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Shiri Azenkot

Publications and source records attributed to Shiri Azenkot.

16 recordsLinked to original sources

Understanding the Use of a Large Language Model-Powered Guide to Make Virtual Reality Accessible for Blind and Low Vision People

As social virtual reality (VR) grows more popular, addressing accessibility for blind and low vision (BLV) users is increasingly critical. Researchers have proposed an AI "sighted guide" to help users navigate VR and answer their questions, but it has not been studied with users. To address this gap, we developed a large language model (LLM)-powered guide and studied its use with 16 BLV participants in virtual environments with confederates posing as other users. We found that when alone, participants treated the guide as a tool, but treated it companionably around others, giving it nicknames, rationalizing its mistakes with its appearance, and encouraging confederate-guide interaction. Our work furthers understanding of guides as a versatile method for VR accessibility and presents design recommendations for future guides.

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How Multimodal Large Language Models Support Access to Visual Information: A Diary Study With Blind and Low Vision People

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.

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Understanding How Accessibility Practices Impact Teamwork in Mixed-Ability Teams that Collaborate Virtually

Virtual collaboration has transformed how people in mixed-ability teams, composed of disabled and non-disabled people, work together by offering greater flexibility. In these settings, accessibility practices, such as accommodations and inclusive norms, are essential for providing access to disabled people. However, we do not yet know how these practices shape broader facets of teamwork, such as productivity, participation, and camaraderie. To address this gap, we interviewed 18 participants (12 disabled, 6 non-disabled) who are part of mixed-ability teams. We found that beyond providing access, accessibility practices shaped how all participants coordinated tasks, sustained rapport, and negotiated responsibilities. Accessibility practices also introduced camaraderie challenges, such as balancing empathy and accountability. Non-disabled participants described allyship as a learning process and skill shaped by their disabled team members and team culture. Based on our findings, we present recommendations for team practices and design opportunities for virtual collaboration tools that reframe accessibility practices as a foundation for strong teamwork.

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"Ignorance is Not Bliss": Designing Personalized Moderation to Address Ableist Hate on Social Media

Disabled people on social media often experience ableist hate and microaggressions. Prior work has shown that platform moderation often fails to remove ableist hate leaving disabled users exposed to harmful content. This paper examines how personalized moderation can safeguard users from viewing ableist comments. During interviews and focus groups with 23 disabled social media users, we presented design probes to elicit perceptions on configuring their filters of ableist speech (e.g. intensity of ableism and types of ableism) and customizing the presentation of the ableist speech to mitigate the harm (e.g. AI rephrasing the comment and content warnings). We found that participants preferred configuring their filters through types of ableist speech and favored content warnings. We surface participants distrust in AI-based moderation, skepticism in AI's accuracy, and varied tolerances in viewing ableist hate. Finally we share design recommendations to support users' agency, mitigate harm from hate, and promote safety.

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Investigating Use Cases of AI-Powered Scene Description Applications for Blind and Low Vision People

"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.

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Towards Understanding the Use of MLLM-Enabled Applications for Visual Interpretation by Blind and Low Vision People

Blind and Low Vision (BLV) people have adopted AI-powered visual interpretation applications to address their daily needs. While these applications have been helpful, prior work has found that users remain unsatisfied by their frequent errors. Recently, multimodal large language models (MLLMs) have been integrated into visual interpretation applications, and they show promise for more descriptive visual interpretations. However, it is still unknown how this advancement has changed people's use of these applications. To address this gap, we conducted a two-week diary study in which 20 BLV people used an MLLM-enabled visual interpretation application we developed, and we collected 553 entries. In this paper, we report a preliminary analysis of 60 diary entries from 6 participants. We found that participants considered the application's visual interpretations trustworthy (mean 3.75 out of 5) and satisfying (mean 4.15 out of 5). Moreover, participants trusted our application in high-stakes scenarios, such as receiving medical dosage advice. We discuss our plan to complete our analysis to inform the design of future MLLM-enabled visual interpretation systems.

