We propose a novel task, hierarchical instance tracking, which entails tracking all instances of predefined categories of objects and parts, while maintaining their hierarchical relationships. We introduce the first benchmark dataset supporting this task, consisting of 2,765 unique entities that are tracked in 552 videos and belong to 40 categories (across objects and parts). Evaluation of seven variants of four models tailored to our novel task reveals the new dataset is challenging. Our dataset is available at https://vizwiz.org/tasks-and-datasets/hierarchical-instance-tracking/
Public art can hold cultural, social, political, and aesthetic significance, enriching urban environments and promoting well-being. However, a majority of urban art is inaccessible to blind and low vision (BLV) people. Most art access research has focused on private and curated settings (e.g., museums, galleries) and most urban access work has centered on outdoor navigation, leaving urban and public art accessibility largely understudied. We conducted semi-structured interviews with 16 BLV participants, using design probes featuring AI-generated descriptions and real-time AI interactions to investigate preferences for both discovering and engaging with urban art. We found that BLV people valued spontaneous art exploration, multisensory (e.g., tactile, auditory, olfactory) engagement, and detailed descriptions of culturally significant artwork. Participants also highlighted challenges distinct to urban art contexts: safety took precedence over art exploration, multisensory access measures could be disruptive to others in the public space, and inaccurate AI descriptions could lead to cultural erasure. Our contributions include empirical insights on BLV preferences for urban art discovery and engagement, seven design dimensions for public art access solutions, and implications for expanding HCI urban accessibility research beyond navigation.
AI-driven sign language interpretation is limited by a lack of high-quality annotated data. New datasets including ASL STEM Wiki and FLEURS-ASL contain professional interpreters and 100s of hours of data but remain only partially annotated and thus underutilized, in part due to the prohibitive costs of annotating at this scale. In this work, we develop a pseudo-annotation pipeline that takes signed video and English as input and outputs a ranked set of likely annotations, including time intervals, for glosses, fingerspelled words, and sign classifiers. Our pipeline uses sparse predictions from our fingerspelling recognizer and isolated sign recognizer (ISR), along with a K-Shot LLM approach, to estimate these annotations. In service of this pipeline, we establish simple yet effective baseline fingerspelling and ISR models, achieving state-of-the-art on FSBoard (6.7
Generative text-to-image (T2I) models often output images that have stereotypes of people with disabilities. One possibility to mitigate the risk of these biases is to intervene at the user level, supporting T2I users themselves in being able to identify biases and act accordingly. To understand how to design such support and its potential effectiveness, we implemented two interventions: (1) an education module to inform users of disability stereotypes in T2I images and (2) AI-generated feedback about potential stereotypes in a given image. We evaluated these options alone and in combination through a controlled experiment (N = 103) and a qualitative study (N = 10). Our results demonstrate that interface-based interventions can help users identify stereotypes, but that people do not always desire to avoid stereotypes. Participants wanted image subjects to “look” disabled, which sometimes inadvertently perpetuated stereotypes. Our results indicate clear ways for T2I interfaces to support users in prompting for and assessing images.
People who are blind or have low-vision (BLV) may hesitate to travel independently in unfamiliar environments due to uncertainty about the physical landscape. While most tools focus on in-situ navigation assistance, those supporting pre-travel assistance typically provide information about only landmarks and turn-by-turn instructions, lacking detailed visual context. Street level imagery, which contains rich visual information and has the potential to reveal numerous environmental details, remains inaccessible to BLV people. In this work, we present SceneScout, a multimodal large language model (MLLM)-driven prototype that enables accessible interactions with street level imagery. SceneScout supports two modes: (1) Route Preview, enabling users to familiarize themselves with visual details along a route, and (2) Virtual Exploration, enabling free, user-driven movement within street level imagery. Our user study (N = 10) demonstrates that SceneScout helps BLV users uncover visual information otherwise unavailable through existing means. An initial analysis of AI-generated descriptions suggests that the majority are accurate and describe stable visual elements even in older imagery, though occasional subtle and plausible errors make them difficult to verify without sight. We discuss future opportunities and challenges of street level imagery-based navigation experiences.
