Universal Access in the Information Society

Papers
(The TQCC of Universal Access in the Information Society is 4. 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 2020-05-01 to 2024-05-01.)
ArticleCitations
An insight into smartphone-based assistive solutions for visually impaired and blind people: issues, challenges and opportunities53
Evaluating the accessibility of public health websites: An exploratory cross-country study37
Machine translation from text to sign language: a systematic review29
Inclusion of third-person perspective in CAVE-like immersive 3D virtual reality role-playing games for social reciprocity training of children with an autism spectrum disorder29
Enhancing the learning effect of virtual reality 3D modeling: a new model of learner’s design collaboration and a comparison of its field system usability28
Usability evaluation of a virtual reality smartphone app for a living museum26
Using emotion recognition technologies to teach children with autism spectrum disorder how to identify and express emotions25
Research on vulnerable people and digital inclusion: toward a consolidated taxonomical framework23
Managing digital accessibility at universities during the COVID-19 pandemic21
Analyzing the adoption and diffusion of voice-enabled smart-home systems: empirical evidence from Thailand21
New methods and technologies for enhancing usability and accessibility of educational data20
Individual differences and personalized learning: a review and appraisal20
Effects of visual complexity on user search behavior and satisfaction: an eye-tracking study of mobile news apps19
Accessible wayfinding and navigation: a systematic mapping study18
If online learning works for you, what about deaf students? Emerging challenges of online learning for deaf and hearing-impaired students during COVID-19: a literature review18
How does WeChat’s active engagement with health information contribute to psychological well-being through social capital?17
Reassessing the disability divide: unequal access as the world is pushed online17
User-centered system design for assisted navigation of visually impaired individuals in outdoor cultural environments17
Child–smartphone interaction: relevance and positive and negative implications17
The extent of mobile accessibility coverage in WCAG 2.1: sufficiency of success criteria and appropriateness of relevant conformance levels pertaining to accessibility problems encountered by users wh16
Toward emotional interactive videogames for children with autism spectrum disorder16
Usage and impact of the internet-of-things-based smart home technology: a quality-of-life perspective16
An exploratory study of web adaptation techniques for people with low vision16
ChildAR: an augmented reality-based interactive game for assisting children in their education15
Quality is in the eye of the stakeholders: what do professional subtitlers and viewers think about subtitling?15
QUEST e-learning portal: applying heuristic evaluation, usability testing and eye tracking15
Web accessibility investigation of Slovenian municipalities’ websites before and after the adoption of European Standard EN 301 54914
Accessibility, usability, and security evaluation of universities’ prospective student web pages: a comparative study of Europe, North America, and Oceania14
Accessibility analysis using WCAG 2.1: evidence from Indian e-government websites14
Accessibility of mobile applications for tourism—is equal access a reality?13
Exploring seniors’ continuance intention to use mobile social network sites in China: a cognitive-affective-conative model12
Accessibility of university websites worldwide: a systematic literature review11
A bibliometric analysis and visualization of e-learning adoption using VOSviewer11
Applying Online Content-Based Knowledge Awareness and Team Learning to Develop Students’ Programming Skills, Reduce their Anxiety, and Regulate Cognitive Load in a Cloud Classroom11
Digital competence and internet use/behavior of persons with disabilities in PC and smart device use10
Identifying critical success factors for wearable medical devices: a comprehensive exploration10
Smart Workplaces for older adults: coping ‘ethically’ with technology pervasiveness10
A design framework of a smartphone user interface for elderly users10
Impact of mainstream classroom setting on attention of children with autism spectrum disorder: an eye-tracking study10
Recent trends in computer vision-driven scene understanding for VI/blind users: a systematic mapping10
Inclusive AR/VR: accessibility barriers for immersive technologies10
Factors influencing the intention of persons with visual impairment to adopt mobile applications based on the UTAUT model9
A smartphone-based program enabling people with intellectual and other disabilities to access leisure, communication, and functional activities9
Accessibility of public library websites in the United States9
Assessing the usability, accessibility, and mobile readiness of e-government websites: a case study in india9
GeoPGD: methodology for the design and development of geolocated pervasive games9
Intelligent environments for all: a path towards technology-enhanced human well-being8
Investigating the impact of virtual tourism on travel intention during the post-COVID-19 era: evidence from China8
Interaction of visual interface and academic levels with young students’ anxiety, playfulness, and enjoyment in programming for robot control8
An analysis of the utility of digital materials for high school students with intellectual disability and their effects on academic success8
Accessibility evaluation of university hospital websites in Turkey8
Hofstede’s cultural dimensions in technology acceptance models: a meta-analysis8
User acceptance of smart home voice assistant: a comparison among younger, middle-aged, and older adults8
A dataset for the recognition of obstacles on blind sidewalk7
Exploring acceptance of intelligent tutoring system with pedagogical agent among high school students7
Semantic web technologies applied to software accessibility evaluation: a systematic literature review7
