Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
44 results found tagged augmented reality.
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AR Haptic-Audio Conversion for Non-Visual Product Understanding in Smartphone AR
Tokida and colleagues (Mercari R4D, University of Tokyo, University of Tsukuba) tackle a specific gap in e-commerce accessibility: the AR 'view-in-room' features now common in online marketplaces (IKEA Place, Amazon AR View) assume sighted interactio…
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From Preference to Performance: Patient-Centered Design of Multimodal Cueing in Parkinson's Disease Gait Training
This CHI 2026 paper reports a patient-centered design and evaluation of a wearable multimodal cueing system for gait rehabilitation in early-stage Parkinson's disease (PD). The authors first run semi-structured interviews with 10 early-stage PD patie…
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Autistic Adults' Perspectives on Self-Expression and Dyadic vs. Group Interactions in AR Telepresence
This CHI 2026 paper investigates how autistic adults experience augmented reality (AR) telepresence as a medium for social interaction, a population whose needs are largely absent from existing avatar and social VR/AR research. Motivated by the high …
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Supporting Money Management among Adults with Down Syndrome: A Multi-Technology Probe Study
Johnson, Spalitta, Kim, and Mutlu designed three cash-based budgeting technology probes for adults with Down syndrome (AwDS) and ran a comparative usage study with seven participants aged 19-39. The work is motivated by a gap between special-educatio…
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Reimagining Wearable AR Gesture Design: Physical Therapy Reasoning in Everyday Contexts
This CHI 2026 paper reimagines gesture vocabularies for lightweight, everyday augmented reality (AR) glasses — the emerging category of optical see-through wearables (e.g., Snap Spectacles, Meta Orion, Ray-Ban Meta) that are entering consumer and wor…
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"It Depends": Re-Authoring Play Through Clinical Reasoning in Wearable AR Rehab Games
This CHI 2026 paper examines how lightweight, glasses-form-factor augmented reality (AR) rehabilitation games can be translated from laboratory prototypes into everyday physical therapy (PT) practice. The authors argue that most AR rehab research has…
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SoundWeAR: Co-Designing AR Sound Cues to Support Outdoor Awareness for DHH Individuals
SoundWeAR investigates how augmented-reality glasses can translate environmental sound into visual cues that support the situational awareness of Deaf and Hard of Hearing (DHH) people in outdoor settings - a context prior work has largely neglected i…
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How Well Can 3D Accessibility Guidelines Support XR Development? An Interview Study with XR Practitioners in Industry
This study is the first systematic evaluation of how well existing 3D accessibility (a11y) guidelines transfer to extended reality (XR) development in industry. The authors conducted 25 semi-structured interviews (1.5–3 hours each) with XR practition…
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ReCog: Supporting Blind People in Recognizing Personal Objects
ReCog is a smartphone application designed to help blind users recognize their own personal objects — items like specific clothing, handmade goods, medicines, or family photos that cannot be identified by general-purpose recognizers such as Seeing AI…
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Introduction to the Talking Points Project
This paper introduces the Talking Points project from the University of Michigan, a system that attaches digital information to physical places and objects using passive RFID tags, creating an accessible "augmented reality" for blind and visually imp…