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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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  • DiG-Net: Enhancing Human–Robot Interaction through Hyper-Range Dynamic Gesture Recognition in Assistive Robotics

    Eran Bamani Beeri, Eden Nissinman, Avishai Sintov · 2026 · ACM Transactions on Human-Robot Interaction

    DiG-Net (Distance-aware Gesture Network) addresses a fundamental limitation in gesture-controlled assistive robotics: existing dynamic gesture recognition systems work reliably only within about seven metres of the camera, severely constraining their usefulness in real-world…

    assistive robotics · gesture recognition · human-robot interaction · mobility impairment · accessibility

  • Giving Meaning to Movements: Challenges and Opportunities in Expanding Communication by Pairing Unaided AAC with Speech Generated Messages

    Imran Kabir, Sharon Ann Redmon, Lynn R. Elko, Kevin Williams, Mitchell A. Case, Dawn J. Sowers, Krista Wilkinson, Syed Masum Billah · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    Kabir and colleagues tackle a long-standing split in Augmentative and Alternative Communication (AAC): aided AAC — speech-generating devices, symbol boards, tablet apps — produces standardised, intelligible output but is slow, visually demanding, and awkward when partners are…

    AAC · augmentative and alternative communication · motor impairment · speech impairment · wearable technology

  • Open, Accurate, and Calibration-Free Muscle-Computer Interfaces

    Ethan Eddy, Evan Campbell, Erik J. Scheme, Scott Bateman · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    Eddy and colleagues tackle one of the long-standing barriers to practical muscle-computer interfaces (MCIs): that accurate, cross-user gesture recognition from forearm EMG has historically required either per-user calibration or access to closed datasets and proprietary…

    muscle-computer interface · electromyography · EMG · gesture recognition · machine learning

  • LaboSignes: an Interactive French Sign Language Recognition Interface

    Jules Françoise, Julie Lascar, Cyril Verrechia, Sidonie Minodier, Michèle Gouiffès, Annelies Braffort · 2026 · Extended Abstracts of the 2026 CHI Conference on Human Factors in Computing Systems (CHI EA ’26)

    LaboSignes is a web-based interactive French Sign Language (LSF) recognition system aimed at search-by-sign, addressing the fact that most online resources, including bilingual dictionaries and news sites, are navigable only through written French, which is a second language for…

    sign language · French Sign Language · sign language recognition · Deaf accessibility · gesture recognition

  • GestureVoice: Enabling Multimodal Text Editing for Blind Users Using Gestures and Voice

    Prerna Khanna, Sai Pravallika Reddy, IV Ramakrishnan, Xiaojun Bi, Aruna Balasubramanian · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper introduces GestureVoice, a multimodal text editing system that enables blind smartphone users to edit text using mid-air hand gestures detected by a smartwatch combined with voice commands, eliminating the need for touchscreen interaction. The research addresses a…

    text editing · blind users · multimodal interaction · gesture recognition · voice commands

  • FootUI: Designing and Detecting Foot Gestures to Assist People with Upper Body Motor Impairments to Use Smartphones on the Bed

    Xiaozhu Hu, Jiting Wang, Weiwei Gao, Yongquan Hu · 2022 · Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper presents FootUI, a vision-based interaction technique that enables people with upper body motor impairments but sound lower limbs to use smartphones through foot gestures while reclining on a bed. The system uses the phone's front-facing camera, mounted on a phone…

    motor accessibility · foot-based interaction · gesture recognition · smartphone accessibility · computer vision

  • Designing Spellcasters from Clinician Perspectives: A Customizable Gesture-Based Immersive Virtual Reality Game for Stroke Rehabilitation

    Jared Duval, Rutul Thakkar, Delong Du, Kassandra Chin, Sherry Luo, Aviv Elor, Magy Seif El-Nasr, Michael John · 2022 · ACM Transactions on Accessible Computing

    This research presents Spellcasters, an immersive virtual reality game adapted from entertainment for stroke rehabilitation. More than 800,000 people suffer strokes annually in the US, with two-thirds requiring rehabilitation. Stroke survivors often experience hemiparesis…

    stroke rehabilitation · virtual reality · serious games · telehealth · gesture recognition

  • Inclusive Improvisation: Exploring the Line between Listening and Playing Music

    Alon Ilsar, Gail Kenning, Sam Trolland, Ciaran Frame · 2022 · ACM Transactions on Accessible Computing

    This paper explores how Digital Musical Instruments (DMIs) designed for professional performance can be adapted into Accessible Digital Musical Instruments (ADMIs) with minimal hardware and software changes. The authors present the AirSticks, a gestural instrument originally…

    accessible digital musical instruments · ADMI · gesture recognition · music accessibility · improvisation

  • Computer Vision-based Methodology to Support AAC

    Rúbia Eliza de Oliveira Schultz Ascari, Roberto Pereira, Luciano Silva · 2020 · ACM Transactions on Accessible Computing

    This paper presents a methodology for supporting augmentative and alternative communication (AAC) through personalized gestural interaction using computer vision and machine learning. The authors developed the PGCA (Personal Gesture Communication Assistant) system, which enables…

    AAC · augmentative and alternative communication · computer vision · machine learning · gesture recognition

  • Gesture-Based Interactive Audio Guide on Tactile Reliefs

    Andreas Reichinger, Anton Fuhrmann, Stefan Maierhofer, Werner Purgathofer · 2016 · ASSETS '16: Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper presents a gesture-controlled interactive audio guide (IAG) that operates directly on tactile relief surfaces using a low-cost depth camera (Intel RealSense F200). Tactile reliefs—2.5D "height field" representations where each point has a specific elevation—offer…

    tactile graphics · tactile relief · blind accessibility · depth camera · gesture recognition

