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Sanbrita Mondal

Publications and source records attributed to Sanbrita Mondal.

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What to Distinguish and How? Opportunities and Challenges of Augmenting Multiple, Cluttered Objects in Complex Scenes for People with Low Vision

People with low vision (PLV) struggle to perceive complex scenes like busy kitchens and crowded streets, which contain many objects, visual clutter, and dynamic elements. Prior AR systems for low vision either enhance low-level visual features or augment task-relevant objects for single tasks in simple settings, leaving multi-object augmentation in complex scenes underexplored. Informed by a formative study characterizing important objects and their perceived importance for PLV, we built SceneGlance, a wearable AR system that recognizes important objects and visually distinguishes them by importance level. Through a controlled lab study with 12 PLV in a mock-up kitchen scene and a free-form think-aloud study with 13 PLV navigating an outdoor route, we found that AR distinction on object importance shifted PLV's attention toward objects of higher importance, and supported perception strategies such as building mental snapshots from the augmentation distribution and hierarchical scanning by importance. However, this attention shift came with a tradeoff of reduced overall scene recall. The studies also surfaced challenges posed by AR augmentations in complex scenes, such as adjacent augmentations blending or interfering with each other, yielding design implications for more practical AR vision enhancement systems in the complex real world.

cs.HC

NavSight in the Wild: Understanding Real-World Use of a Mobile Augmented Reality Application for People with Low Vision in Outdoor Navigation

The ability to navigate outdoors safely and independently is crucial yet challenging for people with low vision (PLV). While various augmented reality (AR) systems for low vision have been designed and evaluated in ideal lab environments, no research has investigated their real-world feasibility and challenges. We present NavSight, a mobile AR application that assists PLV in outdoor navigation by recognizing important outdoor objects (e.g., curb, vehicle) and rendering real-time visual augmentations. Through a seven-day diary study with 12 PLV in real-world settings, we characterize the impact of NavSight on scene perception, users' configuration strategies on what objects to augment and how to augment them across scenarios, how users made sense of and responded to recognition errors, and the social acceptability of using NavSight in public. We further identify environmental factors affecting recognition, such as weather conditions, lighting and shadows, and nonstandard road markings and textures, as well as usability issues in daily use. We discuss these real-world challenges and derive design implications for future AI-powered assistive AR systems for outdoor use.

cs.HC

Head, Gaze, or Finger? Comparing Object Selection Techniques in Augmented Reality for People with Low Vision

Augmented reality (AR) can enhance visual perception for people with low vision (PLV) by overlaying multimodal information. Selection-based augmentation further allows users to flexibly choose and augment relevant information while reducing distraction and visual clutter. However, little is known about the ability and preferences of PLV in performing object selection techniques in AR, considering their potential visual and gaze control challenges. To understand what selection techniques are suitable for PLV to support selection-based AR augmentations, we conducted a mixed-methods study with 20 PLV and 18 sighted controls who performed target selection tasks using three input techniques -- head, gaze, and finger pointing with dwell-based confirmation -- in two real-world scenarios (sitting vs. on the go). We found that for PLV, gaze-based selection enabled the fastest initial pointing when sitting and comparable overall selection time to head-based selection in both scenarios; however, due to reduced gaze stability, head-based selection remained the most stable and the least mentally demanding. Uniquely, participants with central vision loss preferred finger-based selection, reporting a greater sense of control. Our results provide empirical insights into accessible AR interaction techniques and selection-based vision enhancements for PLV.

cs.HC

Not Seeing the Whole Picture: Challenges and Opportunities in Using AI for Co-Making Physical DIY-AT for People with Visual Impairments

Existing assistive technologies (AT) often adopt a one-size-fits-all approach, overlooking the diverse needs of people with visual impairments (PVI). Do-it-yourself AT (DIY-AT) toolkits offer one path toward customization, but most remain limited--targeting co-design with engineers or requiring programming expertise. Non-professionals with disabilities, including PVI, also face barriers such as inaccessible tools, lack of confidence, and insufficient technical knowledge. These gaps highlight the need for prototyping technologies that enable PVI to directly make their own AT. Building on emerging evidence that large language models (LLMs) can serve not only as visual aids but also as co-design partners, we present an exploratory study of how LLM-based AI can support PVI in the tangible DIY-AT co-making process. Our findings surface key challenges and design opportunities: the need for greater spatial and visual support, strategies for mitigating novel AI errors, and implications for designing more accessible AI-assisted prototypes.

