Related papers: How Users Who are Blind or Low Vision Play Mobile …
When developing technologies for the Metaverse, it is important to understand the needs and requirements of end users. Relatively little is known about the specific perspectives on the use of the Metaverse by the youngest audience: children…
To promote empathy with people that have disabilities, we propose a multi-sensory interactive experience that allows sighted users to embody having a visual impairment whilst using assistive technologies. The experiment involves blindfolded…
Dance teachers rely primarily on verbal instructions and visual demonstrations to convey key dance concepts and movement. These techniques, however, have limitations in supporting students who are blind or have low vision (BLV). This work…
Long-distance relationships (LDRs) have become more common in the last few decades, primarily among young adults pursuing educational or employment opportunities. A common way for couples in LDRs to spend time together is by playing…
Video game designers often view confusion as undesirable, yet it is inevitable, as new players must adapt to new interfaces and mechanics in an increasingly varied and innovative game market, which is more popular than ever. Research…
As digital worlds become ubiquitous via video games, simulations, virtual and augmented reality, people with disabilities who cannot access those worlds are becoming increasingly disenfranchised. More often than not the design of these…
Blind and low-vision (BLV) users remain largely excluded from three-dimensional (3D) surface and point data visualizations due to the reliance on visual interaction. Existing approaches inadequately support non-visual access, especially in…
People with blindness and low vision (pBLV) experience significant challenges when locating final destinations or targeting specific objects in unfamiliar environments. Furthermore, besides initially locating and orienting oneself to a…
In recent decades, several assistive technologies have been developed to improve the ability of blind and visually impaired (BVI) individuals to navigate independently and safely. At the same time, simultaneous localization and mapping…
This study is motivated by two key considerations: the significant benefits mobile applications offer individuals and businesses, and the limited empirical research on usability challenges. To address this gap, we conducted structured…
Blind and Visually Impaired (BVI) Individuals face significant challenges in science due to the discipline's reliance on visual elements such as graphs, diagrams, and laboratory work. Traditional learning materials, such as Braille and…
Multimodal large language models (MLLMs) provide new opportunities for blind and low vision (BLV) people to access visual information in their daily lives. However, these models often produce errors that are difficult to detect without…
Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such games strongly rely on one's feelings of presence. In other…
Mobile gaming presents a number of main issues which remain open. These are concerned mainly with connectivity, computational capacities, memory and battery constraints. In this paper, we discuss the design of a fully distributed approach…
We present two studies exploring how blind or low-vision (BLV) family members engage with their sighted children's artwork, strategies to support understanding and interpretation, and the potential role of technology, such as AI, therein.…
We present a systematic review, an empirical study, and a first set of considerations for designing visualizations in motion, derived from a concrete scenario in which these visualizations were used to support a primary task. In practice,…
Visually impaired people are neglected from many modern communication and interaction procedures. Assistive technologies such as text-to-speech and braille displays are the most commonly used means of connecting such visually impaired…
Vision-language reinforcement learning (RL) has primarily focused on narrow domains (e.g. geometry or chart reasoning). This leaves broader training scenarios and resources underexplored, limiting the exploration and learning of Vision…
We provide a necessary and sufficient condition under which a convex set is approachable in a game with partial monitoring, i.e.\ where players do not observe their opponents' moves but receive random signals. This condition is an extension…
Game-based technologies and mobile learning aids open up many opportunities for learners; however, evidence-based decisions on their appropriate use are necessary. This explorative study (N = 100) examines the role of game elements in…