Related papers: Accessibility Literacy: Increasing accessibility a…
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…
The rapid advancement of large language models (LLMs) and multimodal learning has transformed digital content creation and manipulation. Traditional visual editing tools require significant expertise, limiting accessibility. Recent strides…
The Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for…
Video-based learning (VBL) has become a dominant method for learning practical skills, yet accessibility guidelines provide limited guidance for users with cognitive differences. In particular, challenges that individuals with Borderline…
Documents serve as a crucial and indispensable medium for everyday workplace tasks. However, understanding, interacting and creating such documents on today's planar interfaces without any intelligent support are challenging due to our…
Live streaming, which allows streamers to broadcast their work to live viewers, is an emerging practice for teaching and learning computer programming. Participation in live streaming is growing rapidly, despite several apparent challenges,…
This paper presents an innovative pedagogical framework employing tangible interactive games to enhance artificial intelligence (AI) knowledge and literacy among elementary education students. Recognizing the growing importance of AI…
Creating webpages requires generating content and arranging layout while iteratively refining both to achieve a coherent design, a process that can be challenging for blind individuals. To understand how blind designers navigate this…
Historically, non-disabled individuals have viewed disability as a personal deficit requiring change to the disabled individual. However, models have emerged from disability activists and disabled intellectuals that emphasize the role of…
Games are a popular form of entertainment. However, many computer games present unnecessary barriers to players with sensory, motor and cognitive impairments. In order to overcome such pitfalls, an awareness of their impact and a…
Public universities in the US must now meet digital accessibility (DA) standards under 2024 updates to Title II of the ADA. For math instructors, course materials must be screen-reader parsable, which standard LaTeX-to-PDF workflows cannot…
Broadening access to both computational and educational resources is critical to diffusing machine-learning (ML) innovation. However, today, most ML resources and experts are siloed in a few countries and organizations. In this paper, we…
In the early stages of the COVID-19 pandemic, many events and conferences hastily converted to a virtual format, and many commercial ventures promptly developed tools promising seamless transitions to virtual spaces. In particular, efforts…
Digital inaccessibility continues to be a significant barrier to true inclusion and equality. WebAIM's 2024 report reveals that only 4.1% of the world's top one million website homepages are fully accessible. Furthermore, the percentage of…
The number of research papers written has been growing at least linearly -- if not exponentially -- in recent years. In proportion, the amount of time a reader allocates per paper has been decreasing. While an accessible paper will be…
Current changes in society and the education system, cumulated with the accelerated development of new technologies, entail inherent changes in the educational process. Numerous studies have shown that the pandemic has forced a rapid…
Computer literacy is not negotiable for any professional in an increasingly computerised environment. Educational institutions should be equipped to provide this new basic training for modern life. Accordingly, computer labs are an…
Metaverse can be applied in several aspects of life such as the Economy, finance, social life, working environment, healthcare, real estate, and education. In the last 2 and a half years, during the COVID-19 pandemic, universities made…
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…
Interaction is a fundamental part of using any computer system but it is still an issue for people with special needs. In order to improve this situation, this paper describes a new device-interaction model based on adaptation rules for…