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Sports and machine learning: How young people can use data from their own bodies to learn about machine learning.

, , and . ACM Crossroads, 25 (4): 44-49 (2019)

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Game changer: accessible audio and tactile guidance for board and card games., and . W4A, page 9:1-9:12. ACM, (2020)Overview of assets 2019., , and . ACM SIGACCESS Access. Comput., (2020)Augmenting on-screen instructions with micro-projected guides: when it works, and when it fails., , , and . UbiComp, page 203-212. ACM, (2010)Toward Everyday Gaze Input: Accuracy and Precision of Eye Tracking and Implications for Design., , , , , , and . CHI, page 1118-1130. ACM, (2017)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)Using Large Language Models to Accelerate Communication for Users with Severe Motor Impairments., , , , , , , , , and 6 other author(s). CoRR, (2023)Cyclops: Designing an eye-controlled instrument for accessibility and flexible use., , and . NIME, page 576-580. nime.org, (2020)The AT Effect: How Disability Affects the Perceived Social Acceptability of Head-Mounted Display Use., , , , and . CHI, page 4884-4895. ACM, (2016)Collaborative Accessibility: How Blind and Sighted Companions Co-Create Accessible Home Spaces., and . CHI, page 2373-2382. ACM, (2015)