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Toward Everyday Gaze Input: Accuracy and Precision of Eye Tracking and Implications for Design., , , , , , и . CHI, стр. 1118-1130. ACM, (2017)Augmenting on-screen instructions with micro-projected guides: when it works, and when it fails., , , и . UbiComp, стр. 203-212. ACM, (2010)Exploring Cross-Device Web Use on PCs and Mobile Devices., , , , , и . INTERACT (1), том 5726 из Lecture Notes in Computer Science, стр. 722-735. Springer, (2009)Everyday inclusive Web design: an activity perspective.. Inf. Res., (2007)Overview of assets 2019., , и . ACM SIGACCESS Access. Comput., (2020)Game changer: accessible audio and tactile guidance for board and card games., и . W4A, стр. 9:1-9:12. ACM, (2020)Using Large Language Models to Accelerate Communication for Users with Severe Motor Impairments., , , , , , , , , и 6 other автор(ы). CoRR, (2023)Tangibles + Programming + Audio Stories = Fun., и . ASSETS, стр. 341-342. ACM, (2017)ABC and 3D: opportunities and obstacles to 3D printing in special education environments., , и . ASSETS, стр. 107-114. ACM, (2014)"just let the cane hit it": how the blind and sighted see navigation differently., , , и . ASSETS, стр. 217-224. ACM, (2014)