Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
14 results found tagged haptics.
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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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Camera-Based Closed-Loop Fingertip Deflection Guidance: Pilot Demonstrations in Target Acquisition and Object Retrieval
This CHI 2026 Extended Abstracts poster from the Northwestern/University of Chicago team behind the NURing project presents a camera-enabled evolution of their fingertip-deflection guidance wearable. The authors argue that most eyes-free guidance sys…
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Get In Touch with Your Seat: Accessible Seat Localization for Blind and Low Vision Travelers in Autonomous Shuttles
Fink, Brown, Movalia, and colleagues (University of Maine VEMI Lab, Grand Valley State University, and General Motors Global Research and Development) tackle a segment of the autonomous-vehicle accessibility problem that has received little attention…
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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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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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MoveTogether: Exploring Physical Co-op Gameplay in Mixed-Reality
This CHI 2026 paper introduces MoveTogether, a mixed-reality (MR) co-op gameplay mechanic in which two co-located players jointly operate a single tracked physical prop that is virtually transformed inside a Meta Quest 3 MR scene (a ring, a trampolin…
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VR Calm Plus: Coupling a Squeezable Tangible Interaction with Immersive VR for Stress Regulation
Zhang and colleagues build and evaluate VR Calm Plus, a VR stress-regulation system that pairs an immersive Meta Quest 3 experience with a squeezable plush toy instrumented with two force-sensitive resistors (FSRs) and a wireless biosensing wristband…
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From Selfie Stick to Virtual Cane: Enabling Blind Exploration through Mobile Virtual Reality
Consumer VR is a visual-first medium, which in practice shuts out blind and low-vision (BLV) users. Tang and colleagues argue that existing accessible VR systems do help BLV users explore virtual environments (VEs), but they depend on head-mounted di…
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Co-Designing Multimodal Systems for Accessible Asynchronous Dance Instruction
This paper investigates how to design multimodal systems that make asynchronous dance instruction accessible to blind and low vision (BLV) learners. While online exercise videos have proliferated, particularly since COVID-19, dance tutorials rely hea…
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Tactile Emotions: Multimodal Affective Captioning with Haptics Improves Narrative Engagement for d/Deaf and Hard-of-Hearing Viewers
This paper explores a multimodal approach to affective captioning — captions that convey not just the words a speaker says but the emotional dimensions of their voice — for d/Deaf and Hard-of-Hearing (dhh) viewers. Prior work has shown that typograph…