Universal Access in the Information Society

Papers
(The TQCC of Universal Access in the Information Society is 6. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2022-01-01 to 2026-01-01.)
ArticleCitations
An instrument for the determination of learning objects quality for students with visual impairment integrating the services theory (ILOBlind)119
Falling through the net again: exploring the characteristics of internet dropout in China97
An audio MOOC framework for the digital inclusion of low literate people in the distance education process84
Universal access in the information Society (2001–2021): knowledge, experience, challenges and new perspectives71
Analysis of the accessibility of selected massive open online courses (MOOCs) for users with disabilities66
Ratings and experiences in using a mobile application to increase physical activity among university students: implications for future design53
Designing effective adaptive serious games: multimodal interaction strategies for cognitive training in older adults with evidence from China40
Service-learning for accessibility: understanding WCAG errors and successes in Spanish city council websites40
Evaluating the accessibility and performance of government websites in Nigeria38
What do faculty members know about universal design and digital accessibility? A qualitative study in computer science and engineering disciplines37
A framework to improve the accessibility of social media account content32
Co-creating 360-degree videos with a social and educational approach: the mediaverse experiences30
Dynamic detection of accessibility smells29
Factors influencing intention to engage in human–chatbot interaction: examining user perceptions and context culture orientation29
Special issue on sign language translation and avatar technology28
Accessibility first: detecting frustration in web browsing for visually impaired and sighted smartphone users26
Conceptualization and survey instrument development for mobile application usability26
Participation in crowdsourcing micro-tasks: what motivates brazilian older adults?25
Integrating online meta-cognitive learning strategy and team regulation to develop students’ programming skills, academic motivation, and refusal self-efficacy of Internet use in a cloud classroom22
Applying theatre-based role-playing combined with AR and VR game strategies to enhance imagination and symbolic play skills in children with autism spectrum disorder22
Establishing the connection between speech-language pathologists and technology developers in designing novel textile-based AAC (TAAC) technologies22
Web accessibility and inclusivity of tourist destinations at social media management. An intercultural analysis of Andalusia and Northern Morocco22
Untangling factors influencing social networking sites use among older adults: a literature review22
A smartphone-based program enabling people with intellectual and other disabilities to access leisure, communication, and functional activities22
Responsive inclusive design (RiD): a new model for inclusive software development22
Neural machine translation from text to sign language21
Usability and accessibility-based quality evaluation of Indian airline websites: An MCDM approach21
An assistive technology based on Peirce’s semiotics for the inclusive education of deaf and hearing children21
A software acceptance testing approach with accessibility for the deaf19
Optimizing a digital health education platform for the elderly: influences on annotation and interaction design19
Adoption of artificial intelligence artifacts: a literature review19
Assessing touchscreen operations under vibration: effects of vibrational environments, button size, and button spacing on digit- and letter-entry task performance18
Accessibility of public library websites in the United States18
Do sentiments of professors feedback change after migrating from in-person to online modalities? Pre- and during COVID-19 experience17
Exploring an intelligent product service system for early cognitive intervention for Alzheimer’s disease17
Continued usage intention of novice and expert players in social network games17
Analysis of the digital accessibility of selected Polish government portals for persons with disabilities17
Accessibility of digital resources for students with disabilities in Kenyan public universities17
Decreasing user engagement in clickbait: an ERP study on the effectiveness of warning labels in online platform17
Teaching methodology for people with intellectual disabilities: a case study in learning ballet with mobile devices16
Development and validation of progressive web application usability heuristics (PWAUH)16
Does Facebook use influence users’ psychological well-being (PWB)? A literature review on trends and psychological well-being effects of Facebook use16
Enhancing quality of life for the hearing-impaired: a holistic approach through the MoSIoT framework16
Development and application of a communication robot to improve the emotional state of elderly living alone16
Universal and ecological design in media accessibility: finding common ground15
Delving into the mental access of using digital public services in later life - peer tutors’ perspective15
Delving into the modeling and operation of energy communities as epicenters for systemic transformations15
Beyond physical accessibility: a bibliometric analysis about the influence of digital communication and the use of technology on inclusive tourism in WCAG 3.0 era—tourism for all from a more accessibl15
Robots for inclusive classrooms: a scoping review14
Can serious games measure your cognitive profile in adults? An innovative proposal to evaluate and stimulate cognitive skills14
Omissions and inferential meaning-making in audio description, and implications for automating video content description14
Assessing standards-driven accessibility in top video conferencing platforms14
Web accessibility evaluation from the perception of people with disabilities: case of Argentina13
Older adults’ user experience with introvert and extravert humanoid robot personalities13
Challenges and recommendations for eHealth usability evaluation with elderly users: systematic review and case study13
Exploring the social meaning interaction in AIGC audiobooks: a grounded theory study13
An inclusive framework for automated web content accessibility evaluation13
Learning features and accessibility limitations of video conferencing applications: are people with visual impairment left behind13
Voicing barriers: accessibility for visually impaired voiceover users on audio chat platforms12
Eleuteria App: designing an interactive system to support individuals with mild intellectual disabilities12