  • Sign Transition Modeling and a Scalable Solution to Continuous Sign Language Recognition for Real-World Applications

    Kehuang Li, Zhengyu Zhou, Chin-Hui Lee · 2016 · ACM Transactions on Accessible Computing

    This paper presents a scalable framework for continuous sign language recognition (SLR) designed to work in real-world conditions using affordable hardware. The researchers address a fundamental challenge in SLR: modeling the transitions between signs. Unlike spoken language…

    sign language recognition · hidden Markov models · machine learning · deaf and hard of hearing · wearable technology

  • Motor-Impaired Touchscreen Interactions in the Wild

    Kyle Montague, Hugo Nicolau, Vicki L. Hanson · 2014 · ASSETS '14: Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility

    This paper examines how touchscreen interaction performance varies over time for people with motor impairments, moving beyond snapshot lab studies to a four-week in-the-wild evaluation. Nine participants with conditions including Parkinson's disease, essential tremor, spinal…

    motor impairments · touchscreen · mobile accessibility · gesture recognition · Parkinson's disease

  • Follow That Sound: Using Sonification and Corrective Verbal Feedback to Teach Touchscreen Gestures

    Uran Oh, Shaun K. Kane, Leah Findlater · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '13)

    This paper proposes and evaluates two techniques for teaching touchscreen gestures to users with visual impairments: gesture sonification (mapping finger position to audio using pitch for the y-axis and stereo panning for the x-axis) and corrective verbal feedback…

    touchscreen accessibility · sonification · gesture learning · blind users · visual impairment

  • Kinempt: A Kinect-Based Prompting System to Transition Autonomously Through Vocational Tasks for Individuals with Cognitive Impairments

    Yu-Chi Tsai · 2012 · Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2012)

    This short paper presents Kinempt (a portmanteau of "kinetic" and "prompt"), a Kinect-based task prompting system designed to help individuals with cognitive impairments perform vocational tasks independently. The research is motivated by the fact that people with cognitive…

    cognitive impairment · Kinect · task prompting · vocational rehabilitation · supported employment

  • Brazilian Sign Language Multimedia Hangman Game: A Prototype of an Educational and Inclusive Application

    Renata Cristina Barros Madeo · 2011 · The Proceedings of the 13th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This doctoral consortium paper presents a prototype educational game — a hangman game that uses Brazilian Sign Language (BSL/Libras) as its input method. Instead of typing letters on a keyboard, players perform fingerspelling signs from the Libras manual alphabet in front of a…

    sign language · sign language recognition · deaf accessibility · educational technology · game accessibility

  • Accessibility of 3D Game Environments for People with Aphasia: An Exploratory Study

    Julia Galliers, Stephanie Wilson, Sam Muscroft, Jane Marshall, Abi Roper, Naomi Cocks, Tim Pring · 2011 · The Proceedings of the 13th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper reports on an exploratory study investigating how people with aphasia interact with 3D game environments and related technologies. Conducted as part of the GReAT (Gesture Recognition in Aphasia Therapy) project at City University London, the study involved five people…

    aphasia · game accessibility · virtual reality · stroke recovery · cognitive accessibility

  • 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

  • The Use of Gestures in Multimodal Input

    Simeon Keates, Peter Robinson · 1998 · Proceedings of the Third International ACM Conference on Assistive Technologies (Assets '98)

    This paper from the University of Cambridge describes the development and evaluation of a prototype multimodal input system designed for users with motion impairments, for whom standard keyboard and mouse arrangements are often unusable. The system combined two gestural input…

    gesture recognition · multimodal input · motor impairment · user studies · cognitive load

  • A Gesture Recognition Architecture for Sign Language

    Annelies Braffort · 1996 · Proceedings of the Second Annual ACM Conference on Assistive Technologies (Assets '96)

    This paper from LIMSI-CNRS in France presents a gesture recognition architecture specifically designed for sign languages, grounded in a detailed linguistic analysis of French Sign Language (LSF). The key insight is that sign languages differ fundamentally from oral languages in…

    sign language · gesture recognition · French Sign Language · data glove · sign language recognition

  • A Generic Direct-Manipulation 3D-Auditory Environment for Hierarchical Navigation in Non-Visual Interaction

    Anthony Savidis, Constantine Stephanidis, Andreas Korte, Kai Crispien, Klaus Fellbaum · 1996 · Proceedings of the Second Annual ACM Conference on Assistive Technologies (Assets '96)

    This paper presents a generic, reusable 3D-auditory environment designed to support hierarchical navigation in non-visual user interfaces. The authors address a significant gap in assistive technology development: while 3D audio had been used in a few specialized systems for…

    non-visual interaction · auditory interface · 3D audio · spatial audio · gesture recognition

  • Pattern recognition and synthesis for sign language translation system

    M. Ohki, H. Sagawa, T. Sakiyama, E. Oohira, H. Ikeda, H. Fujisawa · 1994 · Proceedings of the First Annual ACM Conference on Assistive Technologies (Assets '94)

    This paper describes a bidirectional sign language translation system being developed to translate between Japanese Sign Language (JSL) and written Japanese. The system addresses both directions of translation: recognizing sign language input and converting it to Japanese text,…

    sign language recognition · sign language synthesis · Japanese Sign Language · gesture recognition · DataGlove

  • The Intelligent Voice-Interactive Interface

    Christopher Schmandt, Eric A. Hulteen · 1982 · Proceedings of the 1982 Conference on Human Factors in Computing Systems (CHI '82)

    Schmandt and Hulteen describe the 'Put That There' system built at MIT's Architecture Machine Group (the precursor to the Media Lab), one of the earliest working implementations of a conversational, multimodal human–computer interface. Seated in a chair ten feet from a…

    speech recognition · voice interface · multimodal interaction · gesture recognition · historical

22 results.