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SMART ACCESSIBILITY 2017 : The Second International Conference on Universal Accessibility in the Internet of Things and Smart Environments


When Mar 19, 2017 - Mar 23, 2017
Where Nice, France
Submission Deadline Jan 10, 2017
Notification Due Feb 10, 2017
Final Version Due Feb 25, 2017
Categories    IOT   accessibility   assistive technologies   social

Call For Papers

SMART ACCESSIBILITY 2017, The Second International Conference on Universal Accessibility in the Internet of Things and Smart Environments

General page:

Submission page:

Event schedule: March 19 - 23, 2017 - Nice, France


- regular papers [in the proceedings, digital library]

- short papers (work in progress) [in the proceedings, digital library]

- ideas: two pages [in the proceedings, digital library]

- extended abstracts: two pages [in the proceedings, digital library]

- posters: two pages [in the proceedings, digital library]

- posters: slide only [slide-deck posted at]

- presentations: slide only [slide-deck posted at]

- demos: two pages [posted at]

- doctoral forum submissions: [in the proceedings, digital library]

Proposals for:

- mini symposia: see

- workshops: see

- tutorials: [slide-deck posed on]

- panels: [slide-deck posed on]

Submission deadline: January 10, 2017

Sponsored by IARIA,

Extended versions of selected papers will be published in IARIA Journals:

Print proceedings will be available via Curran Associates, Inc.:

Articles will be archived in the free access ThinkMind Digital Library:

The topics suggested by the conference can be discussed in term of concepts, state of the art, research, standards, implementations, running experiments, applications, and industrial case studies. Authors are invited to submit complete unpublished papers, which are not under review in any other conference or journal in the following, but not limited to, topic areas.

All tracks are open to both research and industry contributions, in terms of Regular papers, Posters, Work in progress, Technical/marketing/business presentations, Demos, Tutorials, and Panels.

Before submission, please check and comply with the editorial rules:

SMART ACCESSIBILITY 2017 Topics (for topics and submission details: see CfP on the site)

Call for Papers:


Accessibility fundamentals by design

Accessibility across the entire system lifecycle; Inclusive design of smart cities and smart environments; Universally designed apps accessible design of welfare and everyday technology; Adaptation and personalization - Design for one vs. Design for all; Design approaches, techniques, and tools for inclusive design; Universally accessible graphical and haptic design; Universal design, Design for all, Participatory design; Accessibility and Design for all in Standardization; Information provision; User-centric design.

Accessibility and assistive approaches for digital inclusion

Assistive technologies and interoperability multimodality and accessibility; Technology for independent living; Accessibility within e-organizations: Good practices and experiences; Web and Internet accessibility for digital inclusion; Citizen services, e-government accessibility, e-inclusion; Smart cities, accessibility and mobility; Availability and affordability for everyone; Cognitive and behavioral psychology of end-user; Experiences and scenarios; Universal usability; Accessibility and human-computer interaction; Learning apps for people with disabilities

Accessibility devices and applications

Accessibility portable smart devices; Smartphone and tablet use; Smartphones for elders; Accessibility for Android; Web and mobile platforms; Smart wheelchairs; Smartphones for blind users; Haptic Gloves; Zebra-crossing spotter; Assistive attachments to prosthetic devices; Google glasses; Digital and tactile drawing systems; Accessible media players; Smartwatch for deaf people; Vibro-tactile feedback devices; Drones for navigating visually impaired; Accessible graphing calculator; Assistive mobile apps; Smartphone reminder apps; Mobile phone apps for sign languages; Apps for perception of spaces

Interaction-driven accessibility

New interaction methods and modalities; Smart textiles and surfaces; Style and Screen Size on Touchscreen; Dynamic visualization; Images for visually impaired users; Graphics for blind persons; Tools for rehabilitation of individuals with brain injury; Tactile graphics helper; 3D printable accessible tactile pictures; Transcribing across the senses; Spatial databases for blind travelers; Sequential gestural passcodes; Automatic speech recognition; Interactive and collaborative map of the visually impaired; TeX-to-Braille transcribing; Visualizing phonemic information; Accessibility-oriented appliance displays; Fabric-based interactive surfaces; Tactile and visual feedback; Web datasets as accessible tables; Independent navigation for visually impaired; Haptic screen interfaces; Accessible Web browsing; Customized 3D-printable tactile maps;

Accessibility technologies

Eight-Dot and Six-Dot Braille Code; Audio Rendered Mathematics; Spatially-oriented audio descriptions; Text-to-speech synthesis; Access to games and ludic engagements; Accessible Metadata Generation; Multimodal digital accessibility; Spellcheckers for dyslexia; Unified notification for assistive services; Eye-tracking systems; Digital tactile graphics; Sign language animation; Market charts accessibility for visual impairments; Accessibility in mixed-ability workplaces; Tactile graphics using machine learning; Audio-tactile Web browsing systems; Dynamic stimuli; Games and virtual environments; Open-source speech-recognition platforms

Accessibility-oriented e-learning and cognitive training

Computational accessibility environments; Accessible online education; Disabled students' accessibility; Quality of e-learning systems; Supporting bilingual literacy of deaf children, Accessible mobile-learning; Augmented reality tools; e-Testing with interactive images; Audiovisual translation; Mental model construction in blind learners; Educational games for children; Teaching preschoolers with autism; Accessible texts for autism; 3D printing for integrated classrooms; Sensory substitution training; Classes for deaf and hard-of-hearing students; Online courses for intellectually disability students; Teaching accessibility

Assistive frameworks and systems

Spatial orientation for cognitive impairments; Universally accessible games; Ludology and narratology frameworks; Technologies for engaging various cultural heritages; Blind people’s information scanning systems; Deaf accessibility via Web-based multimedia; Technologies Blind or Low-vision people; Sonification techniques; Platforms for low-income blind people; Games for brain injury rehabilitation; Voting systems for impaired people; Personal sensing of accessibility maps

Social accessibility services

Industry and research collaboration; Learning from practice and technology transfer; Assisting neurodiverse employees; Inclusive and productive technical workforce; Accessibility research; Participating users with mental and cognitive disabilities; Support for cognitively impaired workers; Personal health records for senior healthcare; Accessible mobile biometrics for elderly; Acceptability and accessibility of wearable computing; Accessible services for functional diversity; Performance-impaired people in manual assembly processes; Vocational prompting systems for people with cognitive impairments; Calendars for individuals with cognitive disabilities; Online banking systems for cognitively disable people; School inclusion process; Assistive technology for blind grocery shoppers; Conversational assistive systems; Assistive services for special diseases (Parkinson, Alzheimer, Autisms)

Accessibility testing and training

Automated accessibility testing; Cognitive Assessment Fall-Prevention Oriented Exergames; Music therapy; Non-intrusive stabilization in fingers motions; Sensorimotor control via interactive surfaces; Recognizing patterns and shapes; Balance assessment technologies; One-switch video games; Fundamental voice frequency correction; Special education therapy systems; Assistive systems for mobility limitations; Guiding blind individuals in indoor environments; Game to detect accessibility levels; Learning empathy; Usability for accessibility; Dynamic audio feedback; Credibility assessment; Self-confidence training



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