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Michele Hu

dblp:169/7046 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2017
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2 · 1 first-author

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
Accessibility and assistive technology · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.312017
Understanding Low Vision People's Visual Perception on Commercial Augmented Reality Glasses · CHI 2017
Accessibility and assistive technology › assistive technology for visual impairment
low vision accessibility
0.312017
Understanding Low Vision People's Visual Perception on Commercial Augmented Reality Glasses · CHI 2017
Accessibility and assistive technology
assistive technology for visual impairment
0.112017
Understanding Low Vision People's Visual Perception on Commercial Augmented Reality Glasses · CHI 2017

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

user study · 0.6
YearPublicationVenuePosition
2017 Understanding Low Vision People's Visual Perception on Commercial Augmented Reality Glasses
abstract
People with low vision have a visual impairment that affects their ability to perform daily activities. Unlike blind people, low vision people have functional vision and can potentially benefit from smart glasses that provide dynamic, always-available visual information. We sought to determine what low vision people could see on mainstream commercial augmented reality (AR) glasses, despite their visual limitations and the device's constraints. We conducted a study with 20 low vision participants and 18 sighted controls, asking them to identify virtual shapes and text in different sizes, colors, and thicknesses. We also evaluated their ability to see the virtual elements while walking. We found that low vision participants were able to identify basic shapes and read short phrases on the glasses while sitting and walking. Identifying virtual elements had a similar effect on low vision and sighted people's walking speed, slowing it down slightly. Our study yielded preliminary evidence that mainstream AR glasses can be powerful accessibility tools. We derive guidelines for presenting visual output for low vision people and discuss opportunities for accessibility applications on this platform.
Yuhang Zhao 0001, Michele Hu, Shafeka Hashash, Shiri Azenkot
CHI2
2015 Exploring New Paradigms for Accessible 3D Printed Graphs
abstract
We explore new paradigms of representing bar graphs with 3D printing technology. Our goal is to make graphs more accessible to blind people. We co-designed with one blind participant and two teachers for the visually impaired (TVI) to refine our paradigms and created prototypes of bar graphs of varying levels of complexity with each paradigm. The paradigms we developed include: embossed graphs that are similar to traditional tactile graphics, freestanding graphs with guidelines connecting bars to the y-axis, and freestanding graphs with tick marks on each bar. We developed prototypes of a bar graph displaying one dataset, and a bar graph displaying two datasets.
Michele Hu
ASSETS1