相关论文: Surveyor: Facilitating Discovery Within Video Game…
As blind and low-vision (BLV) players engage more deeply with games, accessibility features have become essential. While some research has explored tools and strategies to enhance game accessibility, the specific experiences of these…
Blind and low-vision (BLV) players face critical challenges in engaging with video games due to the inaccessibility of visual elements, difficulties navigating interfaces, and limitations in performing interaction. Meanwhile, the…
Effective visual accessibility in Virtual Reality (VR) is crucial for Blind and Low Vision (BLV) users. However, designing visual accessibility systems is challenging due to the complexity of 3D VR environments and the need for techniques…
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…
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…
Most existing assistive navigation tools focus on providing real-time guidance for Blind and Low-Vision (BLV) people, but few support building a holistic spatial understanding of unfamiliar environments before travel. Such cognitive map…
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…
Navigating unfamiliar environments remains one of the most persistent and critical challenges for people who are blind or have limited vision (BLV). Existing assistive tools often rely on online services or APIs, making them costly,…
360{\deg} videos enable users to freely choose their viewing paths, but blind and low vision (BLV) users are often excluded from this interactive experience. To bridge this gap, we present Branch Explorer, a system that transforms 360{\deg}…
Blind and low-vision (BLV) people face many challenges when venturing into public environments, often wishing it were easier to get help from people nearby. Ironically, while many sighted individuals are willing to help, such interactions…
Our work aims to develop new assistive technologies that enable blind or low vision (BLV) people to explore and analyze data readily. At present, barriers exist for BLV people to explore and analyze data, restricting access to government,…
This paper presents a curated list of 90 objects essential for the navigation of blind and low-vision (BLV) individuals, encompassing road, sidewalk, and indoor environments. We develop the initial list by analyzing 21 publicly available…
Blind people have limited opportunities to explore an environment based on their interests. While existing navigation systems could provide them with surrounding information while navigating, they have limited scalability as they require…
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,…
Blind and low vision (BLV) developers create websites to share knowledge and showcase their work. A well-designed website can engage audiences and deliver information effectively, yet it remains challenging for BLV developers to review…
Sighted players gain spatial awareness within video games through sight and spatial awareness tools (SATs) such as minimaps. Visually impaired players (VIPs), however, must often rely heavily on SATs to gain spatial awareness, especially in…
Mobile games are becoming a vital medium for social interaction, offering a platform that transcends geographical boundaries. An increasing number of visually impaired individuals are engaging in mobile gaming to connect, collaborate,…
Exploration is a key part of many video games. We investigate the using an exploratory agent to provide feedback on the design of procedurally generated game levels, 5 engaging levels and 5 unengaging levels. We expand upon a framework…
Accessing 3D models remains challenging for Screen Reader (SR) users. While some existing 3D viewers allow creators to provide alternative text, they often lack sufficient detail about the 3D models. Grounded on a formative study, this…
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…