Sign language processing systems have traditionally operated at the sentence level, ignoring critical discourse phenomena fundamental to sign language comprehension. We introduce DiscoSign, a computational approach for discourse-aware text to sign language gloss translation grounded in linguistic research. We address three key phenomena within our modular Large Language Model (LLM)-based translation framework: (i) spatial coreference resolution, where entities maintain consistent spatial locations throughout discourse; (ii) Question-Answer Clauses (QACs), pseudocleft structures serving specific discourse functions; and (iii) concept-gloss consistency, ensuring stable mappings between English concepts and American Sign Language (ASL) signs. Traditional translation metrics fail to capture discourse-level quality, so we introduce a suite of novel evaluation metrics designed to assess each dimension of discourse coherence addressed by our framework. Experiments on sentence-level and discourse-level datasets show that our approach for discourse-aware processing significantly improves spatial consistency and entity tracking relative to sentence-only translation, while maintaining competitive single-sentence gloss translation quality. Our work establishes the first systematic framework for discourse-level text to sign language gloss translation with corresponding evaluation methodology.
Accessibility research has a broad mandate: use technology to make the world more accessible to disabled people. Yet, as a field, accessibility research lacks a clear characterization of what "accessibility" is. Furthermore, it has been historically limited in who is designed for, focusing on specific types of disability and often failing to consider how disability intersects with other identities. We set out to explicate what it means to make something accessible, grounded in the lived experiences of a diverse group of 25 disabled people. From our empirical findings, we develop a process for modeling accessibility. First, an individual assesses their experience of inaccess, specifically, the type of barrier they face, the technology repertoire they possess, and the contextual factors that shape how they address accessibility barriers. Then, having assessed an access barrier, they perform consequence calculus, weighing all available options to achieve access and deciding upon the option that best matches their priorities. We highlight the situated nature of access; people's identities, contextual factors, repertoires, and priorities all dictate their experience of accessibility.
Insights into the unique security and privacy practices, risks, and solutions for people with disabilities are currently fragmented across disciplines. In this work, we present a literature review of 33 papers published at leading human-computer interaction, accessibility, and usable security and privacy venues. We categorize the contributions of these papers-ranging from interventions to empirical studies of risks and behaviors-and identify key themes and implications. Papers in this corpus highlight 1) the opportunities and risks of the data collected by assistive technologies and security and privacy tools, 2) the inaccessibility or low usability of security and privacy solutions for people with disabilities, and 3) the utility of customized, contextual security and privacy solutions. We conclude with best practices for collecting data from disabled communities and implications for the design of assistive technologies and security/privacy tools.
Blind and low vision (BLV) individuals use Generative AI (GenAI) tools to interpret and manage visual content in their daily lives. While such tools can enhance the accessibility of visual content and so enable greater user independence, they also introduce complex challenges around visual privacy. In this paper, we investigate the current practices and future design preferences of blind and low vision individuals through an interview study with 21 participants. Our findings reveal a range of current practices with GenAI that balance privacy, efficiency, and emotional agency, with users accounting for privacy risks across six key scenarios, such as self-presentation, indoor/outdoor spatial privacy, social sharing, and handling professional content. Our findings reveal design preferences, including on-device processing, zero-retention guarantees, sensitive content redaction, privacy-aware appearance indicators, and multimodal tactile mirrored interaction methods. We conclude with actionable design recommendations to support user-centered visual privacy through GenAI, expanding the notion of privacy and responsible handling of others data.
