What's in an ALT Tag? Exploring Caption Content Priorities through Collaborative Captioning | 0 | 0.34 | 2022 |
Towards augmented reality coaching for daily routines: Participatory design with individuals with cognitive disabilities and their caregivers | 0 | 0.34 | 2022 |
Knitting Access: Exploring Stateful Textiles with People with Disabilities | 0 | 0.34 | 2022 |
“It is fascinating to make these beasts fly”: Understanding Visually Impaired People's Motivations and Needs for Drone Piloting | 0 | 0.34 | 2021 |
Exploring Technology Design for Students with Vision Impairment in the Classroom and Remotely | 0 | 0.34 | 2021 |
Game changer: accessible audio and tactile guidance for board and card games | 0 | 0.34 | 2020 |
“Our Dog Probably Thinks Christmas is Really Boring”: Re-mediating Science Education for Feminist-Inspired Inquiry | 0 | 0.34 | 2020 |
Overview of assets 2019: 25 years of assets! | 0 | 0.34 | 2020 |
“I just went into it assuming that I wouldn't be able to have the full experience”: Understanding the Accessibility of Virtual Reality for People with Limited Mobility | 0 | 0.34 | 2020 |
BrailleBlocks: Computational Braille Toys for Collaborative Learning | 0 | 0.34 | 2020 |
Sense and Accessibility: Understanding People with Physical Disabilities’ Experiences with Sensing Systems | 0 | 0.34 | 2020 |
RoboGraphics: Using Mobile Robots to Create Dynamic Tactile Graphics | 1 | 0.35 | 2019 |
RoboGraphics: Dynamic Tactile Graphics Powered by Mobile Robots | 2 | 0.35 | 2019 |
Youth Learning Machine Learning through Building Models of Athletic Moves | 1 | 0.37 | 2019 |
StoryBlocks - A Tangible Programming Game To Create Accessible Audio Stories. | 0 | 0.34 | 2019 |
"It Broadens My Mind" - Empowering People with Cognitive Disabilities through Computing Education. | 0 | 0.34 | 2019 |
Sports and machine learning: how young people can use data from their own bodies to learn about machine learning | 0 | 0.34 | 2019 |
"Wear It Loud": How and Why Hearing Aid and Cochlear Implant Users Customize Their Devices. | 2 | 0.36 | 2018 |
Inclusive Education Technologies: Emerging Opportunities for People with Visual Impairments. | 2 | 0.40 | 2018 |
Ability-based design. | 3 | 0.46 | 2018 |
Bonk: Accessible Programming For Accessible Audio Games | 0 | 0.34 | 2018 |
(Un)Acceptable!?!: Re-thinking the Social Acceptability of Emerging Technologies. | 1 | 0.37 | 2018 |
Exploring the Design of Audio-Kinetic Graphics for Education. | 0 | 0.34 | 2018 |
Toward Everyday Gaze Input: Accuracy and Precision of Eye Tracking and Implications for Design. | 17 | 0.71 | 2017 |
Understanding the Role Fluidity of Stakeholders During Assistive Technology Research "In the Wild". | 1 | 0.37 | 2017 |
Tangibles + Programming + Audio Stories = Fun. | 0 | 0.34 | 2017 |
Fabrication Games: Using 3D Printers to Explore New Interactions for Tabletop Games. | 2 | 0.38 | 2017 |
"At times avuncular and cantankerous, with the reflexes of a mongoose": Understanding Self-Expression through Augmentative and Alternative Communication Devices. | 5 | 0.49 | 2017 |
Goby: A Wearable Swimming Aid for Blind Athletes. | 1 | 0.35 | 2017 |
GUI Robots: Using Off-the-Shelf Robots as Tangible Input and Output Devices for Unmodified GUI Applications. | 4 | 0.46 | 2017 |
Let's Talk About X: Combining Image Recognition and Eye Gaze to Support Conversation for People with ALS. | 0 | 0.34 | 2017 |
The AT Effect: How Disability Affects the Perceived Social Acceptability of Head-Mounted Display Use. | 24 | 0.76 | 2016 |
Smart Touch: Improving Touch Accuracy for People with Motor Impairments with Template Matching. | 9 | 0.47 | 2016 |
The Gest-Rest Family: Exploring Input Possibilities for Wheelchair Armrests. | 0 | 0.34 | 2016 |
Let's Get Lost: Exploring Social Norms In Predominately Blind Environments. | 5 | 0.40 | 2016 |
"Holy Starches Batman!! We are Getting Walloped!": Crowdsourcing Comic Book Transcriptions. | 0 | 0.34 | 2016 |
Nothing to Hide: Aesthetic Customization of Hearing Aids and Cochlear Implants in an Online Community. | 9 | 0.49 | 2016 |
SIG on the State of Accessibility at CHI. | 2 | 0.43 | 2016 |
Promoting Strategic Research on Inclusive Access to Rich Online Content and Services. | 0 | 0.34 | 2016 |
"With most of it being pictures now, I rarely use it": Understanding Twitter's Evolving Accessibility to Blind Users. | 19 | 0.78 | 2016 |
Collaborative Accessibility: How Blind and Sighted Companions Co-Create Accessible Home Spaces | 23 | 0.78 | 2015 |
Accessible Crowdwork?: Understanding the Value in and Challenge of Microtask Employment for People with Disabilities | 25 | 0.91 | 2015 |
What not to wearable: using participatory workshops to explore wearable device form factors for blind users | 6 | 0.55 | 2015 |
Sharing is Caring: Assistive Technology Designs on Thingiverse | 35 | 1.88 | 2015 |
Audio-Based Feedback Techniques for Teaching Touchscreen Gestures | 5 | 0.39 | 2015 |
The Invisible Work of Accessibility: How Blind Employees Manage Accessibility in Mixed-Ability Workplaces | 15 | 0.62 | 2015 |
Collaboratively designing assistive technology | 2 | 0.38 | 2014 |
Framing the conversation: the role of facebook conversations in shopping for eyeglasses | 1 | 0.37 | 2014 |
\"just let the cane hit it\": how the blind and sighted see navigation differently | 26 | 1.31 | 2014 |
Evaluating the accessibility of crowdsourcing tasks on Amazon's mechanical turk | 2 | 0.40 | 2014 |