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Glossary

Terms used in accessibility research and practice. Each entry has a definition, common aliases, and category tags.

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Delegation (Human-Robot Interaction)(also: Delegation, Task delegation to robot)
In human-robot interaction, the explicit transfer of a task or decision from a human to a robot. Delegation is a form of shared control in which authority for a specific subtask — for example, asking bystanders to step aside, announcing an obstacle, or choosing a path around a…
Gestural Interaction(also: Gesture-Based Interaction)
A mode of human-computer interaction in which users control systems through movements of the body — hands, arms, head, eyes, or whole body — captured by sensors such as accelerometers, cameras, IMUs, or depth sensors. Gestural interaction supports hands-free or low-force control…
Guiard's Theory of Asymmetric Bimanual Action(also: Guiard kinematic chain model, Asymmetric bimanual action model)
Yves Guiard's 1987 model describing how the two hands typically take complementary, asymmetric roles in everyday manual tasks. The non-dominant hand sets a coarse spatial frame of reference that the dominant hand operates within, the non-dominant hand precedes the dominant hand…
Haptic Magnetism(also: Force Attraction, Haptic Gravity)
A technique used in haptic interfaces where virtual attractive forces pull a haptic device (such as a stylus) toward nearby virtual objects, simulating a magnetic or gravitational effect. In accessible virtual environments, haptic magnetism helps blind users discover and reach…
Indirect Text Entry(also: Indirect Selection, Indirect Text Composition)
A text input method where the number of available input controls (such as switches or keys) is significantly smaller than the number of characters that can be entered. The user selects characters through an intermediary process such as scanning, where the system cycles through…
Kinesthetic Interaction(also: Kinesthetic input, Embodied interaction)
Interaction that uses whole-body movement, gesture, or controller-tracked limb motion — as opposed to discrete button presses — to drive a computing system. Kinesthetic interaction is central to extended-reality experiences (VR/AR/MR), where hand tracking, head tracking, and…
Object Localisation(also: Object Localization, Spatial Localisation)
The process of determining the position and location of an object within a physical or virtual space. In accessibility, object localisation is a key challenge for blind and visually impaired users interacting with spatial interfaces, virtual environments, or graphical content.…
Passive Haptic Feedback(also: Passive tactile feedback)
Tactile information provided to a user by the inherent physical properties of a device or interface, without any active actuation. Examples include the raised bezel around a touch screen, the tactile bump on the F and J keys of a keyboard, a notched dial, or the edge of a…
Scanning(also: Switch Scanning, Automatic Scanning)
An indirect selection method used in augmentative and alternative communication (AAC) and assistive technology where items (letters, words, or commands) are highlighted sequentially by the system, and the user activates a switch to select the currently highlighted item. In…
Visual Context Switching(also: Visual Attention Switching, Gaze Switching)
The act of shifting visual focus between multiple sources of information, such as between a sign language interpreter and a presentation screen, or between captions and a speaker's face. For deaf and hard of hearing users, visual context switching is a significant accessibility…

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