile technologies are becoming more prevalent and robust, the use of Artificial Intelligence (AI) in facilitating human communication will grow. This, in turn, will pave the way for the development of…
Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR…
Robotic sensorimotor extensions (supernumerary limbs, prosthesis, handheld tools) are worn devices used to interact with the nearby environment, whether to assist the capabilities of impaired users or to enhance the dexterity of industrial…
Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile…