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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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  • Designing Through Lived Experience: Reflections on Control, Embodiment, and Social Bias in Accessibility Research

    Atieh Taheri, Misha Sra, Patrick Carrington, Jeffrey P. Bigham · 2025 · Proceedings of the 27th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper presents an analytic autoethnography of three accessibility research projects led by the first author, Atieh Taheri, a disabled researcher with Spinal Muscular Atrophy (SMA) who has used a wheelchair her entire life. Each project emerged from personal need and…

    disability studies · autoethnography · crip technoscience · participatory design · disability justice

  • Designing for Attention: Evaluating an Affordable Immersive VR Platform for Neurodiverse Children

    Mirko Gelsomini, Eleonora La Porta, Alessandro Fusco, Luca Maria Papandrea · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper presents VISTA (Visual Immersive Storytelling for Therapeutic Attention), a low-cost Wearable Immersive Virtual Reality (WIVR) platform designed to support attention-focused therapeutic interventions for neurodiverse children. The system uses a Google Cardboard-style…

    virtual reality · neurodiversity · attention · therapeutic technology · children

  • Understanding Accessibility for Physically Disabled Users in VR: Interplay of Physical, Digital, and Experiential Layers

    Marvin Wolf, Kathrin Gerling, Dmitry Alexandrovsky, Merlin Steven Opp, Jan Ole Rixen · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper presents a qualitative study with 16 physically disabled participants exploring how they engage with Virtual Reality across three interconnected layers: physical (hardware and interaction paradigms), digital (avatars and virtual world design), and experiential…

    virtual reality · physical disability · VR accessibility · avatar design · interaction paradigms

  • From Screen Reading to "Scene Reading" in SceneVR: Touch-Based Interaction Techniques for Use in Virtual Reality by Blind and Low-Vision Users

    Melanie Jo Kneitmix, Jacob O. Wobbrock · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper introduces "scene reading," a novel interaction paradigm that extends the familiar concept of touch-based screen reading from 2-D interfaces to 3-D virtual reality environments. The authors developed SceneVR, a system that streams the live view from a Meta Quest 2 VR…

    virtual reality · blind and low vision · touchscreen interaction · spatial audio · scene understanding

  • How Accessible are Virtual Reality Freehand Gestures? Understanding Barriers for Users with Upper Limb Motor Impairments

    Lauren Pococke, Crescent Jicol, Christof Lutteroth, Christopher Clarke · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper provides the first empirical examination of how accessible default freehand gesture implementations in virtual reality are for people with upper limb motor impairments. The researchers recruited 8 adults with conditions including lupus, rheumatoid arthritis, carpal…

    virtual reality · motor accessibility · freehand gestures · hand tracking · upper limb impairments

  • 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

  • An Equitable Experience? How HCI Research Conceptualizes Accessibility of Virtual Reality in the Context of Disability

    Kathrin Gerling, Anna-Lena Meiners, Louisa Schumm, Jan Rixen, Marvin Wolf, Zeynep Yildiz, Dmitry Alexandrovsky, Merlin Opp · 2025 · ACM Transactions on Accessible Computing

    This paper critically examines how the HCI and accessibility research community conceptualizes VR accessibility for disabled people. Through a systematic literature review of 28 papers (2018-2024), the authors investigate two questions: how accessibility is currently defined in…

    virtual reality · VR · accessibility · disability · experience

7 results.