Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
2661 reviews — page 6 of 267
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Beyond Additive Design: An Empirical Taxonomy of Multimodal STEM Accessibility Systems
Sadallah and Encelle conduct a systematic review of 66 multimodal STEM accessibility systems for blind and visually impaired (BVI) users published between 2015 and 2025, drawn from the ACM Digital Library, IEEE Xplore, OpenAlex, PubMed, and Web of Sc…
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Steering Generative Models for Accessibility: EasyRead Image Generation
Dickenmann and colleagues (ETH Zurich and UNICEF Digital Impact Division) present the first open-source pipeline for generating Easy Read-style pictograms using a fine-tuned diffusion model. Easy Read pairs short sentences with simple, high-contrast …
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AI4XR: AI in Extended Reality for 3D Scene Editing and Accessibility Design
This CHI '26 Doctoral Consortium paper summarises Junlong Chen's PhD research at the University of Cambridge on integrating AI — specifically large language models (LLMs) and vision-language models (VLMs) — into extended reality (XR) workflows. The r…
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Open, Accurate, and Calibration-Free Muscle-Computer Interfaces
Eddy and colleagues tackle one of the long-standing barriers to practical muscle-computer interfaces (MCIs): that accurate, cross-user gesture recognition from forearm EMG has historically required either per-user calibration or access to closed data…
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Touching a Cat Without Touch: Does Mid-Air Ultrasound Haptic Feedback Promote Relaxation in Virtual Cat Interaction?
Hosoi and colleagues investigate whether mid-air ultrasound haptics — tactile sensations produced by focused acoustic radiation pressure, with no device worn on the user's skin — can convey the feel of a virtual cat convincingly enough to support rel…
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SituFont: A Just-in-Time Adaptive Intervention Interface for Enhancing Mobile Readability in Situational Visual Impairments
SituFont is a smartphone reading interface that treats situational visual impairment (SVI) as a first-class design target and dynamically adjusts font parameters in response to real-time context. The authors argue that static accessibility settings a…
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When Audio Is Enough: Design-Tradeoffs in Multi-Story MR Navigation
This CHI '26 exploratory study asks when an augmented-reality navigation aid can rely on audio alone. The authors argue that visual-first MR interfaces impose extra cognitive load and attention tunneling in high-stakes, cognitively demanding settings…
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HapticLens: Interactive Vibrotactile Haptic Generation from Spatially Localized Video Motion
HapticLens is an interactive method for generating single-actuator vibrotactile signals from arbitrary video content by letting a designer select a spatial region of interest and converting motion within that region into a vibration waveform in real …
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MYOLINK esports: Exploring EMG-based Control Interface through Muscle Activation and Inhibition to Enable Common Gameplay Mechanics among Players with and without Physical Disabilities
Shindo, Takano, Sako, Miyata, and Aoki (NTT and Nihon University) propose MYOLINK esports, a paradigm for inclusive competitive gaming that shifts game control from kinematic inputs (body position and posture) to kinetic inputs (muscle force). Four s…
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Infrastructuring as Collective Resistance: How Disabled Students Negotiate Access Through Technology in Universities
Ly, Cross, Tasman, Mattka, Doggett, Marathe, and Chandra examine how disabled students at a large Canadian university collectively negotiate access when the institution's individualised accommodations system fails them. Through semi-structured interv…