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Overview of assets 2019., , and . ACM SIGACCESS Access. Comput., (2020)Toward Everyday Gaze Input: Accuracy and Precision of Eye Tracking and Implications for Design., , , , , , and . CHI, page 1118-1130. ACM, (2017)Augmenting on-screen instructions with micro-projected guides: when it works, and when it fails., , , and . UbiComp, page 203-212. ACM, (2010)Exploring Cross-Device Web Use on PCs and Mobile Devices., , , , , and . INTERACT (1), volume 5726 of Lecture Notes in Computer Science, page 722-735. Springer, (2009)Everyday inclusive Web design: an activity perspective.. Inf. Res., (2007)Game changer: accessible audio and tactile guidance for board and card games., and . W4A, page 9:1-9:12. ACM, (2020)Using Large Language Models to Accelerate Communication for Users with Severe Motor Impairments., , , , , , , , , and 6 other author(s). CoRR, (2023)"It is fascinating to make these beasts fly": Understanding Visually Impaired People's Motivations and Needs for Drone Piloting., , , and . ASSETS, page 42:1-42:12. ACM, (2021)Tangibles + Programming + Audio Stories = Fun., and . ASSETS, page 341-342. ACM, (2017)Touchplates: low-cost tactile overlays for visually impaired touch screen users., , and . ASSETS, page 22:1-22:8. ACM, (2013)