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The literature-review database. Every paper Bob has reviewed (he has read many more), with a short summary, key findings, and tags. Browse, filter, search.

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  • Accessing Peer Social Interaction: Using Authorable Virtual Peer Technology as a Component of a Group Social Skills Intervention Program

    Andrea Tartaro, Justine Cassell, Courtney Ratz, Jennifer Lira, Valeria Nanclares-Nogués · 2014 · ACM Transactions on Accessible Computing

    This paper evaluates the Authorable Virtual Peer (AVP), a life-sized animated character technology designed to support social skills development in children with autism spectrum disorders. The AVP differs from other virtual agent approaches by offering three modes of…

    autism · social skills · virtual peer · social communication · assistive technology

  • Motion History to Improve Communication and Switch Access for People with Severe and Multiple Disabilities

    Guang Yang, Mamoru Iwabuchi, Rumi Hirabayashi, Kenryu Nakamura, Kimihiko Taniguchi, Syoudai Sano, Takamitsu Aoki · 2014 · Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS)

    This demo paper presents the application of Motion History — a computer vision technique that visualises a user's movement history as a heat map — to support communication and switch access for people with severe and multiple disabilities. The system is part of OAK (Observation…

    severe disabilities · multiple disabilities · switch access · computer vision · Kinect

  • A Computer-Based Method to Improve the Spelling of Children with Dyslexia

    Luz Rello, Clara Bayarri, Yolanda Otal, Martin Pielot · 2014 · Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS 2014)

    This paper presents a novel method for improving the spelling skills of children with dyslexia through error-based exercises delivered via an iPad game called DysEggxia (Piruletras in Spanish). Unlike traditional approaches that present correct words as positive examples,…

    dyslexia · spelling · serious games · literacy · education

  • BraillePlay: Educational Smartphone Games for Blind Children

    Lauren R. Milne, Cynthia L. Bennett, Richard E. Ladner, Shiri Azenkot · 2014 · Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS 2014)

    This paper presents BraillePlay, a suite of four educational smartphone games designed to teach Braille character encodings to blind children aged 5 and older. The games are built on VBraille, a method for displaying Braille characters on a touchscreen where the phone vibrates…

    blindness · Braille literacy · educational games · children · mobile accessibility

  • Coming to Grips: 3D Printing for Accessibility

    Erin Buehler, Amy Hurst, Megan Hofmann · 2014 · Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS '14)

    This demonstration paper presents a case study of using consumer-grade 3D printing to create custom assistive devices for a student with limited hand motor ability at a special education facility. The work grew out of a six-month evaluation of making and DIY technology in…

    assistive technology · 3D printing · digital fabrication · motor impairment · special education

  • Dyslexia Exercises on my Tablet are more Fun

    Luz Rello, Clara Bayarri, Azuki Gòrriz · 2013 · Proceedings of the 10th International Cross-Disciplinary Conference on Web Accessibility (W4A)

    This paper presents Dyseggxia, a free mobile game for iOS and Android designed to help children with dyslexia practice language exercises in an engaging, adaptive format. Dyslexia affects approximately 10% of children worldwide and is characterized by difficulties with accurate…

    dyslexia · serious game · mobile accessibility · adaptive learning · natural language processing

  • What is Wrong with This Word? Dyseggxia: A Game for Children with Dyslexia

    Luz Rello, Clara Bayarri, Azuki Gorriz · 2012 · Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2012)

    This demonstration paper presents Dyseggxia, a free mobile game application for iOS and Android that provides word exercises designed specifically for Spanish-speaking children with dyslexia. The game's content design is grounded in two empirical foundations: linguistic and…

    dyslexia · serious games · educational technology · Spanish language · reading accessibility

  • Liberi and the Racer Bike: Exergaming Technology for Children with Cerebral Palsy

    Zi Ye, Hamilton A. Hernandez, T.C. Nicholas Graham, Darcy Fehlings, Lauren Switzer, Md Ameer Hamza, Irina Schumann · 2012 · Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2012)

    This demonstration paper presents Liberi, a multiplayer exercise video game, and a custom cycling-based exergaming station designed to enable children with cerebral palsy (CP) to engage in vigorous physical exercise while playing with peers. Children with CP face limited…

    cerebral palsy · exergame · children · physical activity · participatory design

  • The PhonicStick: A Joystick to Generate Novel Words Using Phonics

    Rolf Black · 2011 · The Proceedings of the 13th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2011)

    This short paper introduces the PhonicStick, a novel joystick-based device that enables non-speaking children to explore letter sounds (phonics) and blend them into words. The motivation stems from a key limitation of existing Voice Output Communication Aids (VOCAs): while VOCAs…

    AAC · phonological awareness · literacy · joystick · cerebral palsy

  • A Mobile Phone Based Personal Narrative System

    Rolf Black, Annalu Waller, Nava Tintarev, Ehud Reiter, Joseph Reddington · 2011 · The Proceedings of the 13th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2011)

    This paper describes the development and evaluation of a mobile phone-based data collection system that supports personal narrative for children with severe speech and physical impairments (SSPI). Personal narrative — the ability to tell others about one's experiences — is…

    AAC · personal narrative · cerebral palsy · natural language generation · mobile technology

  • Usability of a Multimodal Video Game to Improve Navigation Skills for Blind Children

    Jaime Sánchez, Mauricio Saenz, Jose Miguel Garrido · 2010 · ACM Transactions on Accessible Computing

