Universal Access in the Information Society

Papers
(The TQCC of Universal Access in the Information Society is 7. 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 2022-06-01 to 2026-06-01.)
ArticleCitations
An instrument for the determination of learning objects quality for students with visual impairment integrating the services theory (ILOBlind)177
Falling through the net again: exploring the characteristics of internet dropout in China119
Service-learning for accessibility: understanding WCAG errors and successes in Spanish city council websites105
Designing effective adaptive serious games: multimodal interaction strategies for cognitive training in older adults with evidence from China89
An audio MOOC framework for the digital inclusion of low literate people in the distance education process60
Evaluating the accessibility and performance of government websites in Nigeria49
Co-creating 360-degree videos with a social and educational approach: the mediaverse experiences46
Ratings and experiences in using a mobile application to increase physical activity among university students: implications for future design41
Analysis of the accessibility of selected massive open online courses (MOOCs) for users with disabilities38
Factors influencing intention to engage in human–chatbot interaction: examining user perceptions and context culture orientation33
A framework to improve the accessibility of social media account content33
Expanding the lens: multi-institutional evidence on student use of ChatGPT in higher education32
Conceptualization and survey instrument development for mobile application usability31
Special issue on sign language translation and avatar technology31
Dynamic detection of accessibility smells31
Establishing the connection between speech-language pathologists and technology developers in designing novel textile-based AAC (TAAC) technologies31
Extending the Unified Theory of Acceptance and Use of Technology (UTAUT) to address deepfake health misinformation29
Applying theatre-based role-playing combined with AR and VR game strategies to enhance imagination and symbolic play skills in children with autism spectrum disorder26
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 classroom24
What if conversational agents’ answers appear correct but are judgmental? Piloting the potential effect on people’s experience23
Accessibility first: detecting frustration in web browsing for visually impaired and sighted smartphone users23
Exploring an intelligent product service system for early cognitive intervention for Alzheimer’s disease22
Participation in crowdsourcing micro-tasks: what motivates brazilian older adults?22
Decreasing user engagement in clickbait: an ERP study on the effectiveness of warning labels in online platform22
Web accessibility and inclusivity of tourist destinations at social media management. An intercultural analysis of Andalusia and Northern Morocco22
Continued usage intention of novice and expert players in social network games21
Do sentiments of professors feedback change after migrating from in-person to online modalities? Pre- and during COVID-19 experience21
A software acceptance testing approach with accessibility for the deaf21
An assistive technology based on Peirce’s semiotics for the inclusive education of deaf and hearing children20
Accessibility of digital resources for students with disabilities in Kenyan public universities20
Responsive inclusive design (RiD): a new model for inclusive software development20
Assessing touchscreen operations under vibration: effects of vibrational environments, button size, and button spacing on digit- and letter-entry task performance19
Optimizing a digital health education platform for the elderly: influences on annotation and interaction design19
Neural machine translation from text to sign language19
Usability and accessibility-based quality evaluation of Indian airline websites: An MCDM approach19
Adoption of artificial intelligence artifacts: a literature review18
Analysis of the digital accessibility of selected Polish government portals for persons with disabilities18
Human–computer interaction perspectives on health technology design for elderly individuals and their caregivers18
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 accessibl17
Assessing standards-driven accessibility in top video conferencing platforms17
Technological profiles of primary and secondary school teachers: a data-driven approach to AI training design17
Evaluating the usability and accessibility of judiciary websites: a multi-method study in Pakistan17
Enhancing quality of life for the hearing-impaired: a holistic approach through the MoSIoT framework17
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
Older adults’ user experience with introvert and extravert humanoid robot personalities16
Development and application of a communication robot to improve the emotional state of elderly living alone16
Exploring the social meaning interaction in AIGC audiobooks: a grounded theory study15
Teaching methodology for people with intellectual disabilities: a case study in learning ballet with mobile devices15
Can serious games measure your cognitive profile in adults? An innovative proposal to evaluate and stimulate cognitive skills15
Enhancing engagement and emotional experience for older adults by animated prompts in AI-assisted drawing15
Delving into the mental access of using digital public services in later life - peer tutors’ perspective15
Universal and ecological design in media accessibility: finding common ground14
Learning features and accessibility limitations of video conferencing applications: are people with visual impairment left behind14
Robots for inclusive classrooms: a scoping review14
Delving into the modeling and operation of energy communities as epicenters for systemic transformations14
Voicing barriers: accessibility for visually impaired voiceover users on audio chat platforms13
Web accessibility evaluation from the perception of people with disabilities: case of Argentina13
Speech enhancement techniques for hearing aids: a systematic review13
An inclusive framework for automated web content accessibility evaluation13
A design toolkit for user acceptance and adoption: supporting designers in complex technology development13
Analysis of instructors’ intention to use and experience of using cognitive training robots for older adults with mild cognitive impairment13
Digital justice in the smart city: Developing a framework for participatory digitalisation strategies at the local level13
