Ricardo E. Gonzalez

dblp:38/2037 · also Ricardo E. Gonzalez Penuela · DBLP profile ↗
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8ranked-venue papers
3as first author
8since 2021 · last 2026
0000-0002-1344-3850ORCID · verified

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

Human-computer interaction and ubiquitous computing · 8 · 3 first-author · 8 since 2021
YearPublicationVenuePosition
2026 How Multimodal Large Language Models Support Access to Visual Information: A Diary Study With Blind and Low Vision People
abstract
Multimodal large language models (MLLMs) are changing how Blind and Low Vision (BLV) people access visual information. Unlike traditional visual interpretation tools that only provide descriptions, MLLM-enabled applications offer conversational assistance, where users can ask questions to obtain goal-relevant details. However, evidence about their performance in the real-world and implications for BLV people’s daily lives remains limited. To address this, we conducted a two-week diary study, where we captured 20 BLV participants’ use of an MLLM-enabled visual interpretation application. Although participants rated the visual interpretations of the application as "trustworthy" (mean=3.76 out of 5, max=extremely trustworthy) and "somewhat satisfying" (mean=4.13 out of 5, max=very satisfying), the AI often produced incorrect answers (22.2%) or abstained (10.8%) from responding to users’ requests. Our findings show that while MLLMs can improve visual interpretations’ descriptive accuracy, supporting everyday use also depends on the “visual assistant” skill: behaviors for providing goal-directed, reliable assistance. We conclude by proposing the "visual assistant" skill and guidelines to help MLLM-enabled visual interpretation applications better support BLV people’s access to visual information.
Ricardo E. Gonzalez, Crescentia Jung, Sharon Y. Lin, Ruiying Hu, Shiri Azenkot
CHI1
2026 I, Robot? Exploring Ultra-Personalized AI-Powered AAC; an Autoethnographic Account
abstract
Generic AI auto-complete for message composition often fails to capture the nuance of personal identity, requiring editing. While harmless in low-stakes settings, for users of Augmentative and Alternative Communication (AAC) devices, who rely on such systems to communicate, this burden is severe. Intuitively, the need for edits would be lower if language models were personalized to the specific user’s communication. While personalization is technically feasible, it raises questions about how such systems affect AAC users’ agency, identity, and privacy. We conducted an autoethnographic study in three phases: (1) seven months of collecting all the lead author’s AAC communication data, (2) fine-tuning a model on this dataset, and (3) three months of daily use of personalized AI suggestions. We observed that: logging everyday conversations reshaped the author’s sense of agency, model training selectively amplified or muted aspects of his identity, and suggestions occasionally resurfaced private details outside their original context. Our findings show that ultra-personalized AAC reshapes communication by continually renegotiating agency, identity, and privacy between user and model. We highlight design directions for building personalized AAC technology that supports expressive, authentic communication.
Tobias M. Weinberg, Ricardo E. Gonzalez, Stephanie Valencia, Thijs Roumen
CHI2
2025 One Does Not Simply 'Mm-hmm': Exploring Backchanneling in the AAC Micro-Culture
abstract
Figure 1: A conversation between two AAC users.We find that backchanneling (active-listening) plays a crucial role in communication.However, here to enter text, both users engage with their devices, missing out on non-verbal cues from their interlocutor.We identify a need for better support of backchanneling for AAC, while respecting their established micro-culture.
Tobias M. Weinberg, Claire O'Connor, Ricardo E. Gonzalez, Stephanie Valencia, Thijs Roumen
ASSETS3
2025 Why So Serious? Exploring Timely Humorous Comments in AAC Through AI-Powered Interfaces
Tobias M. Weinberg, Kowe Kadoma, Ricardo E. Gonzalez, Stephanie Valencia, Thijs Roumen
CHI3
2024 Accessible Nonverbal Cues to Support Conversations in VR for Blind and Low Vision People
abstract
