Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
98 results found tagged multimodal interaction.
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Pin City Book: A PCB-based Tangible User Interface for Location-based Puzzle Games
This CHI 2026 Extended Abstract introduces Pin City Book, a PCB-based tangible user interface (TUI) platform for location-based puzzle games (LBPGs). The authors argue that current LBPGs are split between paper kits (cumbersome, no feedback) and mobi…
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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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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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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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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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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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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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Autiverse: Eliciting Autistic Adolescents' Daily Narratives through AI-guided Multimodal Journaling
Yang and colleagues present Autiverse, a tablet-based AI-guided multimodal journaling app for autistic adolescents with functional verbal abilities (formerly classified as Level 1 / high-functioning autism). The paper addresses a well-documented gap:…