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Reviews

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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  • Touching Movement: 3D Tactile Poses for Supporting Blind People in Learning Body Movements

    Kengo Tanaka, Xiyue Wang, Hironobu Takagi, Yoichi Ochiai, Chieko Asakawa · 2026 · Proceedings of the Twentieth International Conference on Tangible, Embedded, and Embodied Interaction (TEI '26)

    Tanaka and colleagues investigate whether 3D-printed tactile models of whole-body poses can help blind learners acquire physical movements that are normally taught through visual demonstration. Verbal descriptions are notoriously inconsistent and struggle to convey nuance, while…

    tactile graphics · 3D printing · blindness and low vision · visual impairment · physical activity

  • MotionBuddy: Exploring Tactile-Based Motion Learning with a Tabletop Humanoid Robot for Blind People

    Kengo Tanaka, Xiyue Wang, Hironobu Takagi, Yoichi Ochiai, Chieko Asakawa · 2026 · Proceedings of the 21st ACM/IEEE International Conference on Human-Robot Interaction (HRI '26)

    This HRI 2026 study by the same team behind the earlier 3D tactile-pose work asks whether a tabletop humanoid robot can convey dynamic body movements to blind learners more effectively than audio instruction alone. The motivation is that physical 3D models and tactile graphics…

    human-robot interaction · humanoid robot · assistive robotics · blindness and low vision · visual impairment

  • PunchPulse: A Physically Demanding Virtual Reality Boxing Game Designed with, for and by Blind and Low-Vision Players

    Sanchita S. Kamath, Omar Khan, Anurag Choudhary, Jan Meyerhoff-Liang, Soyoung Choi, JooYoung Seo · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper presents PunchPulse, an open-source VR boxing exergame designed through a seven-month participatory co-design process with blind and low-vision (BLV) individuals to promote sustained moderate-to-vigorous physical activity (MVPA). BLV people experience significantly…

    blind and low vision · virtual reality · exergames · physical activity · co-design

  • Breaking Barriers: Co-Designing Physical Activity Promoting Technologies with Older Adults Living Alone

    Muhe Yang, Karyn Moffatt · 2025 · ACM Transactions on Accessible Computing

    This study investigates why physical activity (PA) promoting technologies fail to meet the needs of older adults living alone, and how technology might better support their exercise engagement. The researchers conducted a multi-stage design process with 17 inactive older adults…

    aging · co-design · physical activity · social support · older adults

  • Performance and Pleasure: Exploring the Perceived Usefulness and Appeal of Physical Activity Data Visualizations with Older Adults

    Dimitri Vargemidis, Kathrin Gerling, Vero Vanden Abeele, Luc Geurts · 2023 · ACM Transactions on Accessible Computing

    This mixed-methods study examines how older adults perceive and value different approaches to visualizing physical activity (PA) data from wearable activity trackers. The researchers combined semi-structured interviews (N=17) and an online survey (N=27) with 44 older adults…

    older adults · physical activity · data visualization · wearable technology · activity trackers

  • How and Why We Run: Investigating the Experiences of Blind and Visually-Impaired Runners

    Sidas Saulynas, Mei-Lian Vader, Apoorva Bendigeri, Tristan King, Anirudh Nagraj, Ravi Kuber · 2022 · Proceedings of the 19th International Web for All Conference (W4A)

    This qualitative study investigates the running experiences of 13 legally blind individuals in the United States, exploring where and how they run, what assistance they use, the challenges they face, and how technology could better support them. Participants ranged from casual…

    blindness · visual impairment · physical activity · assistive technology · wearable technology

  • Supporting Physical Activity in Later Life: Perspectives from Older Adults

    Muhe Yang · 2022 · Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '22)

    This doctoral consortium paper presents a research plan to investigate how behaviour change technology can be better designed to support physical activity among older adults living alone, with a specific focus on walking. The author identifies a core problem: existing health…

    aging · older adults · physical activity · behaviour change technology · persuasive technology

  • Beyond Adaptive Sports: Challenges & Opportunities to Improve Accessibility and Analytics

    Rushil Khurana, Ashley Wang, Patrick Carrington · 2021 · ASSETS '21: The 23rd International ACM SIGACCESS Conference on Computers and Accessibility

    While sports data analytics has become a multi-billion dollar industry transforming training, strategy, and refereeing in able-bodied sports, adaptive sports have been largely left behind by this technological revolution. Khurana et al. interviewed 18 participants across six…

    adaptive sports · Paralympic · wheelchair sports · blind sports · sports analytics

  • VStroll: An Audio-based Virtual Exploration to Encourage Walking among People with Vision Impairments

    Gesu India, Mohit Jain, Pallav Karya, Nirmalendu Diwakar, Manohar Swaminathan · 2021 · ASSETS '21: The 23rd International ACM SIGACCESS Conference on Computers and Accessibility

