Arthur Theil

dblp:270/1159 · also Arthur Theil Cabreira · DBLP profile ↗
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14ranked-venue papers
5as first author
10since 2021 · last 2025
0000-0002-8900-8740ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 14 · 5 first-author · 10 since 2021
YearPublicationVenuePosition
2025 How Do Disabled Visual Artists Use GenAI Tools for Business Administration Tasks?
abstract
This paper investigates how disabled visual artists use GenAI tools to manage administrative and business tasks essential to sustaining creative careers. Whilst previous research has focused on GenAI's emerging role in artistic work, our study highlights its potential in supporting non-creative aspects of artistic practice, which are often overlooked yet critical for workload management of disabled artists. Through in-depth semi-structured interviews with 5 disabled visual artists, we explore the perceived benefits and barriers of using GenAI, particularly in terms of accessibility, cognitive demands, ethical concerns, and financial constraints. Our findings suggest that whilst GenAI can increase productivity, reduce cognitive load, and promote equity, it also presents challenges related to transparency, bias, interface complexity, and job displacement fears. We conclude by calling for more inclusive and affordable GenAI tools, improved accessible interfaces, ethical governance, and personalised support to enable disabled creatives in their professional practices.
Jayne Hayward, Beatrice Vincenzi, Christina Karpodini, Arthur Theil
ASSETS4
2025 HaptiShare: Exploring Shared Co-Located Haptic Experiences with a Mobile Multi-Party Haptic Communication Device
abstract
Social Haptic Communication (SHC) is a tactile communication method enabling the transmission of messages through touch, commonly used by interpreters to communicate environmental and social information to Deafblind individuals. While prior work has explored the use of vibrotactile patterns to replicate SHC at a distance, current technologies only allow one-to-one interactions, limiting their use in group settings or one-to-many communication. In this paper, we introduce HaptiShare, a novel assistive communication device that facilitates one-to-many social haptic communication. HaptiShare uses a mobile interface connected to multiple wearable haptic vests, leveraging a tactile interpolation technique to generate smooth, two-dimensional vibrotactile signals with variable speed, intensity, and direction that resemble natural touch movements. Preliminary user testing highlights its potential in supporting interpreters working with a group of Deafblind people, enhancing educational inclusivity, and improving group communication in social and professional contexts. HaptiShare contributes to a growing body of haptic communication devices for accessibility, enabling simultaneous communication with multiple recipients and enhancing accessibility for Deafblind individuals in shared environments.
Arthur Theil, Uchechukwu Aghedo, Christina Karpodini, Tychonas Michailidis
ASSETS1
2025 Asleep at the Virtual Wheel: The Increasing Inaccessibility of Virtual Reality Applications
abstract
Prior research has highlighted numerous accessibility barriers within virtual reality software, with guidelines emerging to address the requirements of diverse audiences. However, an empirical understanding of industry practitioner implementation of accessible guidelines within mainstream commercial applications is currently lacking. This review addresses this gap by categorising all accessibility features presented at a software-level in 330 of the most used virtual reality applications released between 2016 to 2023 on the Steam, Meta, Oculus, Viveport, and SideQuest platforms. Results suggest a growing lack of interaction customisation, with the number of applications allowing for alternative inputs and physical posture flexibility decreasing. Meanwhile, display output settings, such as text font resizing and colourblind alterations, are almost completely absent. Our findings highlight the evolution in the implementation of accessible features in virtual reality software, contributing to a representative overview of practitioner decisions, and acting as a catalyst towards the establishment of industry-wide guidelines.
Craig Anderton, Chris Creed, Sayan Sarcar, Arthur Theil
CHI4
2025 From Teleportation to Climbing: A Review of Locomotion Techniques in the Most Used Commercial Virtual Reality Applications
abstract
Exploration of virtual reality locomotion has a rich history, including in the creation of taxonomies categorising individual techniques. However, most existing research collects data from academic sources only, with both historic industry practitioner exploration and a state-of-the-art understanding of locomotion in commercial applications comparatively underexplored. This systematic software-level review of the complete locomotion options in 330 of the most used virtual reality applications released between 2016 and 2023 on the Steam, Meta, Oculus, Viveport, and SideQuest platforms highlights the trends and gaps that exist between industry and academic exploration. Results suggest a decline in the usage of teleportation, with the prevalence of titles containing at least one teleportation technique decreasing from 48% of those released in 2016 to 18% in 2023. Arm-tracked grabbing locomotion techniques such as climbing meanwhile are being increasingly adopted by practitioners, from almost unused in 3% of applications released in 2016 to over 30% in each year between 2020 and 2023. Additionally, although the tracking capabilities afforded by consumer-level head-mounted display hardware has resulted in a high exploration of room-scale tracking, the large academic focus on walking-based locomotion appears to not be shared by practitioners, where room-scale tracking instead is most often paired with conventional controller joystick sliding locomotion. Finally, temporal analysis results showing the growing number of locomotion techniques offered in an average application signifies the need for further accessibility-related locomotion research, particularly in areas beyond visual sickness mitigation. Our findings highlight the continuing evolution of locomotion in commercial virtual reality applications, with industry practitioner locomotion technique adoption rates displaying the divergent interests between industry and academia, in turn adding rigour to future locomotion selections across both domains.