    This paper presents an evaluative study of a multimodal system combining a custom haptic device (Digital Clock Carpet) with a 3D audio-based video game (MOVA3D) to develop orientation and mobility (O&M) skills in blind school-aged children. The Digital Clock Carpet is a low-cost…

    blindness · orientation and mobility · haptic interface · audio games · spatial cognition

  • Computer Usage by Children with Down Syndrome: Challenges and Future Research

    Jinjuan Feng, Jonathan Lazar, Libby Kumin, Ant Ozok · 2010 · ACM Transactions on Accessible Computing

    This landmark study presents findings from a large-scale survey of approximately 600 parents of children with Down syndrome (DS) about their children's computer usage challenges. The research addresses a critical gap: while DS characteristics are well-documented medically, their…

    Down syndrome · cognitive accessibility · developmental disabilities · children · survey research

  • Evaluating the STANDUP Pun Generating Software with Children with Cerebral Palsy

    Annalu Waller, Rolf Black, David A. O'Mara, Helen Pain, Graeme Ritchie, Ruli Manurung · 2009 · ACM Transactions on Accessible Computing

    This paper evaluates STANDUP (System To Augment Non-speakers' Dialogue Using Puns), software that uses natural language generation to enable children with complex communication needs (CCN) to create and tell novel punning riddles. Unlike traditional AAC systems that rely on…

    AAC · cerebral palsy · children · natural language generation · computational humor

  • Talking Points: The Differential Impact of Real-Time Computer Generated Audio/Visual Feedback on Speech-Like & Non-Speech-Like Vocalizations in Low Functioning Children with ASD

    Joshua Hailpern, Karrie Karahalios, Laura DeThorne, James Halle · 2009 · Proceedings of the 11th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '09)

    This paper examines whether real-time computer feedback systems (CFS) can differentially impact speech-like versus non-speech-like vocalizations in low-functioning children with Autism Spectrum Disorder. The distinction matters because the goal of speech intervention is to…

    autism spectrum disorder · speech development · computer feedback system · vocalization · children

  • Refreshable tactile graphics applied to schoolbook illustrations for students with visual impairment

    Grégory Petit, Aude Dufresne, Vincent Levesque, Vincent Hayward, Nicole Trudeau · 2008 · Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '08)

    This paper presents research on making schoolbook illustrations accessible to students with visual impairments using a refreshable tactile display system. The system combines the STReSS2 (Stimulator of Tactile Receptors by Skin Stretch), a device that produces tactile feedback…

    tactile graphics · visual impairment · education · haptic technology · refreshable displays

  • American Sign Language Recognition in Game Development for Deaf Children

    Helene Brashear, Valerie Henderson, Kwang-Hyun Park, Harley Hamilton, Seungyon Lee, Thad Starner · 2006 · Proceedings of the 8th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '06)

    This paper presents CopyCat, an educational computer game that uses gesture recognition technology to help young deaf children (ages 6-11) practice American Sign Language (ASL) skills. The project addresses a critical language development challenge: 90% of deaf children are born…

    deaf education · sign language recognition · ASL · gesture recognition · computer vision

  • Attention Analysis in Interactive Software for Children with Autism

    A. Ould Mohamed, V. Courboulay, K. Sehaba, M. Menard · 2006 · Proceedings of the 8th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '06)

    This paper presents the attention analysis component of the AutiSTIC project, a collaborative effort between computer scientists and the Child Psychiatry department of La Rochelle Hospital in France to develop interactive software that helps children with autism during…

    autism · attention analysis · eye tracking · computer vision · children

  • 3D Sound Interactive Environments for Problem Solving

    Jaime Sánchez, Mauricio Sáenz · 2005 · Proceedings of the 7th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '05)

    This paper from the University of Chile presents AudioChile, a 3D sound virtual environment designed to help children with visual disabilities develop problem-solving skills through interactive exploration of Chilean geography and culture. AudioChile is a role-playing game…

    spatial audio · visual impairment · blindness · audio game · cognitive development

  • EyeDraw: A System for Drawing Pictures with Eye Movements

    Anthony Hornof, Anna Cavender, Rob Hoselton · 2004 · Proceedings of the 6th International ACM SIGACCESS Conference on Computers and Accessibility (Assets 04)

    This paper presents EyeDraw, a software program that enables children with severe mobility impairments to draw pictures using only their eye movements tracked by an LC Technologies Eyegaze eye tracker. The system is designed to provide creative developmental experiences…

    eye tracking · gaze input · motor accessibility · children · creative arts

  • Memory Enhancement through Audio

    Jaime Sánchez, Héctor Flores · 2004 · Proceedings of the 6th International ACM SIGACCESS Conference on Computers and Accessibility (Assets 04)

    This paper presents AudioMemory, a virtual environment based on audio designed to develop and enhance short-term memory in blind children, along with AudioMath, an extension that applies the same model to mathematics learning. Developed at the University of Chile, the software…

    blindness and low vision · children · audio · cognitive development · education

  • A Storytelling Robot for Pediatric Rehabilitation

    Catherine Plaisant, Allison Druin, Corinna Lathan, Kapil Dakhane, Kris Edwards, Jack Maxwell Vice, Jaime Montemayor · 2000 · Proceedings of the Fourth International ACM Conference on Assistive Technologies (Assets '00)

    This paper from the University of Maryland's Human-Computer Interaction Laboratory and AnthroTronix describes PETS (Personal Electronic Teller of Stories), a storytelling robot designed for pediatric rehabilitation. Children control a large furry robot using body-worn sensors…

    assistive robotics · pediatric rehabilitation · therapeutic play · participatory design · cerebral palsy