    People with visual impairments (PVIs) engage in significantly less physical exercise than sighted adults, with 1.5 times higher odds of obesity. Barriers include inaccessible infrastructure, parental discouragement due to safety concerns, lack of walking partners, and the…

    visual impairment · blindness · physical activity · walking · spatial audio

  • Irrelevant Gadgets or a Source of Worry: Exploring Wearable Activity Trackers with Older Adults

    Dimitri Vargemidis, Kathrin Gerling, Vero Vanden Abeele, Luc Geurts, Katta Spiel · 2021 · ACM Transactions on Accessible Computing

    This qualitative study explores older adults' perspectives on wearable activity trackers and physical activity (PA), addressing a gap in research that typically focuses on system performance rather than user perspectives. The researchers conducted a two-part study: first, focus…

    wearables · older adults · physical activity · participatory design · co-design

  • Critical Reflections on Technology to Support Physical Activity among Older Adults: An Exploration of Leading HCI Venues

    Kathrin Gerling, Mo Ray, Vero Vanden Abeele, Adam B. Evans · 2020 · ACM Transactions on Accessible Computing

    This critical review examines how "active ageing" policy discourse has influenced HCI research on technology supporting physical activity for older adults. Through a structured search of leading HCI venues (1997-2017), the authors identified 22 papers representing 18 unique…

    older adults · aging · physical activity · active ageing · exergames

  • SpokeSense: Developing a Real-Time Sensing Platform for Wheelchair Sports

    Patrick Carrington, Gierad Laput, Jeffrey P. Bigham · 2020 · SIGACCESS Access. Comput.

    This paper presents SpokeSense, a wheel-mounted sensing platform designed to track and analyze wheelchair basketball performance in real time. While substantial work has gone into sensing and analytics for mainstream sports, wheelchair sports have received relatively little…

    wheelchair sports · adaptive sports · wheelchair basketball · wearable technology · sensors

  • "Wow! You're Wearing a Fitbit, You're a Young Boy Now!": Socio-Technical Aspirations for Children with Autism in India

    Sumita Sharma, Krishnaveni Achary, Harmeet Kaur, Juhani Linna, Markku Turunen, Blessin Varkey, Jaakko Hakulinen, Sanidhya Daeeyya · 2018 · Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '18)

    This paper explores how socio-technical aspirations — the ambitions and desires of stakeholders to own or use technology for personal benefit or societal acceptance — influence technology adoption for children with autism in India. The research is based on two studies at a…

    autism · Global South accessibility · technology adoption · wearable technology · physical activity

  • Exploring Aural and Haptic Feedback for Visually Impaired People on a Track: A Wizard of Oz Study

    Kyle Rector, Rachel Bartlett, Sean Mullan · 2018 · Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2018)

    This University of Iowa study investigates how to make outdoor jogging tracks accessible to people who are blind or have low vision, addressing a gap in exercise accessibility research. Standard 400-meter tracks rely entirely on visual lane markings, and the overwhelming…

    blindness · low vision · exercise accessibility · navigation · haptic technology

  • Designing Wheelchair-Based Movement Games

    Kathrin M. Gerling, Regan L. Mandryk, Matthew Miller, Michael R. Kalyn, Max Birk, Jan D. Smeddinck · 2015 · ACM Transactions on Accessible Computing (TACCESS)

    This paper presents KINECTWheels, a toolkit for integrating wheelchair movements into motion-based video games, along with two games built using the toolkit: Cupcake Heaven (designed for older adults in care facilities) and Wheelchair Revolution (a competitive dance game for…

    wheelchair · game accessibility · exergame · Kinect · motor impairment

  • Wheelchair-Based Game Design for Older Adults

    Kathrin M. Gerling, Regan L. Mandryk, Michael R. Kalyn · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper addresses the design of motion-based video games that are accessible to institutionalized older adults using wheelchairs. More than half of Canadians over 65 in residential care use wheelchairs, and wheelchair use severely limits opportunities for physical activity…

    game accessibility · wheelchair · older adults · motion-based games · Kinect

  • Considerations for Technology that Support Physical Activity by Older Adults

    Chloe Fan, Jodi Forlizzi, Anind Dey · 2012 · Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2012)

    This paper investigates how technology can help older adults overcome barriers to physical activity through a needs-based, qualitative research approach. Rather than starting from technology capabilities, the researchers interviewed 12 physically active older adults (aged 61-90)…

    aging · older adults · physical activity · technology intervention · participatory design

  • 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

  • Vi-Bowling: A Tactile Spatial Exergame for Individuals with Visual Impairments

    Tony Morelli, John Foley, Eelke Folmer · 2010 · Proceedings of the 12th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2010)

    This paper presents VI Bowling, an accessible exergame (exercise video game) for blind and visually impaired players that introduces tactile dowsing — a novel interaction technique using vibrotactile feedback from a Nintendo Wii remote to perform spatial aiming challenges…

    exergame · visual impairment · haptic technology · game accessibility · physical activity

19 results.