As children increasingly consume media on devices, parents look for ways this usage can support learning and growth, especially in domains like social-emotional learning. We introduce eaSEL, a system that (a) integrates social-emotional learning (SEL) curricula into children's video consumption by generating reflection activities and (b) facilitates parent-child discussions around digital media without requiring co-consumption of videos. We present a technical evaluation of our system's ability to detect social-emotional moments within a transcript and to generate high-quality SEL-based activities for both children and parents. Through a user study with N=20 parent-child dyads, we find that after completing an eaSEL activity, children reflect more on the emotional content of videos. Furthermore, parents find that the tool promotes meaningful active engagement and could scaffold deeper conversations around content. Our work paves directions in how AI can support children's social-emotional reflection of media and family connections in the digital age.
Identifying mistakes (i.e., miscues) made while reading aloud is commonly approached post-hoc by comparing automatic speech recognition (ASR) transcriptions to the target reading text. However, post-hoc methods perform poorly when ASR inaccurately transcribes verbatim speech. To improve on current methods for reading error annotation, we propose a novel end-to-end architecture that incorporates the target reading text via prompting and is trained for both improved verbatim transcription and direct miscue detection. Our contributions include: first, demonstrating that incorporating reading text through prompting benefits verbatim transcription performance over fine-tuning, and second, showing that it is feasible to augment speech recognition tasks for end-to-end miscue detection. We conducted two case studies -- children's read-aloud and adult atypical speech -- and found that our proposed strategies improve verbatim transcription and miscue detection compared to current state-of-the-art.
Individuals who are blind or have low vision (BLV) are at a heightened risk of sharing private information if they share photographs they have taken. To facilitate developing technologies that can help them preserve privacy, we introduce BIV-Priv-Seg, the first localization dataset originating from people with visual impairments that shows private content. It contains 1,028 images with segmentation annotations for 16 private object categories. We first characterize BIV-Priv-Seg and then evaluate modern models' performance for locating private content in the dataset. We find modern models struggle most with locating private objects that are not salient, small, and lack text as well as recognizing when private content is absent from an image. We facilitate future extensions by sharing our new dataset with the evaluation server at https://vizwiz.org/tasks-and-datasets/object-localization/
Sign languages are essential for the Deaf and Hard-of-Hearing (DHH) community. Sign language generation systems have the potential to support communication by translating from written languages, such as English, into signed videos. However, current systems often fail to meet user needs due to poor translation of grammatical structures, the absence of facial cues and body language, and insufficient visual and motion fidelity. We address these challenges by building on recent advances in LLMs and video generation models to translate English sentences into natural-looking AI ASL signers. The text component of our model extracts information for manual and non-manual components of ASL, which are used to synthesize skeletal pose sequences and corresponding video frames. Our findings from a user study with 30 DHH participants and thorough technical evaluations demonstrate significant progress and identify critical areas necessary to meet user needs.
Many blind and low vision (BLV) people are excluded from professional roles that may involve visual tasks due to access barriers and persisting stigmas. Advancing generative AI systems can support BLV people through providing contextual and personalized visual descriptions for creation, critique, and consumption. In this workshop paper, we provide design suggestions for how visual descriptions can be better contextualized for multiple professional tasks. We conclude by discussing how these designs can improve autonomy, inclusion, and skill development over time.
From curating the layout of a resume to selecting filters for social media, creating and configuring visual content allows individuals to express identity, communicate intent, and engage socially, yet blind individuals often face significant barriers to such expressive practices. Prior accessibility research primarily addresses functional content configuration, leaving little understanding of blind individuals' expressive visual creation needs. To better understand and support these needs, we conducted a two-stage study: first, we interviewed 10 blind participants to understand their motivations, current practices, and barriers in visual expression, and to ideate on potential visual editing support; second, based on interviewinsights, we developed an interactive prototype (VizXpress) that provides real-time feedback on visual aesthetics using a vision-language model and supports automated and manual visual editing controls. We used VizXpress as a design probe to further explore accessible design opportunities for visual expression. Our findings highlight many blind users' strong interest in creating visually expressive content, nuanced informational requirements for subjective aesthetics (e.g., color, mood, lighting), and ongoing accessibility challenges with visual creative tools. Grounded in these insights, we propose design implications including richer aesthetic feedback, controlled intelligent editing, and accessible manual editing mechanisms.
