Related papers: How Users Who are Blind or Low Vision Play Mobile …
Research touts universal participation through accessibility initiatives, yet blind and low-vision (BLV) researchers face systematic exclusion as visual representations dominate modern research workflows. To materialize inclusive processes,…
As mobile applications (apps) become ubiquitous in everyday life, it is crucial for developers to prioritize accessibility for users with diverse abilities. While previous research has identified widespread accessibility issues and raised…
This study explores the use of virtual reality (VR) as an innovative tool to enhance awareness, acceptance, and understanding of accessibility for persons with vision loss (VL). Through a VR-based workshop developed in collaboration with…
The goal of this exploratory research is to investigate how glitches and bugs within video games affect a players overall experience. The severity or frequency of bugs, as well as the nature of the bugs present, could influence how the…
We investigate whether tactile charts support comprehension and learning of complex visualizations for blind and low-vision (BLV) individuals and contribute four tactile chart designs and an interview study. Visualizations are powerful…
Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility…
Blind and low vision (BLV) users often rely on alt text to understand what a digital image is showing. However, recent research has investigated how touch-based image exploration on touchscreens can supplement alt text. Touchscreen-based…
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…
Empowering blind and low vision (BLV) users to explore visual media improves content comprehension, strengthens user agency, and fulfills diverse information needs. However, most existing tools separate exploration from the main narration,…
People with visual impairments face numerous challenges in their daily lives, including mobility, access to information, independent living, and employment. Artificial Intelligence (AI) with Computer Vision (CV) has the potential to improve…
Our previous interview study explores the needs and uses of diagrammatic information by the Blind and Low Vision (BLV) community, resulting in a framework called the Ladder of Diagram Access. The framework outlines five levels of…
Large Vision-Language Models (LVLMs) demonstrate a promising direction for assisting individuals with blindness or low-vision (BLV). Yet, measuring their true utility in real-world scenarios is challenging because evaluating whether their…
This study explores the prevalence of dark patterns in mobile games that exploit players through temporal, monetary, social, and psychological means. Recognizing the ethical concerns and potential harm surrounding these manipulative…
Numerous accessibility features have been developed and included in consumer operating systems to provide people with a variety of disabilities additional ways to access computing devices. Unfortunately, many users, especially older adults…
As virtual 3D environments become more prevalent, equitable access is essential for blind and low-vision (BLV) users, who face challenges with spatial awareness, navigation, and interaction. Prior work has explored supplementing visual…
With the ever-growing expansion of mobile technology worldwide, there is an increasing need for accommodation for those who are disabled. This project explores how machine learning and computer vision could be utilized to improve…
Accessibility reviews provide valuable insights into both the limitations and benefits experienced by users with disabilities when using virtual reality (VR) applications. However, a comprehensive investigation into VR accessibility for…
Multimodal large language models (MLLMs) are changing how Blind and Low Vision (BLV) people access visual information. Unlike traditional visual interpretation tools that only provide descriptions, MLLM-enabled applications offer…
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…
Promoting exercise and promoting fun in sport and activity is a common goal of schools. However, children and adolescents do not exercise enough, which can favor a number of chronic illnesses. Exercise and sports often require coordination…