Social VR has increased in popularity due to its affordances for rich, embodied, and nonverbal communication. However, nonverbal communication remains inaccessible for blind and low vision people in social VR. We designed accessible cues with audio and haptics to represent three nonverbal behaviors: eye contact, head shaking, and head nodding. We evaluated these cues in real-time conversation tasks where 16 blind and low vision participants conversed with two other users in VR. We found that the cues were effective in supporting conversations in VR. Participants had statistically significantly higher scores for accuracy and confidence in detecting attention during conversations with the cues than without. We also found that participants had a range of preferences and uses for the cues, such as learning social norms. We present design implications for handling additional cues in the future, such as the challenges of incorporating AI. Through this work, we take a step towards making interpersonal embodied interactions in VR fully accessible for blind and low vision people.
Crescentia Jung, Jazmin Collins, Ricardo E. Gonzalez, Jonathan Isaac Segal, Andrea Stevenson Won, Shiri Azenkot
ASSETS3
2024 Investigating Use Cases of AI-Powered Scene Description Applications for Blind and Low Vision People
abstract
"Scene description" applications that describe visual content in a photo are useful daily tools for blind and low vision (BLV) people. Researchers have studied their use, but they have only explored those that leverage remote sighted assistants; little is known about applications that use AI to generate their descriptions. Thus, to investigate their use cases, we conducted a two-week diary study where 16 BLV participants used an AI-powered scene description application we designed. Through their diary entries and follow-up interviews, users shared their information goals and assessments of the visual descriptions they received. We analyzed the entries and found frequent use cases, such as identifying visual features of known objects, and surprising ones, such as avoiding contact with dangerous objects. We also found users scored the descriptions relatively low on average, 2.76 out of 5 (SD=1.49) for satisfaction and 2.43 out of 4 (SD=1.16) for trust, showing that descriptions still need significant improvements to deliver satisfying and trustworthy experiences. We discuss future opportunities for AI as it becomes a more powerful accessibility tool for BLV users.
Ricardo E. Gonzalez, Jazmin Collins, Cynthia L. Bennett, Shiri Azenkot
CHI1
2022 Uncovering Visually Impaired Gamers' Preferences for Spatial Awareness Tools Within Video Games
abstract
Sighted players gain spatial awareness within video games through sight and spatial awareness tools (SATs) such as minimaps. Visually impaired players (VIPs), however, must often rely heavily on SATs to gain spatial awareness, especially in complex environments where using rich ambient sound design alone may be insufficient. Researchers have developed many SATs for facilitating spatial awareness within VIPs. Yet this abundance disguises a gap in our understanding about how exactly these approaches assist VIPs in gaining spatial awareness and what their relative merits and limitations are. To address this, we investigate four leading approaches to facilitating spatial awareness for VIPs within a 3D video game context. Our findings uncover new insights into SATs for VIPs within video games, including that VIPs value position and orientation information the most from an SAT; that none of the approaches we investigated convey position and orientation effectively; and that VIPs highly value the ability to customize SATs.
Vishnu Nair, Shao-en Ma, Ricardo E. Gonzalez, Yicheng He, Karen Lin, Mason Hayes, Hannah Huddleston, Matthew Donnelly, Brian A. Smith 0001
ASSETS3
2022 Understanding How People with Visual Impairments Take Selfies: Experiences and Challenges
abstract
Selfies are a pervasive form of communication in social media. While there has been some work on systems that guide people with visual impairments (PVI) in taking photos, nearly all has focused on using the camera on the back of the device. We do not know whether and how PVI take selfies. The aim of our work is to understand (1) PVI selfie-taking experiences and challenges, (2) what information do PVI need when taking selfies, and (3) what modalities do PVI prefer (e.g., tactile, verbal, or non-verbal audio) to support selfie-taking. To address this gap, we conducted interviews with 10 PVI. Our findings show that current selfie-taking applications do not provide enough assistance to meet the needs of PVI. We contribute design guidelines that researchers and designers can implement for creating accessible selfie-taking applications.
Ricardo E. Gonzalez, Paul Vermette, Cheng Zhang 0022, Keith Vertanen, Shiri Azenkot
ASSETS1