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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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  • The story behind Dytective: how we brought research results on dyslexia and accessibility to Spanish public schools

    Luz Rello · 2022 · Proceedings of the 19th International Web for All Conference (W4A)

    This invited talk paper presents the decade-long research and entrepreneurial journey behind Dytective, a platform that combines machine learning and gamified exercises to detect risk of dyslexia and provide personalized interventions. Dyslexia affects up to 10% of the global…

    dyslexia · machine learning · screening · serious games · social entrepreneurship

  • Screening Risk of Dyslexia Through a Web-Game Using Language-Independent Content and Machine Learning

    Maria Rauschenberger, Ricardo Baeza-Yates, Luz Rello · 2020 · Proceedings of the 17th International Web for All Conference (W4A)

    This paper presents MusVis, a web-based game designed to screen for dyslexia risk using language-independent content and machine learning, enabling potential early detection even in pre-readers who have not yet developed literacy skills. Dyslexia affects 5-15% of the world…

    dyslexia · machine learning · screening · serious games · gamification

  • Autism Detection Based on Eye Movement Sequences on the Web: A Scanpath Trend Analysis Approach

    Sukru Eraslan, Yeliz Yesilada, Victoria Yaneva, Simon Harper · 2020 · Proceedings of the 17th International Web for All Conference (W4A)

    This paper investigates whether sequential eye-movement data — the order in which people look at elements on web pages — can be used to detect autism, improving upon the authors' previous non-sequential approach that achieved 75% accuracy but was unstable across different web…

    autism · eye tracking · machine learning · web accessibility · scanpath analysis

  • Towards Language Independent Detection of Dyslexia with a Web-based Game

    Maria Rauschenberger, Luz Rello, Ricardo Baeza-Yates, Jeffrey P. Bigham · 2018 · Proceedings of the 15th International Web for All Conference (W4A 2018)

    This paper presents MusVis, a web-based game designed to detect dyslexia in children using musical and visual elements that are language independent, potentially enabling screening before children learn to read. Dyslexia affects 5-15% of the world’s population and early…

    dyslexia · screening · serious games · language independent · auditory processing

  • Detecting Autism Based on Eye-Tracking Data from Web Searching Tasks

    Victoria Yaneva, Le An Ha, Sukru Eraslan, Yeliz Yesilada, Ruslan Mitkov · 2018 · Proceedings of the 15th International Web for All Conference (W4A)

    This paper investigates whether eye-tracking data collected during everyday web tasks can be used to distinguish between people with and without autism, potentially enabling a low-cost, accessible screening approach. The study collected gaze data from 15 adults with clinically…

    autism · eye tracking · machine learning · web accessibility · cognitive accessibility

  • Screening Dyslexia for English Using HCI Measures and Machine Learning

    Luz Rello, Enrique Romero, Maria Rauschenberger, Abdullah Ali, Kristin Williams, Jeffrey P. Bigham, Nancy Cushen White · 2018 · International Conference on Digital Health

    This paper presents a machine learning approach to screening for dyslexia in English speakers by analyzing how users interact with a linguistic computer-based game called Dytective. More than 10% of the population has dyslexia, but most are diagnosed only after failing in…

    dyslexia · machine learning · screening · serious games · early detection

  • Towards the Prediction of Dyslexia by a Web-based Game with Musical Elements

    Maria Rauschenberger, Luz Rello, Ricardo Baeza-Yates, Emilia Gomez, Jeffrey P. Bigham · 2017 · Proceedings of the 14th International Web for All Conference (W4A)

    This paper presents DysMusic, a web-based serious game prototype that aims to predict the risk of dyslexia in pre-reading children using musical elements rather than linguistic tasks. Current dyslexia screening tools rely on reading and writing abilities — linguistic elements…

    dyslexia · screening · serious games · gamification · music

  • Dytective: Towards Detecting Dyslexia Across Languages Using an Online Game

    Luz Rello, Kristin Williams, Abdullah Ali, Nancy Cushen White, Jeffrey P. Bigham · 2016 · Proceedings of the 13th International Web for All Conference (W4A)

    This paper presents Dytective, a browser-based game designed to screen for risk of dyslexia across English and Spanish languages. At least 10% of the global population has dyslexia, and in Spain over 40% of school dropout is attributed to it. Current detection methods are…

    dyslexia · screening · learning disabilities · game-based assessment · multilingual

  • Automatic Babble Recognition for Early Detection of Speech Related Disorders

    Harriet J. Fell, Joel MacAuslan, Karen Chenausky, Linda J. Ferrier · 1998 · Proceedings of the Third International ACM Conference on Assistive Technologies (Assets '98)

    This paper presents the Early Vocalization Analyzer (EVA), a program that automatically analyzes digitized recordings of infant babbling to detect syllable boundaries, with the goal of screening infants who may be at risk for later communication problems. The research is…

    early intervention · speech technology · child development · speech disorders · babbling

9 results.