Eleuteria App: designing an interactive system to support individuals with mild intellectual disabilities13
Challenges and recommendations for eHealth usability evaluation with elderly users: systematic review and case study13
Digital pedagogy in Indian sign language: requirement analysis and assistive technology based application13
Omissions and inferential meaning-making in audio description, and implications for automating video content description13
Impact of COVID-19 in the web accessibility of higher education institutions: a pending challenge12
Diversity of experience: action, sensation, and immersion in audio descriptions of (visual) art12
Video connecting families and social robots: from ideas to practices putting technology to work12
Examining generative AI user disclosure intention: an ELM perspective12
Visual authoring of virtual reality conversational scenarios for e-learning12
The effective communication framework: a new approach to hearing assistive communication technologies12
HCISLS: innovative sign language recognition system utilizing multi blocks convolutional method12
Schools as living labs for the new European bauhaus12
An Interaction Framework for Designing Systems for Virtual Home Assistants and People with Dysarthria12
Large-scale study of web accessibility metrics12
The usability and user experience of an interactive e-learning platform to empower older adults when using electronic personal health records: an online intervention study12
Incentivizing paths for implementation of accessibility guidelines on Chinese municipal e-government websites: a qualitative comparative analysis11
Readability of news websites: evaluating text and graphical content using a relevancy-based approach11
Toward improved co-designing home care solutions based on personas and design thinking with older users11
Research on the visual click enhancement strategy of VR hand-eye bimodal interaction11
When faces trigger feelings: multi-stakeholder experiences, use, and expectations of facial-emotion learning technologies and materials for autistic people11
Application of artificial intelligence techniques for supporting people with ASD: a systematic literature review11
From CEFR classification to generative AI materials: designing and validating the LATILL platform11
Somebody is watching me? Analyzing privacy preferences in using visual AAL technology considering human-, technology-, and context-related factors11
The universal trend and shifts of digital learning: big data analysis for academic literature11
Human-chatbot interaction studies through the lens of bibliometric analysis10
Correction to: Examining generative AI user disclosure intention: an ELM perspective10
The evolution of video game accessibility on Xbox consoles in the Far Cry game series10
Multidimensional evaluation of teaching strategies adopted in the COVID-19 pandemic10
A computational model for assisting individuals with suicidal ideation based on context histories10
Affective game design elements for deep player engagement in indie games10
Accessible Multilingual Audio based Image Alternative (ALT) description for the persons with visual impairment9
Interactive communication in the process of physical education: are social media contributing to the improvement of physical training performance9
Usability in human-robot collaborative workspaces9
Optimizing inquiry-based science education: verifying the learning effectiveness of augmented reality and concept mapping in elementary school9
Accessibility barriers in arabic news websites for visually impaired users: a mixed-method evaluation approach9
Digital accessibility in disaster periods in Turkey: investigation of accessibility of web pages and mobile applications of the relevant organisations9
Correction to: Machine translation from signed to spoken languages: state of the art and challenges9
AI-powered real-time hand sign recognition: enhancing communication for the hearing- and speech-impaired community9
Examining user switching between social Q&A platforms: a push–pull-mooring perspective9
Systematic literature review of ambient assisted living systems supported by the Internet of Things9
Enhancing child-machine interaction for Indian children speaking English as non-native language using hybrid CNN and customized dictionary8
Realistic simulation for dataset generation in a mobile robotics educational context8
Use case modeling in a research setting of developing an innovative pilgrimage support system8
Enhancing emotional communication in nursing through haptic feedback: insights on intensity, perception, and usability8
Game-based collaborative decision-making training: a framework and behavior analysis for a remote collaborative decision-making skill training game using multidimensional scaffolding8
Unsupervised extraction of phonetic units in sign language videos for natural language processing8
Teachers’ perceptions of generative AI in inclusive classrooms: enhancing engagement for students with learning disabilities8
Bridging the gap between website accessibility and lexicography: information access in online dictionaries8
Immersive learning in critical care: first experiences in Intensive Care Units for nursing students through low-cost virtual reality8
Readability of online government information about welfare rights and benefits: the Israeli case8
Digital accessibility and equity: the need for stronger regulations and the imperative of innovation7
Enhancing elderly accessibility in multimedia kiosks: a universal and health-oriented design approach7
Senior-centered design for mobile medication adherence applications based on cognitive and technology attributes7
Enhancing visual arts accessibility: an AI-driven approach to audio description of paintings7
VR multi-sensory Zaltman's metaphor elicitation technique: a new method for exploring the needs of older adults in social virtual reality7
Turning manual web accessibility success criteria into automatic: an LLM-based approach7
The puzzle of RehbeCa: an exergame for assessing cervicalgia7
Evaluating the effectiveness of accessible websites for deaf users7
Developing personas for live streaming commerce platforms with user survey data7
Hand gesture recognition for user-defined textual inputs and gestures7
Accessibility of drug information on ocular drug product websites in the United States7
Research and prospects of virtual reality systems applying exoskeleton technology7
A prototype real-time mobile application for Thai banknote recognition to support visually impaired persons7
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