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Julia E. Bondi

dblp:344/8816 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2023
0000-0001-9185-6047ORCID · reported

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

Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 87% Accessibility and assistive technology · 13%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › augmented reality
augmented reality applications
0.712023
Interactive AR Applications for Nonspeaking Autistic People? - A Usability Study · CHI 2023
Immersive interaction
augmented reality interaction
0.712023
Interactive AR Applications for Nonspeaking Autistic People? - A Usability Study · CHI 2023

Methods — techniques the papers use, named apart from their topics

usability study · 0.7
YearPublicationVenuePosition
2023 Interactive AR Applications for Nonspeaking Autistic People? - A Usability Study
abstract
About one-third of autistic people are nonspeaking, and most are never provided access to an effective alternative to speech. Thoughtfully designed AR applications could provide members of this population with structured learning opportunities, including training on skills that underlie alternative forms of communication. A fundamental step toward creating such opportunities, however, is to investigate nonspeaking autistic people’s ability to tolerate a head-mounted AR device and to interact with virtual objects. We present the first study to examine the usability of an interactive AR-based application by this population. We recruited 17 nonspeaking autistic subjects to play a HoloLens 2 game we developed that involved holographic animations and buttons. Almost all subjects tolerated the device long enough to begin the game, and most completed increasingly challenging tasks that involved pressing holographic buttons. Based on the results, we discuss best practice design and process recommendations. Our findings contradict prevailing assumptions about nonspeaking autistic people and thus open up exciting possibilities for AR-based solutions for this understudied and underserved population.
Ahmadreza Nazari, Ali Shahidi, Kate M. Kaufman, Julia E. Bondi, Lorans Alabood, Vikram Jaswal, Diwakar Krishnamurthy, Mea Wang
CHI4