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Deaf and Hard-of-hearing Individuals' Preferences for Wearable and Mobile Sound Awareness Technologies.

, , , , , and . CHI, page 46. ACM, (2019)

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Immersive Scuba Diving Simulator Using Virtual Reality., , , , , , and . UIST, page 729-739. ACM, (2016)Toward User-Driven Sound Recognizer Personalization with People Who Are d/Deaf or Hard of Hearing., , , , , and . Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 5 (2): 63:1-63:23 (2021)Head-Mounted Display Visualizations to Support Sound Awareness for the Deaf and Hard of Hearing., , , , , , , and . CHI, page 241-250. ACM, (2015)Immersive Terrestrial Scuba Diving Using Virtual Reality., , , , , , and . CHI Extended Abstracts, page 1563-1569. ACM, (2016)What Do We Mean by Äccessibility Research"?: A Literature Survey of Accessibility Papers in CHI and ASSETS from 1994 to 2019., , , , , and . CHI, page 371:1-371:18. ACM, (2021)2021 SIG on Access in SIGCHI., , , , , and . CHI Extended Abstracts, page 156:1-156:3. ACM, (2021)Sound Sensing and Feedback Techniques for Deaf and Hard of Hearing People. University of Washington, USA, (2022)Pilot evaluation of a path-guided indoor navigation system for visually impaired in a public museum.. ASSETS, page 273-274. ACM, (2014)Automated GPU Grid Geometry Selection for OPENMP Kernels., , , , and . SBAC-PAD, page 442-449. IEEE, (2018)Prediction of quality degradation for mobile video streaming apps: A case study using YouTube., , , , , and . COMSNETS, page 1-2. IEEE, (2016)