Omar Khan 0004

dblp:76/1573-4 · DBLP profile ↗
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5ranked-venue papers
1as first author
5since 2021 · last 2026
0009-0005-3209-3525ORCID · verified

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

Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 5 since 2021
YearPublicationVenuePosition
2026 "I Don't Trust Any Professional Research Tool": A Re-Imagination of Knowledge Production Workflows by, with, and for Blind and Low-Vision Researchers
abstract
Research touts universal participation through accessibility initiatives, yet blind and low-vision (BLV) researchers face systematic exclusion as visual representations dominate modern research workflows. To materialize inclusive processes, we, as BLV researchers, examined how our peers combat inaccessible infrastructures. Through an explanatory sequential mixed-methods approach, we conducted a cross-sectional, observational survey (n=57) and follow-up semi-structured interviews (n=15), analyzing open-ended data using reflexive thematic analysis and framing findings through activity theory to highlight research’s systemic shortcomings. We expose how BLV researchers sacrifice autonomy and shoulder physical burdens, with nearly one-fifth unable to independently perform literature review or evaluate visual outputs, delegating tasks to sighted colleagues or relying on AI-driven retrieval to circumvent fatigue. Researchers also voiced frustration with specialized tools, citing developers’ performative responses and losing deserved professional accolades. We seek follow-through on research’s promises through design recommendations that reconceptualize accessibility as fundamental to successful research and supporting BLV scholars’ workflows.
Omar Khan 0004, Jooyoung Seo
CHI1
2025 PunchPulse: A Physically Demanding Virtual Reality Boxing Game Designed with, for and by Blind and Low-Vision Players
abstract
Blind and low-vision (BLV) individuals experience lower levels of physical activity (PA) due to limited access to engaging, accessible exercise tools.We present PunchPulse, an open-source VR boxing exergame (available on GitHub) designed in collaboration with BLV co-designers to support sustained moderate-to-vigorous physical activity (MVPA) through immersive, autonomous gameplay.Our system emphasizes structured progression and multimodal interaction (e.g., heart-rate tracking, audio-haptic feedback) to scaffold engagement and exertion.Over a seven-month, multi-phased study, PunchPulse was iteratively refined with three BLV co-designers, informed by two early pilot testers, and evaluated by six additional BLV user-study participants.Data collection included both qualitative (researcher observations, semi-structured interviews) and quantitative (MVPA zones, aid usage, completion times) measures of physical exertion and gameplay performance.The user study revealed that all participants reached moderate MVPA thresholds, with high levels of immersion and engagement observed.This work demonstrates the potential of VR as an inclusive medium for promoting meaningful PA in the BLV community and addresses a critical gap in accessible, intensity-driven exercise interventions.
Sanchita S. Kamath, Omar Khan 0004, Anurag Choudhary, Jan Meyerhoff-Liang, Soyoung Choi, Jooyoung Seo
ASSETS2
2025 "I'd Never Actually Realized How Big An Impact It Had Until Now": Perspectives of University Students with Disabilities on Generative Artificial Intelligence
Alex Atcheson, Omar Khan 0004, Brian Siemann, Anika Jain, Karrie Karahalios
CHI2
2024 Playing Without Barriers: Crafting Playful and Accessible VR Table-Tennis with and for Blind and Low-Vision Individuals
abstract
Virtual reality (VR) has been celebrated for its immersive experiences, yet its potential for creating accessible and enjoyable environments for Blind and Low-Vision (BLV) individuals remains underexplored. Our project addresses this gap by developing a VR table tennis game specifically designed for BLV players. Utilizing an autoethnographic approach, our mixed-ability team, including three BLV co-designers, prototyped the game through rapid iterative testing and evaluation over four months. We integrated multi-sensory feedback mechanisms, such as spatial audio, haptic feedback, and high-contrast visuals, to enhance navigation and interaction. Our findings highlight the effectiveness of combining these modalities to create an enjoyable and realistic VR sports experience. However, we also identified challenges, such as the need for balanced sensory feedback to avoid overload. This study emphasizes the importance of inclusive design in VR gaming, offering new recreational opportunities for BLV individuals and setting the stage for future advancements in accessible VR technology.
Sanchita S. Kamath, Aziz Zeidieh, Omar Khan 0004, Dhruv Sethi, Jooyoung Seo
ASSETS3
2024 More than just informed: The importance of consent facets in smart homes
abstract
Data collection without proper consent is a growing concern as smart home devices gain prevalence. It is especially difficult to obtain consent from incidental users because they may be unaware or feel pressured to consent. To understand what appropriate consent means in smart homes, we conducted an online survey (N=360) covering 6 common consent facets: freely given, revertible, informed, enthusiastic, specific, and unburdensome. We study how these facets affect perceived acceptability of data collection and how users would allocate responsibility for obtaining consent. Our results show that all facets have meaningful impacts on perceived acceptability of data collection, and eroding freely given had the greatest impact. Device owners were considered the most responsible for obtaining consent. Based on these findings, we provide recommendations for users, device manufacturers, and policymakers to improve consent practices in smart homes, such as designing consent interfaces that prioritize multiple facets of consent.
Yi-Shyuan Chiang, Omar Khan 0004, Adam Bates 0001, Camille Cobb
CHI2