Diversity of experience: action, sensation, and immersion in audio descriptions of (visual) art12
Gender-sensitive tools and materials for women empowerment in STEM: a systematic review with industrial and instructional recommendations and implications12
A design toolkit for user acceptance and adoption: supporting designers in complex technology development12
Examining generative AI user disclosure intention: an ELM perspective11
Digital pedagogy in Indian sign language: requirement analysis and assistive technology based application11
Video connecting families and social robots: from ideas to practices putting technology to work11
The usability and user experience of an interactive e-learning platform to empower older adults when using electronic personal health records: an online intervention study11
Schools as living labs for the new European bauhaus11
Large-scale study of web accessibility metrics11
Analysis of instructors’ intention to use and experience of using cognitive training robots for older adults with mild cognitive impairment11
Impact of COVID-19 in the web accessibility of higher education institutions: a pending challenge11
HCISLS: innovative sign language recognition system utilizing multi blocks convolutional method11
The effective communication framework: a new approach to hearing assistive communication technologies11
Toward improved co-designing home care solutions based on personas and design thinking with older users11
Visual authoring of virtual reality conversational scenarios for e-learning11
Beyond “do not touch”: the experience of a three-dimensional printed artifacts museum as an alternative to traditional museums for visitors who are blind and partially sighted11
An Interaction Framework for Designing Systems for Virtual Home Assistants and People with Dysarthria11
Multidimensional evaluation of teaching strategies adopted in the COVID-19 pandemic10
Somebody is watching me? Analyzing privacy preferences in using visual AAL technology considering human-, technology-, and context-related factors10
A computational model for assisting individuals with suicidal ideation based on context histories10
Accessibility barriers in arabic news websites for visually impaired users: a mixed-method evaluation approach10
Human-chatbot interaction studies through the lens of bibliometric analysis10
Correction to: Examining generative AI user disclosure intention: an ELM perspective10
Examining user switching between social Q&A platforms: a push–pull-mooring perspective9
Usability of a telehealth solution based on TV interaction for the elderly: the VITASENIOR-MT case study9
Affective game design elements for deep player engagement in indie games9
Enhancing child-machine interaction for Indian children speaking English as non-native language using hybrid CNN and customized dictionary9
Interactive communication in the process of physical education: are social media contributing to the improvement of physical training performance9
Correction to: Machine translation from signed to spoken languages: state of the art and challenges9
Digital accessibility in disaster periods in Turkey: investigation of accessibility of web pages and mobile applications of the relevant organisations9
The evolution of video game accessibility on Xbox consoles in the Far Cry game series9
Systematic literature review of ambient assisted living systems supported by the Internet of Things8
Usability in human-robot collaborative workspaces8
Bridging the gap between website accessibility and lexicography: information access in online dictionaries8
Optimizing inquiry-based science education: verifying the learning effectiveness of augmented reality and concept mapping in elementary school8
VR multi-sensory Zaltman's metaphor elicitation technique: a new method for exploring the needs of older adults in social virtual reality7
Unsupervised extraction of phonetic units in sign language videos for natural language processing7
Immersive learning in critical care: first experiences in Intensive Care Units for nursing students through low-cost virtual reality7
Readability of online government information about welfare rights and benefits: the Israeli case7
Game-based collaborative decision-making training: a framework and behavior analysis for a remote collaborative decision-making skill training game using multidimensional scaffolding7
Turning manual web accessibility success criteria into automatic: an LLM-based approach7
A prototype real-time mobile application for Thai banknote recognition to support visually impaired persons7
Improving the user experience of a gambling support and education website using a chatbot6
Application of logistic regression to explain internet use among older adults: a review of the empirical literature6
Developing personas for live streaming commerce platforms with user survey data6
The puzzle of RehbeCa: an exergame for assessing cervicalgia6
Regional differences in public perceptions of autonomous vehicles facing moral dilemmas: a comparative study between the United States, Hong Kong, and China6
Enhancing elderly accessibility in multimedia kiosks: a universal and health-oriented design approach6
Coverage of web accessibility guidelines provided by automated checking tools6
Accessibility analysis using WCAG 2.1: evidence from Indian e-government websites6
Exploring the design and evaluation of social exergames for older adults: a systematic review6
Source code editor using voice commands to support people with motor disabilities6
Hand gesture recognition for user-defined textual inputs and gestures6
Evaluating the effectiveness of accessible websites for deaf users6
Accessibility of large events: an empirical study of the Expo 2020 Dubai6
Flipped Learning 4.0. An extended flipped classroom model with Education 4.0 and organisational learning processes6
Assessment of the quality, readability, and usefulness of ChatGPT generated medical information for ten common cancer types6
Gamification solutions for persons with disabilities: a systematic literature review6
Human pose estimation solutions: a low cost tool for increasing natural interaction in virtual television sets6
Accessibility of drug information on ocular drug product websites in the United States6
Use case modeling in a research setting of developing an innovative pilgrimage support system6
Research and prospects of virtual reality systems applying exoskeleton technology6
Senior-centered design for mobile medication adherence applications based on cognitive and technology attributes6
A comparative study of existing smart hearing aids for partially hearing-impaired patients6
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