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"The Guide Has Your Back": Exploring How Sighted Guides Can Enhance Accessibility in Social Virtual Reality for Blind and Low Vision People

As social VR applications grow in popularity, blind and low vision users encounter continued accessibility barriers. Yet social VR, which enables multiple people to engage in the same virtual space, presents a unique opportunity to allow other people to support a user's access needs. To explore this opportunity, we designed a framework based on physical sighted guidance that enables a guide to support a blind or low vision user with navigation and visual interpretation. A user can virtually hold on to their guide and move with them, while the guide can describe the environment. We studied the use of our framework with 16 blind and low vision participants and found that they had a wide range of preferences. For example, we found that participants wanted to use their guide to support social interactions and establish a human connection with a human-appearing guide. We also highlight opportunities for novel guidance abilities in VR, such as dynamically altering an inaccessible environment. Through this work, we open a novel design space for a versatile approach for making VR fully accessible.

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Accessible Nonverbal Cues to Support Conversations in VR for Blind and Low Vision People

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.

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An AI Guide to Enhance Accessibility of Social Virtual Reality for Blind People

The rapid growth of virtual reality (VR) has led to increased use of social VR platforms for interaction. However, these platforms lack adequate features to support blind and low vision (BLV) users, posing significant challenges in navigation, visual interpretation, and social interaction. One promising approach to these challenges is employing human guides in VR. However, this approach faces limitations with a lack of availability of humans to serve as guides, or the inability to customize the guidance a user receives from the human guide. We introduce an AI-powered guide to address these limitations. The AI guide features six personas, each offering unique behaviors and appearances to meet diverse user needs, along with visual interpretation and navigation assistance. We aim to use this AI guide in the future to help us understand BLV users' preferences for guide forms and functionalities.

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"I Try to Represent Myself as I Am": Self-Presentation Preferences of People with Invisible Disabilities through Embodied Social VR Avatars

With the increasing adoption of social virtual reality (VR), it is critical to design inclusive avatars. While researchers have investigated how and why blind and d/Deaf people wish to disclose their disabilities in VR, little is known about the preferences of many others with invisible disabilities (e.g., ADHD, dyslexia, chronic conditions). We filled this gap by interviewing 15 participants, each with one to three invisible disabilities, who represented 22 different invisible disabilities in total. We found that invisibly disabled people approached avatar-based disclosure through contextualized considerations informed by their prior experiences. For example, some wished to use VR's embodied affordances, such as facial expressions and body language, to dynamically represent their energy level or willingness to engage with others, while others preferred not to disclose their disability identity in any context. We define a binary framework for embodied invisible disability expression (public and private) and discuss three disclosure patterns (Activists, Non-Disclosers, and Situational Disclosers) to inform the design of future inclusive VR experiences.

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"It's Kind of Context Dependent": Understanding Blind and Low Vision People's Video Accessibility Preferences Across Viewing Scenarios

While audio description (AD) is the standard approach for making videos accessible to blind and low vision (BLV) people, existing AD guidelines do not consider BLV users' varied preferences across viewing scenarios. These scenarios range from how-to videos on YouTube, where users seek to learn new skills, to historical dramas on Netflix, where a user's goal is entertainment. Additionally, the increase in video watching on mobile devices provides an opportunity to integrate nonverbal output modalities (e.g., audio cues, tactile elements, and visual enhancements). Through a formative survey and 15 semi-structured interviews, we identified BLV people's video accessibility preferences across diverse scenarios. For example, participants valued action and equipment details for how-to videos, tactile graphics for learning scenarios, and 3D models for fantastical content. We define a six-dimensional video accessibility design space to guide future innovation and discuss how to move from "one-size-fits-all" paradigms to scenario-specific approaches.