Craig Anderton, Chris Creed, Sayan Sarcar, Arthur Theil
Int. J. Hum. Comput. Interact.4
2024 fingARspell: A Mobile AR Tool for Learning the Deafblind Manual Alphabet
abstract
Deafblind manual, also known as tactile fingerspelling, is one of the many communication methods used to communicate with individuals living with the combination of sight and hearing impairments (i.e. deafblindness). Access to comprehensive resources and instructors in Deafblind manual can be limited and mostly rely on traditional learning methods such as textbooks. Therefore, we propose fingARspell, a mobile AR tool for learning the tactile fingerspelling alphabet through camera-based hand-tracking and a virtual representation of different tactile signs for each letter of the alphabet using augmented reality. fingARspell aims to provide a more immersive and visually engaging experience for learning the Deafblind manual alphabet with the use of mobile augmented reality technology. This work presents the design and implementation of the system, as well as the results of a preliminary evaluation with 20 participants, including the feedback of 5 expert teachers of Deafblind manual.
Raj Gangakhedkar, Arthur Theil
MUM2
2024 Inclusive Augmented and Virtual Reality: A Research Agenda
abstract
Augmented and virtual reality experiences present significant barriers for disabled people, making it challenging to fully engage with immersive platforms. Whilst researchers have started to explore potential solutions addressing these accessibility issues, we currently lack a comprehensive understanding of research areas requiring further investigation to support the development of inclusive AR/VR systems. To address current gaps in knowledge, we led a series of multidisciplinary sandpits with relevant stakeholders (i.e., academic researchers, industry specialists, people with lived experience of disability, assistive technologists, and representatives from disability organisations, charities, and special needs educational institutions) to collaboratively explore research challenges, opportunities, and solutions. Based on insights shared by participants, we present a research agenda identifying key areas where further work is required in relation to specific forms of disability (i.e., across the spectrum of physical, visual, cognitive, and hearing impairments), including wider considerations associated with the development of more accessible immersive platforms.
Chris Creed, Maadh Al Kalbani, Arthur Theil, Sayan Sarcar, Ian Williams 0001
Int. J. Hum. Comput. Interact.3
2023 Accessibility Research and Users with Multiple Disabilities or Complex Needs
abstract
Conventionally, the accessibility research community centers most of its efforts on designing assistive technologies and systems related to single categories of impairments. Although this approach has contributed to valuable progress and advancements in the field, there is a growing consensus among accessibility researchers that focusing on designing technologies for single impairments oversimplifies disability since this approach may fail to adequately address the real-world experiences of a significant population of users with complex needs. Despite challenges related to conducting research with users living with multiple, profound, or complex disabilities, it is essential in terms of future work that the accessibility research community adopts a more inclusive approach where users with lived experience of multiple disabilities are directly informing and shaping the design of assistive systems and accessible technologies. Therefore, we propose the 2nd International Workshop on Accessibility Research and Users with Multiple Disabilities or Complex Needs. The workshop will act as a forum for participants to share their perspectives related to challenges and opportunities in designing accessible systems that consider the multidimensional needs of users living with multiple disabilities. This workshop intends to challenge current paradigms in the accessibility field, share latest work and foster future collaborations.
Arthur Theil, Craig Anderton, Chris Creed, Nasrine Olson, Raymond J. Holt, Sayan Sarcar
ASSETS1
2022 Multidisciplinary Perspectives on Designing Accessible Systems for Users with Multiple Impairments: Grand Challenges and Opportunities for Future Research
abstract
Historically, the accessibility community has focused on designing assistive technologies and systems related to single categories of impairments. While this approach is justifiable and contributes to the advancement of the field, many researchers argue that designing technologies for one impairment at a time contributes to an oversimplification of disability and does not reflect real-world experiences of a significant number of users who live with multiple impairments. How can the accessibility field leverage theories and concepts from other disciplines (e.g. disability studies, medical humanities, social work, engineering, education) to support more appropriate and inclusive technologies for users with complex needs? How can future assistive technologies take into consideration a diverse combination of sensory, cognitive, and physical characteristics? In this workshop, we invite researchers and practitioners from different disciplines to share their perspectives related to challenges and opportunities in designing accessible systems that consider the multidimensional and often complex needs of users living with multiple impairments.
Arthur Theil, Chris Creed, Mohammed Shaqura, Nasrine Olson, Raymond J. Holt, Sayan Sarcar, Stuart Murray
ASSETS1
2021 PatRec: A Mobile Game for Learning Social Haptic Communication
abstract
Social Haptic Communication (SHC) is one of the many tactile modes of communication used by persons with deafblindness to access information about their surroundings. SHC usually involves an interpreter executing finger and hand signs on the back of a person with multi-sensory disabilities. Learning SHC, however, can become challenging and time-consuming, particularly to those who experience deafblindness later in life. In this work, we present PatRec: a mobile game for learning SHC concepts. PatRec is a multiple-choice quiz game connected to a chair interface that contains a 3x3 array of vibration motors emulating different SHC signs. Players collect scores and badges whenever they guess the right SHC vibration pattern, leading to continuous engagement and a better position on a leaderboard. The game is also meant for family members to learn SHC. We report the technical implementation of PatRec and the findings from a user evaluation.
