Related papers: How Users Who are Blind or Low Vision Play Mobile …
Graphical User Interface (GUI) has become one of the most significant parts of mobile applications (apps). It is a direct bridge between mobile apps and end users, which directly affects the end user's experience. Neglecting GUI quality can…
Recent advances in Large Language Models (LLMs) have demonstrated their potential as autonomous agents across various tasks. One emerging application is the use of LLMs in playing games. In this work, we explore a practical problem for the…
Shared control is a form of video gaming accessibility support that allows players with disabilities to delegate inaccessible controls to another person. Through interviews involving 14 individuals with lived experience of accessible gaming…
For blind and low-vision (BLV) individuals, digital math communication is uniquely difficult due to the lack of accessible tools. Currently, the state of the art is either code-based, like LaTeX, or WYSIWYG, like visual editors. However,…
Video games remain largely inaccessible to visually impaired people (VIPs). Today's blind-accessible games are highly simplified renditions of what sighted players enjoy, and they do not give VIPs the same freedom to look around and explore…
Creating accessible Virtual Reality (VR) is an ongoing concern in the Human-Computer Interaction (HCI) research community. However, there is little reflection on how accessibility should be conceptualized in the context of an experiential…
This paper explores the effectiveness of Multimodal Large Language models (MLLMs) as assistive technologies for visually impaired individuals. We conduct a user survey to identify adoption patterns and key challenges users face with such…
Advances in vision language models (VLMs) have enabled the simulation of general human behavior through their reasoning and problem solving capabilities. However, prior research has not investigated such simulation capabilities in the…
Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR…
Authentication is the cornerstone of information security in our daily lives. However, disabled users such as Blind and Low-Vision (BLV) ones are left behind in digital services due to the lack of accessibility. According to the World…
Cities are becoming very congested. There is a need to reduce the number of private cars on the roads, by maximising the potential for local public transport. With the increasing awareness of transport that is sustainable in the sense of…
Customization is crucial for making visualizations accessible to blind and low-vision (BLV) people with widely-varying needs. But what makes for usable or useful customization? We identify four design goals for how BLV people should be able…
Advancements in accessibility technologies such as low-cost swell form printers or refreshable tactile displays promise to allow blind or low-vision (BLV) people to analyze data by transforming visual representations directly to tactile…
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…
People can evaluate features of problems and their potential solutions well before we can effectively solve them. When considering a game we have never played, for instance, we might infer whether it is likely to be challenging, fair, or…
The study examines how Gacha games affect gambling practices by analyzing when players start playing and how often they play and how much money they spend on games. The modified Problem Gambling Severity Index (PGSI) serves as the research…
Screen readers are audio-based software that Blind and Low Vision (BLV) people use to interact with computing devices, such as tablets and smartphones. Although this technology has significantly improved the accessibility of touchscreen…
There is a lack of virtual reality (VR) user studies that have been conducted involving people with vision/hearing impairments. This is due to the difficulty of recruiting participants and the accessibility barriers of VR devices. Based on…
Mobile apps provide new opportunities to people with disabilities to act independently in the world. Motivated by this trend, researchers have conducted empirical studies by using the inaccessibility issue rate of each page (i.e., screen…
Mobile Learning Games (MLGs) show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers, remains limited. This is partly due to the fact…