Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
76 results found tagged education.
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Uncovering Challenges and Opportunities for 3D Printing Assistive Technology with Physical Therapists
This paper investigates the feasibility and challenges of integrating 3D printing into physical therapy (PT) practice for creating customized assistive technology (AT). Physical therapists routinely modify standardized AT devices using temporary mate…
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Remote Access Programs to Better Integrate Individuals with Disabilities
This experience report, written primarily from the perspective of the first author who is legally blind due to albinism, describes how remote access programs (such as TeamViewer and AnyDesk) combined with voice communication tools (Skype, Google Hang…
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Breaking Barriers to Digital Literacy: An Intergenerational Social-Cognitive Approach
This experience report presents narratives from learners and student tutors participating in the BASIC (Building Adult Skills in Computing) program at Michigan Technological University, which has paired university students with older community member…
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Improving Real-Time Captioning Experiences for Deaf and Hard of Hearing Students
This paper takes a holistic, qualitative approach to understanding deaf and hard of hearing (DHH) university students' experiences with real-time captioning in mainstream classrooms, examining both human-based captioning (CART — Communication Access …
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FluxMarker: Enhancing Tactile Graphics with Dynamic Tactile Markers
This paper presents FluxMarker, an inexpensive and scalable system that adds dynamic, movable tactile markers on top of static raised-line tactile graphics. Traditional embossed tactile graphics are static and cannot represent changing data, while ex…
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DytectiveU: A Game to Train the Difficulties and the Strengths of Children with Dyslexia
This demonstration paper presents DytectiveU, a game-based application containing 35,000 exercises designed to train cognitive abilities related to dyslexia in Spanish-speaking children. Unlike most existing dyslexia interventions that focus narrowly…
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A Demo of Talkit++: Interacting with 3D Printed Models Using an iOS Device
This Cornell Tech demo presents Talkit++, an iOS application that adds interactive multimedia labels to 3D printed tactile models for visually impaired students. Teachers of the visually impaired (TVIs) increasingly use 3D printers to create tactile …
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MathMelodies 2: a Mobile Assistive Application for People with Visual Impairments Developed with React Native
This demo paper from the University of Milan and University of Turin reports on MathMelodies 2, a cross-platform math education app for blind and visually impaired (BVI) children in grades 1-5, developed using React Native. The original MathMelodies …
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Jellys: Towards a Videogame that Trains Rhythm and Visual Attention for Dyslexia
This demo paper describes Jellys, a video game designed to train two cognitive components linked to reading development — auditory rhythm perception and visual attention — as an intervention for children with dyslexia. The research is grounded in evi…
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Towards Bridging the Accessibility Needs of People with Disabilities and the Ageing Community
This keynote paper introduces the WAI-AGE (Web Accessibility Initiative: Ageing Education and Harmonisation) project, a 36-month W3C/WAI initiative funded by the European Commission under its 6th Framework Programme. The project aimed to bridge the g…