Jessica G. J. Vuijk, James Gay, Myrthe A. Plaisier, Astrid M. L. Kappers, Arthur Theil
ASSETS5
2021 Regulating Personal Cameras for Disabled People and People with Deafblindness: Implications for HCI and Accessible Computing
abstract
In this experience paper we consider the relevance of social policy to the design of personal cameras for accessibility. As researchers with different backgrounds, in disability studies, accessible computing, AI-based systems, HCI and disability policy, we reflect broadly on our experiences of developing assistive technology for and with people with deafblindness. For designers of assistive technology there are usually few restrictions placed on what may be investigated, provided certain ethical and legal standards are met. However, deafblind and disabled people experience many more barriers in how the products of design may be accessed and how they may be used. Social policy is one of the mediators that governs the allocation of resources and benefits, especially for disabled people. We discuss these issues for researchers in the field, using the example of personal cameras: an area of high policy intervention. Awareness of policy is limited in HCI research, and we argue that it has the potential to add focus to work on design and assistive devices for disabled people. Designers have an important role to play in this process.
Sarah L. Woodin, Arthur Theil
ASSETS2
2020 Exploring Low-Cost Materials to Make Pattern-Based Lock-Screens Accessible for Users with Visual Impairments or Deafblindness
abstract
Nowadays, the wide majority of Europeans uses smartphones. However, touch displays are still not accessible by everyone. Individuals with deafblindness, for example, often face difficulties in accessing vision-based touchscreens. Moreover, they typically have few financial resources which increases the need for customizable, low-cost assistive devices. In this work-in-progress, we present four prototypes made from low-cost, every-day materials, that make modern pattern lock mechanisms more accessible to individuals with vision impairments or even with deafblindness. Two out of four prototypes turned out to be functional tactile overlays for accessing digital 4-by-4 grids that are regularly used to encode dynamic dot patterns. In future work, we will conduct a user study investigating whether these two prototypes can make dot-based pattern lock mechanisms more accessible for individuals with visual impairments or deafblindness.
Lea Buchweitz, Arthur Theil, James Gay, Oliver Korn
ASSETS2
2020 Keep Your Distance: A Playful Haptic Navigation Wearable for Individuals with Deafblindness
abstract
Deafblindness, a form of dual sensory impairment, significantly impacts communication, access to information and mobility. Independent navigation and wayfinding are main challenges faced by individuals living with combined hearing and visual impairments. We developed a haptic wearable that provides sensory substitution and navigational cues for users with deafblindness by conveying vibrotactile signals onto the body. Vibrotactile signals on the waist area convey directional and proximity information collected via a fisheye camera attached to the garment, while semantic information is provided with a tapping system on the shoulders. A playful scenario called “Keep Your Distance” was designed to test the navigation system: individuals with deafblindness were “secret agents” that needed to follow a “suspect”, but they should keep an optimal distance of 1.5 meters from the other person to win the game. Preliminary findings suggest that individuals with deafblindness enjoyed the experience and were generally able to follow the directional cues.
James Gay, Moritz Umfahrer, Arthur Theil, Lea Buchweitz, Eva Lindell, Li Guo 0017, Nils-Krister Persson, Oliver Korn
ASSETS3
2020 Tactile Board: A Multimodal Augmentative and Alternative Communication Device for Individuals with Deafblindness
abstract
Deafblindness, also known as dual sensory loss, is the combination of sight and hearing impairments of such extent that it becomes difficult for one sense to compensate for the other. Communication issues are a key concern for the Deafblind community. We present the design and technical implementation of the Tactile Board: a mobile Augmentative and Alternative Communication (AAC) device for individuals with deafblindness. The Tactile Board allows text and speech to be translated into vibrotactile signs that are displayed real-time to the user via a haptic wearable. Our aim is to facilitate communication for the deafblind community, creating opportunities for these individuals to initiate and engage in social interactions with other people without the direct need of an intervener.
Arthur Theil, Lea Buchweitz, James Gay, Eva Lindell, Li Guo 0017, Nils-Krister Persson, Oliver Korn
MUM1
2018 Movement Characteristics and Effects of GUI Design on How Older Adults Swipe in Mid-Air
abstract
We conducted a study with 25 older adults that aimed to investigate how older users interact with swipe-based interactions in mid-air and how menu sizes may affect swipe characteristics. Our findings suggest that currently-implemented motion-based interaction parameters may not be very well-aligned with the expectations and physical abilities of the older population. In addition, we find that GUI design can shape how older users produce a swipe gesture in mid-air, and that appropriate GUI design can lead to higher success rates for users with little familiarity with this novel input method.
Arthur Theil, Faustina Hwang
ASSETS1