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Augmented, virtual and mixed reality technologies offer new ways of interacting with digital media. However, such technologies are not well explored for people with different ranges of abilities beyond a few specific navigation and gaming…
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…
Software applications often pose barriers for users with accessibility needs, e.g., visual impairments. Model-driven engineering (MDE), with its systematic nature of code derivation, offers systematic methods to integrate accessibility…
We present TangibleGrid, a novel device that allows blind users to understand and design the layout of a web page with real-time tangible feedback. We conducted semi-structured interviews and a series of co-design sessions with blind users…
User Experience (UX) evaluation methods that are commonly used with hearing users may not be functional or effective for Deaf users. This is because these methods are primarily designed for users with hearing abilities, which can create…
Since transition to higher education emerged as a research topic in the early 1970s, scholarly inquiry has focused on students without impairments and, what is more, little attention has been paid to the role of digital technologies. This…
Many technology companies aim to improve access and inclusion not only by making their products accessible but also by bringing people with disabilities into the tech workforce. We know less about how accessibility is experienced and…
Despite rapid growth in the data science workforce, people of color, women, those with disabilities, and others remain underrepresented in, underserved by, and sometimes excluded from the field. This pattern prevents equal opportunity for…
The number of applications on online mobile application stores is increasing at a rapid rate. Smart-phones are used by a wide range of people varying in age, and also in the ability to use a smart phone. With the increasing dependency on…
The research on differently abled persons, and their use of library is getting global attention in recent years. The field has shown a modest, continuous but wide-scale growth. This research paper aimed at capturing the dynamics of the…
Accessibility research has gained traction, yet ethical gaps persist in the inclusion of individuals with disabilities, especially children. Inclusive research practices are essential to ensure research and design solutions cater to the…
Drawing on crip theory, this paper proposes cripping AI as a guiding framework to center lived disability experiences in AI research and development. Moving beyond calls to make AI "accessible" to people with disabilities, cripping AI seeks…
People with disabilities often face discrimination and lack of access in all areas of society. While improving the affordability and appropriateness of assistive technologies can pave the way for easier participation and independence,…
Augmented Reality (AR) learning games, on average, have been shown to have a positive impact on student learning. However, the exploration of AR learning games in special education settings, where accessibility is a concern, has not been…
In recent years, mobile accessibility has become an important trend with the goal of allowing all users the possibility of using any app without many limitations. User reviews include insights that are useful for app evolution. However,…
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…
Learning disabilities like dysgraphia, dyslexia, dyspraxia, etc. interfere with academic achievements but have also long terms consequences beyond the academic time. It is widely admitted that between 5% to 10% of the world population is…
In a contemporary world, people become dependent on electronic devices. Technologies help to clarification and structure life in many ways to meet the need of the children oriented requirements. The children suffering from disabilities…
In visual question answering (VQA), a machine must answer a question given an associated image. Recently, accessibility researchers have explored whether VQA can be deployed in a real-world setting where users with visual impairments learn…
This paper presents a wearable assistive device with the shape of a pair of eyeglasses that allows visually impaired people to navigate safely and quickly in unfamiliar environment, as well as perceive the complicated environment to…