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Tactile Materials in Practice: Understanding the Experiences of Teachers of the Visually Impaired

Teachers of the visually impaired (TVIs) regularly present tactile materials (tactile graphics, 3D models, and real objects) to students with vision impairments. Researchers have been increasingly interested in designing tools to support the use of tactile materials, but we still lack an in-depth understanding of how tactile materials are created and used in practice today. To address this gap, we conducted interviews with 21 TVIs and a 3-week diary study with eight of them. We found that tactile materials were regularly used for academic as well as non-academic concepts like tactile literacy, motor ability, and spatial awareness. Real objects and 3D models served as "stepping stones" to tactile graphics and our participants preferred to teach with 3D models, despite finding them difficult to create, obtain, and modify. Use of certain materials also carried social implications; participants selected materials that fostered student independence and allow classroom inclusion. We contribute design considerations, encouraging future work on tactile materials to enable student and TVI co-creation, facilitate rapid prototyping, and promote movement and spatial awareness. To support future research in this area, our paper provides a fundamental understanding of current practices. We bridge these practices to established pedagogical approaches and highlight opportunities for growth regarding this important genre of educational materials.

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Understanding the Use of Voice Assistants by Older Adults

Older adults are using voice-based technologies in a variety of different contexts and are uniquely positioned to benefit from smart speakers' handsfree, voice-based interface. In order to better understand the ways in which older adults engage with and learn how to use smart speakers, we conducted qualitative, semi-structured interviews with four older adults who own smart speakers. Emerging findings indicate that older adults benefit from smart speakers as both an assistive and a social technology. Findings also suggest that when older adults learn new technologies in a formal, communal environment there is successful adoption.

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Computer Vision and Conflicting Values: Describing People with Automated Alt Text

Scholars have recently drawn attention to a range of controversial issues posed by the use of computer vision for automatically generating descriptions of people in images. Despite these concerns, automated image description has become an important tool to ensure equitable access to information for blind and low vision people. In this paper, we investigate the ethical dilemmas faced by companies that have adopted the use of computer vision for producing alt text: textual descriptions of images for blind and low vision people, We use Facebook's automatic alt text tool as our primary case study. First, we analyze the policies that Facebook has adopted with respect to identity categories, such as race, gender, age, etc., and the company's decisions about whether to present these terms in alt text. We then describe an alternative -- and manual -- approach practiced in the museum community, focusing on how museums determine what to include in alt text descriptions of cultural artifacts. We compare these policies, using notable points of contrast to develop an analytic framework that characterizes the particular apprehensions behind these policy choices. We conclude by considering two strategies that seem to sidestep some of these concerns, finding that there are no easy ways to avoid the normative dilemmas posed by the use of computer vision to automate alt text.

cs.CY

Fairness Issues in AI Systems that Augment Sensory Abilities

Systems that augment sensory abilities are increasingly employing AI and machine learning (ML) approaches, with applications ranging from object recognition and scene description tools for blind users to sound awareness tools for d/Deaf users. However, unlike many other AI-enabled technologies, these systems provide information that is already available to non-disabled people. In this paper, we discuss unique AI fairness challenges that arise in this context, including accessibility issues with data and models, ethical implications in deciding what sensory information to convey to the user, and privacy concerns both for the primary user and for others.

cs.CY

The Effect of Computer-Generated Descriptions on Photo-Sharing Experiences of People with Visual Impairments

Like sighted people, visually impaired people want to share photographs on social networking services, but find it difficult to identify and select photos from their albums. We aimed to address this problem by incorporating state-of-the-art computer-generated descriptions into Facebook's photo-sharing feature. We interviewed 12 visually impaired participants to understand their photo-sharing experiences and designed a photo description feature for the Facebook mobile application. We evaluated this feature with six participants in a seven-day diary study. We found that participants used the descriptions to recall and organize their photos, but they hesitated to upload photos without a sighted person's input. In addition to basic information about photo content, participants wanted to know more details about salient objects and people, and whether the photos reflected their personal aesthetics. We discuss these findings from the lens of self-disclosure and self-presentation theories and propose new computer vision research directions that will better support visual content sharing by visually impaired people.

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