cs.HC

Characterizing Visual Intents for People with Low Vision through Eye Tracking

Accessing visual information is crucial yet challenging for people with low vision due to visual conditions like low visual acuity and limited visual fields. However, unlike blind people, low vision people have and prefer using their functional vision in daily tasks. Gaze patterns thus become an important indicator to uncover their visual challenges and intents, inspiring more adaptive visual support. We seek to deeply understand low vision users' gaze behaviors in different image-viewing tasks, characterizing typical visual intents and the unique gaze patterns exhibited by people with different low vision conditions. We conducted a retrospective think-aloud study using eye tracking with 20 low vision participants and 20 sighted controls. Participants completed various image-viewing tasks and watched the playback of their gaze trajectories to reflect on their visual experiences. Based on the study, we derived a visual intent taxonomy with five visual intents characterized by participants' gaze behaviors. We demonstrated the difference between low vision and sighted participants' gaze behaviors and how visual ability affected low vision participants' gaze patterns across visual intents. Our findings underscore the importance of combining visual ability information, visual context, and eye tracking data in visual intent recognition, setting up a foundation for intent-aware assistive technologies for low vision people.

cs.HC

GazePrompt: Enhancing Low Vision People's Reading Experience with Gaze-Aware Augmentations

Reading is a challenging task for low vision people. While conventional low vision aids (e.g., magnification) offer certain support, they cannot fully address the difficulties faced by low vision users, such as locating the next line and distinguishing similar words. To fill this gap, we present GazePrompt, a gaze-aware reading aid that provides timely and targeted visual and audio augmentations based on users' gaze behaviors. GazePrompt includes two key features: (1) a Line-Switching support that highlights the line a reader intends to read; and (2) a Difficult-Word support that magnifies or reads aloud a word that the reader hesitates with. Through a study with 13 low vision participants who performed well-controlled reading-aloud tasks with and without GazePrompt, we found that GazePrompt significantly reduced participants' line switching time, reduced word recognition errors, and improved their subjective reading experiences. A follow-up silent-reading study showed that GazePrompt can enhance users' concentration and perceived comprehension of the reading contents. We further derive design considerations for future gaze-based low vision aids.

cs.HC

Characterizing Barriers and Technology Needs in the Kitchen for Blind and Low Vision People

Cooking is a vital yet challenging activity for people with visual impairments (PVI). It involves tasks that can be dangerous or difficult without vision, such as handling a knife or adding a suitable amount of salt. A better understanding of these challenges can inform the design of technologies that mitigate safety hazards and improve the quality of the lives of PVI. Furthermore, there is a need to understand the effects of different visual abilities, including low vision and blindness, and the role of rehabilitation training where PVI learn cooking skills and assistive technologies. In this paper, we aim to comprehensively characterize PVI's challenges, strategies, and needs in the kitchen from the perspectives of both PVI and rehabilitation professionals. Through a contextual inquiry study, we observed 10 PVI, including six low vision and four blind participants, when they cooked dishes of their choices in their own kitchens. We then interviewed six rehabilitation professionals to explore their training strategies and technology recommendations. Our findings revealed the differences between low vision and blind people during cooking as well as the gaps between training and reality. We suggest improvements for rehabilitation training and distill design considerations for future assistive technology in the kitchen.

cs.HC

Understanding How Low Vision People Read Using Eye Tracking

While being able to read with screen magnifiers, low vision people have slow and unpleasant reading experiences. Eye tracking has the potential to improve their experience by recognizing fine-grained gaze behaviors and providing more targeted enhancements. To inspire gaze-based low vision technology, we investigate the suitable method to collect low vision users' gaze data via commercial eye trackers and thoroughly explore their challenges in reading based on their gaze behaviors. With an improved calibration interface, we collected the gaze data of 20 low vision participants and 20 sighted controls who performed reading tasks on a computer screen; low vision participants were also asked to read with different screen magnifiers. We found that, with an accessible calibration interface and data collection method, commercial eye trackers can collect gaze data of comparable quality from low vision and sighted people. Our study identified low vision people's unique gaze patterns during reading, building upon which, we propose design implications for gaze-based low vision technology.

cs.HC