Investigating socially assistive systems from system design and evaluation: a systematic review7
What do faculty members know about universal design and digital accessibility? A qualitative study in computer science and engineering disciplines7
Key factors that influence the UX of a dual-player game for the cognitive stimulation and motor rehabilitation of older adults7
Evaluating web accessibility of educational institutions websites using a variable magnitude approach7
Gaining insight for the design, development, deployment and distribution of assistive navigation systems for blind and visually impaired people through a detailed user requirements elicitation7
AnAbEL: towards empowering people living with dementia in ambient assisted living7
TV as an experience conveyer for better acceptance of ICT services by older adults7
Effects of audience familiarity on anxiety in a virtual reality public speaking training tool7
A systematic literature review of mobile application usability: addressing the design perspective6
An old game, new experience: exploring the effect of players’ personal gameplay history on game experience6
Making universal digital access universal: lessons from COVID-19 in Singapore6
A comparative study on user gestural inputs for navigation in NUI-based 3D virtual environments6
Reality matters? exploring a tangible user interface for augmented-reality-based fire education6
Measuring and improving the quality of development processes based on usability and accessibility6
Government website accessibility: a cross-country analysis of G7 and BRICS countries6
Learning features and accessibility limitations of video conferencing applications: are people with visual impairment left behind6
Assessing the individual acquisition of teamwork competence by exploring students’ instant messaging tools use: the WhatsApp case study6
Tablet computer-supported conversation between people with dementia and their carers: technology as interactional focus6
A model for assisting in the treatment of anxiety disorder6
Exploring factors affecting consumers' adoption of wearable devices to track health data6
Towards developing digital interventions supporting empathic ability for children with autism spectrum disorder6
Do sentiments of professors feedback change after migrating from in-person to online modalities? Pre- and during COVID-19 experience5
User acceptance on content optimization algorithms: predicting filter bubbles in conversational AI services5
Mind the gap: smoothing the transition to higher education fostering time management skills5
APRehab: a methodology for serious games design oriented to psychomotor rehabilitation in children with hearing impairments5
A hybrid matchmaking approach in the ambient assisted living domain5
A mobile e-learning application for enhancement of basic mathematical skills in visually impaired children5
End-user adaptable technologies for rehabilitation: a systematic literature review5
Can search result summaries enhance the web search efficiency and experiences of the visually impaired users?5
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 sighted5
Football for all: the quality of the live closed captioning in the Super Bowl LII5
Technology-enhanced and game based learning for children with special needs: a systematic mapping study5
Accessing access: the importance of pre-visit information to the attendance of people with sight loss at live audio described events5
Using geolympus to create a pervasive game experience in the higher education context5
Influences of time perspectives and perceived values on continuance intention to engage in social media amongst older adults for healthcare-related purposes5
Challenges and recommendations for eHealth usability evaluation with elderly users: systematic review and case study4
Is there an imbalance in the supply and demand for universal accessibility knowledge? Twenty years of UAIS papers viewed through the lens of WCAG4
A study of the acceptability of smart homes to the future elderly in China4
Does the law matter? An empirical study on the accessibility of Finnish higher education institutions’ web pages4
Stories, journeys and smart maps: an approach to universal access4
Interactive communication in the process of physical education: are social media contributing to the improvement of physical training performance4
A social robot-based platform for health behavior change toward prevention of childhood obesity4
Developing a model to evaluate and improve user experience with hand motions in virtual reality environments4
Machine translation from signed to spoken languages: state of the art and challenges4
Integration of eye tracking and lip motion for hands-free computer access4
Remark on digital accessibility: educational disparities define digital inclusion from adolescence onwards4
Exploiting the haptic and audio channels to improve orientation and mobility apps for the visually impaired4
A study on social media and higher education during the COVID-19 pandemic4
A user-guided personalization methodology to facilitate new smart home occupancy4
Exploring the community of older adult viewers on YouTube4
Usability evaluation of an electric-powered wheelchair driven by eye tracking4
Investigating the impact of IoT-Based smart laboratories on students’ academic performance in higher education4
Vocabulary recommendation approach for forced migrants using informal language learning tools4
Improving accessibility of CMS-based websites using automated methods4
New methods and technologies for enhancing usability and accessibility of educational data4
Model-driven development of accessible software: a systematic literature review4
How are software technologies being evaluated with autistic users? A systematic mapping4
Methodology for heuristic evaluation of the accessibility of statistical charts for people with low vision and color vision deficiency4
An analysis of social interaction between novice older adults when learning gesture-based skills through simple digital games4
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