Related papers: How Users Who are Blind or Low Vision Play Mobile …
Identity verification is a critical gateway to accessing government services and public benefits, yet contemporary systems are typically designed around visual interaction, leaving blind and low vision (BLV) individuals disproportionately…
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…
Text input on mobile devices without physical keys can be challenging for people who are blind or low-vision. We interview 12 blind adults about their experiences with current mobile text input to provide insights into what sorts of…
The rapid growth of virtual reality (VR) has led to increased use of social VR platforms for interaction. However, these platforms lack adequate features to support blind and low vision (BLV) users, posing significant challenges in…
Blind and low vision (BLV) internet users access images on the web via text descriptions. New vision-to-language models such as GPT-V, Gemini, and LLaVa can now provide detailed image descriptions on-demand. While prior research and…
Music has been identified as a promising medium to enhance the accessibility and experience of visual art for people who are blind or have low vision (BLV). However, composing music and designing soundscapes for visual art is a…
With the recent increase in the quantity of high fidelity games appearing on mobile devices and the recent trend of gaming focused mobile devices, there is a new requirement for a clear and comprehensive measure of the quality of gaming…
Many researchers have developed VR systems for people with visual impairments by using various audio feedback techniques. However, there has been much less study of collaborative VR systems in which people with visual impairments and people…
Evidence supports that reducing cognitive load (CL) improves task performance for people of all abilities. This effect is specifically important for blind-and-low-vision (BLV) individuals because they cannot rely on many common methods of…
Smartphone overuse has many negative effects on human beings. The function App Limits in our phones, which belongs to behavior reinforcement strategies for overcoming problematic smartphone overuse, constrains users by shutting them…
The risk of isolation in virtual reality (VR) stems from the immersive nature of the technology. VR can transport users to entirely virtual environments, often disconnecting them from the physical world and real-life interactions.…
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…
People who are blind employ unique strategies when performing instrumental activities of daily living (iADLs), often relying on multiple sensory modalities and assistive technologies. While prior research has extensively explored adaptive…
As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, such as simplified input…
Interacting with video games is challenging for people with upper-limb impairments, especially when multiple hand-based inputs are required in rapid succession. Human cooperation, where another person assists the player, has been proposed…
People with blindness and low vision (pBLV) face significant challenges, struggling to navigate environments and locate objects due to limited visual cues. Spatial reasoning is crucial for these individuals, as it enables them to understand…
Despite the recent surge of research efforts to make data visualizations accessible to people who are blind or have low vision (BLV), how to support BLV people's data analysis remains an important and challenging question. As refreshable…
The rapid advancements in large language models (LLMs) have presented challenges in evaluating those models. Existing evaluation methods are either reference-based or preference based, which inevitably need human intervention or introduce…
School classrooms are equipped with more and more mobile devices. However, the latest studies show that their use by teachers is still very limited because of a lack of resources and applications adapted to use these artifacts in education.…
Driven by the games community, virtual reality setups have lately evolved into affordable and consumer-ready mobile headsets. However, despite these promising improvements, it remains challenging to convey immersive and engaging VR games as…