Tactile graphics communicate images and spatial information to blind and low vision (BLV) audiences via touch. However, designing and producing tactile graphics is laborious and often inaccessible to BLV people themselves. We interviewed 14 BLV adults with experience both using and creating tactile graphics to understand their current and desired practices. We found that tactile graphics are intensely valued by many, but that access to and fluency with tactile graphics are compounding challenges. To produce tactile graphics, BLV makers constantly navigate tradeoffs between accessible, low-fidelity craft materials and less accessible, high-fidelity equipment. Going forward, we argue that tactile graphics design and production should be made widely accessible and that tactile graphics themselves should be designed to be expressive and ubiquitous. Drawing from these design goals, we propose specific future tools with features for inclusive designing, sharing, and (re)production of tactile graphics.
People who are blind or have low vision (BLV) may hesitate to travel independently in unfamiliar environments due to uncertainty about the physical landscape. While most tools focus on in-situ navigation, those exploring pre-travel assistance typically provide only landmarks and turn-by-turn instructions, lacking detailed visual context. Street view imagery, which contains rich visual information and has the potential to reveal numerous environmental details, remains inaccessible to BLV people. In this work, we introduce SceneScout, a multimodal large language model (MLLM)-driven AI agent that enables accessible interactions with street view imagery. SceneScout supports two modes: (1) Route Preview, enabling users to familiarize themselves with visual details along a route, and (2) Virtual Exploration, enabling free movement within street view imagery. Our user study (N=10) demonstrates that SceneScout helps BLV users uncover visual information otherwise unavailable through existing means. A technical evaluation shows that most descriptions are accurate (72 though occasional subtle and plausible errors make them difficult to verify without sight. We discuss future opportunities and challenges of using street view imagery to enhance navigation experiences.
We introduce SPECTRA, a novel pipeline for personalizable sound recognition designed to understand DHH users’ needs when collecting audio data, creating a training dataset, and reasoning about the quality of a model. To evaluate the prototype, we recruited 12 DHH participants who trained personalized models for their homes. We investigated waveforms, spectrograms, interactive clustering, and data annotating to support DHH users throughout this workflow, and we explored the impact of a hands-on training session on their experience and attitudes toward sound recognition tools. Our findings reveal the potential for clustering visualizations and waveforms to enrich users’ understanding of audio data and refinement of training datasets, along with data annotations to promote varied data collection. We provide insights into DHH users’ experiences and perspectives on personalizing a sound recognition pipeline. Finally, we share design considerations for future interactive systems to support this population.
Public artwork, from vibrant wall murals to captivating sculptures, can enhance the aesthetic of urban spaces, foster a sense of community and cultural identity, and help attract visitors. Despite its benefits, most public art is visual, making it often inaccessible to blind and low vision (BLV) people. In this workshop paper, we first draw on art literature to help define the space of public art, identify key differences with curated art shown in museums or galleries, and discuss implications for accessibility. We then enumerate how existing art accessibility techniques may (or may not) transfer to urban art spaces. We close by presenting future research directions and reflecting on the growing role of AI in making art accessible.
Much of early literacy education happens at home with caretakers reading books to young children. Prior research demonstrates how having dialogue with children during co-reading can develop critical reading readiness skills, but most adult readers are unsure if and how to lead effective conversations. We present ContextQ, a tablet-based reading application to unobtrusively present auto-generated dialogic questions to caretakers to support this dialogic reading practice. An ablation study demonstrates how our method of encoding educator expertise into the question generation pipeline can produce high-quality output; and through a user study with 12 parent-child dyads (child age: 4-6), we demonstrate that this system can serve as a guide for parents in leading contextually meaningful dialogue, leading to significantly more conversational turns from both the parent and the child and deeper conversations with connections to the child's everyday life.