Related papers: Technology Developments in Touch-Based Accessible …
Evaluation is essential to understanding the value that digital creativity brings to people's experience, for example in terms of their enjoyment, creativity, and engagement. There is a substantial body of research on how to design and…
In the past two decades, there has been a continuous rise in the deployment of robots fulfilling social roles that expands across various industries such as guides, service providers, and educators. To establish robots as integral allies in…
Recent advances in extended reality (XR) technologies have enabled new and increasingly realistic empathy tools and experiences. In XR, all interactions take place in different spatial contexts, all with different features, affordances, and…
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…
Interaction design for Augmented Reality (AR) is gaining increasing attention from both academia and industry. This survey discusses 260 articles (68.8% of articles published between 2015 - 2019) to review the field of human interaction in…
We propose and study a novel cross-reality environment that seamlessly integrates a monoscopic 2D surface (an interactive screen with touch and pen input) with a stereoscopic 3D space (an augmented reality HMD) to jointly host spatial data…
For people who ardently love painting but unfortunately have visual impairments, holding a paintbrush to create a work is a very difficult task. People in this special group are eager to pick up the paintbrush, like Leonardo da Vinci, to…
In the early stages of the COVID-19 pandemic, many events and conferences hastily converted to a virtual format, and many commercial ventures promptly developed tools promising seamless transitions to virtual spaces. In particular, efforts…
Being able to duplicate published research results is an important process of conducting research whether to build upon these findings or to compare with them. This process is called "replicability" when using the original authors'…
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…
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…
Modern technology driven information systems are part of our daily lives. However, this deep integration poses new challenges to the human computer interaction (HCI) professionals. With the rapid growth of mobile and cloud computing and the…
Modern healthcare facilities demand digital accessibility to guarantee equal access to telemedicine platforms, online pharmacy services, and health monitoring devices that can be worn or are handy. With the rising call for the…
Humans build 3D understandings of the world through active object exploration, using jointly their senses of vision and touch. However, in 3D shape reconstruction, most recent progress has relied on static datasets of limited sensory data…
Although empirical research often underpins practical visualization guidelines, it remains unclear how well these research-driven insights are reflected in the guidelines practitioners actually use. In this paper, we investigate the…
User-generated content plays a key role in social networking, allowing a more active participation, socialisation, and collaboration among users. In particular, media content has been gaining a lot of ground, allowing users to express…
The rapid adoption of generative AI in software development has impacted the industry, yet its effects on developers with visual impairments remain largely unexplored. To address this gap, we used an Activity Theory framework to examine how…
Handwritten signatures are biometric traits at the center of debate in the scientific community. Over the last 40 years, the interest in signature studies has grown steadily, having as its main reference the application of automatic…
A good amount of research has explored the use of wearables for educational or learning purposes. We have now reached a point when much literature can be found on that topic, but few attempts have been made to make sense of that literature…
Any media experience must be fully inclusive and accessible to all users regardless of their ability. With the current trend towards immersive experiences, such as Virtual Reality (VR) and 360-degree video, it becomes key that these…