1. "I use video calling in all areas of my life": Understanding the Video Calling Experiences of Chronically Ill People
2. "Is This Seat Accessible for Me?": An Autoethnography of a Person With a Mobility Disability Using Interactive Seat Plans for Public Events
3. Autoethnographic Insights from Neurodivergent GAI "Power Users"
4. Inclusive Avatar Guidelines for People with Disabilities: Supporting Disability Representation in Social Virtual Reality
5. Promoting Comprehension and Engagement in Introductory Data and Statistics for Blind and Low-Vision Students: A Co-Design Study
6. CodeA11y: Making AI Coding Assistants Useful for Accessible Web Development
7. "I'd Never Actually Realized How Big An Impact It Had Until Now": Perspectives of University Students with Disabilities on Generative Artificial Intelligence
8. Social Simulation for Everyday Self-Care: Design Insights from Leveraging VR, AR, and LLMs for Practicing Stress Relief
9. IncluSim: An Accessible Educational Electronic Circuit Simulator for Blind and Low-Vision Learners
10. How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies
11. VisiMark: Characterizing and Augmenting Landmarks for People with Low Vision in Augmented Reality to Support Indoor Navigation
12. Slowness, Politics, and Joy: Values That Guide Technology Choices in Creative Coding Classrooms
13. Inaccessible and Deceptive: Examining Experiences of Deceptive Design with People Who Use Visual Accessibility Technology
14. Weaving Sound Information to Support Real-Time Sensemaking of Auditory Environments: Co-Designing with a DHH User
15. CounselAR: Exploring How AR Filters Facilitate Online Psychotherapy In the Wild With South Korean Young Adults
16. Working Together Toward Interdependence: Chatbot-Based Support for Balanced Social Interactions Between Neurodivergent and Neurotypical Individuals
17. "Like a Love Language": Understanding Communication in Disabled LGBTQIA+ Romantic Relationships
18. Beyond the Buckets of Support: Designing for Agency and Interaction in Personalised Disability Systems
19. From Participation to Solidarity: A Case Study on Access of Maker Spaces from Deaf and Hearing Perspectives
20. Investigating User Perceptions of Epilepsy-Related Seizure Triggers in Mobile Apps: An Analysis of User Reviews
21. Wordplay: Accessible, Multilingual, Interactive Typography
22. ExoKit: A Toolkit for Rapid Prototyping of Interactions for Arm-based Exoskeletons
23. DanmuA11y: Making Time-Synced On-Screen Video Comments (Danmu) Accessible to Blind and Low Vision Users via Multi-Viewer Audio Discussions
24. The Impact of Generative AI Coding Assistants on Developers Who Are Visually Impaired
25. ScreenAudit: Detecting Screen Reader Accessibility Errors in Mobile Apps Using Large Language Models
26. I-Scratch: Independent Slide Creation With Auditory Comment and Haptic Interface for the Blind and Visually Impaired
27. ID.EARS: One-Ear EEG Device with Biosignal Noise for Real-Time Gesture Recognition and Various Interactions
28. Exploring Deaf And Hard of Hearing Peoples’ Perspectives On Tasks In Augmented Reality: Interacting With 3D Objects And Instructional Comprehension
29. Designing Accessible and Intuitive Developer Tools for Neuromorphic Programming
30. Designing and Evaluating a VR Boxing Experience with Blind People
31. Perceptions and Preferences: Deaf ASL-Signing Users' Insights on Video Elements, Styles and Layouts
32. TableNarrator: Making Image Tables Accessible to Blind and Low Vision People
33. "You Can Fool Me, You Can't Fool Her!": Autoethnographic Insights from Equine-Assisted Interventions to Inform Therapeutic Robot Design
34. "As an Autistic Person Myself:" The Bias Paradox Around Autism in LLMs
35. Shifting the Focus: Exploring Video Accessibility Strategies and Challenges for People with ADHD
36. Facilitating Daily Practice in Intangible Cultural Heritage through Virtual Reality: A Case Study of Traditional Chinese Flower Arrangement
37. The Dilemma of Building Do-It-Yourself (DIY) Solutions For Workplace Accessibility
38. Acceptability, Acceptance and Adoption of Telepresence Robots in Museums: The Museum Professionals' Perspectives
39. Exploring the Experiences of Individuals Who are Blind or Low-Vision Using Object-Recognition Technologies in India
40. How Can We Change the System? Understanding and Addressing Redesign Inertia in Digital Public Services
41. Toward Language Justice: Exploring Multilingual Captioning for Accessibility
42. Accessibility for Whom? Perceptions of Mobility Barriers Across Disability Groups and Implications for Designing Personalized Maps
43. A Critical Review of Sexuality, Technology and Disability
44. Towards Neuroqueer Spatial Justice: A Critical Literature Review of Public Space Technologies for Neurodivergent Populations
45. Understanding Attitudes and Trust of Generative AI Chatbots for Social Anxiety Support
46. Envisioning Financial Technology Support for Older Adults Through Cognitive and Life Transitions
47. Digital Archives, Knowledge Conflicts, and Epistemic Injustices in the Himalayas
48. SpeechCompass: Enhancing Mobile Captioning with Diarization and Directional Guidance via Multi-Microphone Localization
49. CompAct: Designing Interconnected Compliant Mechanisms with Targeted Actuation Transmissions
50. Towards More Accessible Scientific PDFs for People with Visual Impairments: Step-by-Step PDF Remediation to Improve Tag Accuracy
51. Asleep at the Virtual Wheel: The Increasing Inaccessibility of Virtual Reality Applications
52. Designing Accessible Audio Nudges for Voice Interfaces
53. Investigating the Benefits of Physical Models for Anatomical Education in Augmented Reality
54. Understanding VR Accessibility Practices of VR Professionals
55. VideoA11y: Method and Dataset for Accessible Video Description
56. Understanding "Mutes" in Social Virtual Reality
57. The Sky is the Limit: Understanding How Generative AI can Enhance Screen Reader Users' Experience with Productivity Applications
58. MotionBlocks: Modular Geometric Motion Remapping for More Accessible Upper Body Movement in Virtual Reality
59. Investigating the Intersection of Cultural Design Preferences and Web Accessibility Guidelines with Designers from the Global South
60. Sounds Accessible: Envisioning Accessible Audio Media Futures with People with Aphasia
61. "Should I choose a smaller model?'': Understanding ML Model Selection and Its Impact on Sustainability
62. Draw2Cut: Direct On-Material Annotations for CNC Milling