Related papers: How Users Who are Blind or Low Vision Play Mobile …
Video games are increasingly accessible to blind and low vision (BLV) players, yet many aspects remain inaccessible. One aspect is the joy players feel when they explore environments and make new discoveries, which is integral to many…
Mobile games are becoming a vital medium for social interaction, offering a platform that transcends geographical boundaries. An increasing number of visually impaired individuals are engaging in mobile gaming to connect, collaborate,…
Blind and low-vision (BLV) players face critical challenges in engaging with video games due to the inaccessibility of visual elements, difficulties navigating interfaces, and limitations in performing interaction. Meanwhile, the…
Blind people face significant challenges when using smartphones. The focus on improving non-visual mobile accessibility has been at the level of touchscreen access. Our research investigates the challenges faced by blind people in their…
This paper presents a systematic literature review of music technology tailored for blind and low vision (BLV) individuals. Music activities can be particularly beneficial for BLV people. However, a systematic approach to organizing…
Mainstream games are typically designed around the visual experience, with behaviors and interactions highly dependent on vision. Despite this, blind people are playing mainstream games while dealing with and overcoming inaccessible…
In research and practice into the accessibility of digital games, much of the work has focused on how to make games accessible to people with disa- bilities. With an increasing number of people with disabilities playing main- stream…
Large Vision-Language Models (VLMs) excel at understanding and generating video descriptions but their high memory, computation, and deployment demands hinder practical use particularly for blind and low-vision (BLV) users who depend on…
In developing and underdeveloped regions, many 'Blind Colleges' exclusively enroll individuals with Blindness or Vision Impairment (BLV) for higher education. While advancements in accessible technologies have facilitated BLV student…
Actively participating in body movement such as dance, sports, and fitness activities is challenging for people who are blind or have low vision (BLV). Teachers primarily rely on verbal instructions and physical demonstrations with limited…
Our work aims to develop new assistive technologies that enable blind or low vision (BLV) people to explore and analyze data readily. At present, barriers exist for BLV people to explore and analyze data, restricting access to government,…
This study delves into the key issues of representation and accessibility in game development. Despite their societal significance, video games face ongoing criticism for lacking diversity in both the workforce and content, excluding…
Games represent a significant part of modern culture, which demonstrates the importance of ensuring that everyone can participate and play in order to feel included in our society. However, most digital games end up being inaccessible to…
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…
The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving…
Older adults are increasingly acquiring smartphones. But acquiring smartphones can be difficult, and little is known about the particular challenges of older adults who are additionally blind or losing their vision. We shed light on the…
Managing passwords securely and conveniently is still an open problem for many users. Existing research has examined users' password management strategies and identified pain points, such as security concerns, leading to insecure practices.…
This research paper addresses the limitations of current mobile accessibility services like TalkBack, which provide manual gesture-based sequential feedback to BVI users. Motivated by the promise of large language models (LLMs), this paper…
For individuals with blindness or low vision (BLV), navigating complex environments can pose serious risks. Large Vision-Language Models (LVLMs) show promise for generating scene descriptions, but their effectiveness for BLV users remains…
While audio description (AD) is the standard approach for making videos accessible to blind and low vision (BLV) people, existing AD guidelines do not consider BLV users' varied preferences across viewing scenarios. These scenarios range…