Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
18 results found tagged social interaction.
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Design and Evaluation of a Networked Game to Support Social Connection of Youth with Cerebral Palsy
This paper presents Liberi, a networked video game custom-designed to foster social interaction among youth with cerebral palsy (CP). Youth with CP—particularly those classified at GMFCS level III who require mobility aids—experience social isolation…
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Experiencing EVA Park, a Multi-User Virtual World for People with Aphasia
This study examines the user experience of EVA Park, a multi-user virtual world designed specifically for people with aphasia (PWA) to practice conversations. Aphasia, a communication disorder most commonly caused by stroke (occurring in 45% of strok…
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The TalkingBox.: Revealing Strengths of Adults with Severe Cognitive Disabilities
This paper presents a case study of TalkingBox, a tangible communication device co-designed with Chris (pseudonym), a young adult with a severe cognitive disability, and his support network at a community day centre in Brisbane, Australia. Chris is m…
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Accessing Passersby Proxemic Signals through a Head-Worn Camera: Opportunities and Limitations for the Blind
This paper explores the potential and limitations of using head-worn cameras with computer vision to help blind people access proxemic signals — the spatial behaviour of nearby people that sighted individuals perceive visually, such as someone's pres…
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Enabling meaningful use of AI-infused educational technologies for children with blindness: Learnings from the development and piloting of the PeopleLens curriculum
This paper presents the development and pilot evaluation of a curriculum designed to support the meaningful use of PeopleLens, an AI-powered augmented reality system that helps children born blind develop social attention skills. PeopleLens uses a he…
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Deaf and Hard-of-Hearing Users' Preferences for Hearing Speakers' Behavior during Technology-Mediated In-Person and Remote Conversations
This paper presents the first quantitative evidence of Deaf and hard-of-hearing (DHH) individuals' preferences for specific speech and non-verbal behaviors from hearing conversational partners during technology-mediated communication. The researchers…
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VRBubble: Enhancing Peripheral Awareness of Avatars for People with Visual Impairments in Social Virtual Reality
This paper introduces VRBubble, an audio-based interaction technique designed to make social virtual reality environments accessible to people with visual impairments (PVI). While social VR platforms like VRChat and Rec Room are growing rapidly as sp…
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Understanding How Visually Impaired Players Socialize in Mobile Games
This study examines how visually impaired players in China use mobile games as platforms for socialization, going beyond the typical focus on gameplay accessibility to investigate the social dimensions of gaming. The researchers conducted semi-struct…