In conjunction with ACM SIGCAS 6th International Conference on Information Technology for Social Good (GoodIT 2026), 2-4 September, Pisa, Italy
Modern devices and technologies can represent a digital barrier for users with disabilities, but they can be exploited to become enabling tools for them. Accessibility of devices and technologies is a critical topic to allow inclusion of all users, especially due to the European laws that impose accessibility for new products and the definition of an updated version of WCAG (Web Accessibility Guidelines). This track will invite scientists, engineers, and decision-makers from government, industry, and academia to present technical papers on their research and development results in areas of accessibility, including but not limited to the following topics:
Accessible devices/assistive technologies: assistive technologies refer to all the assistive, adaptive, and rehabilitative devices for people with disabilities that enable users to perform tasks they were formerly unable to accomplish. On the one hand, the widespread diffusion of new devices and technologies stimulates researchers to find and apply new solutions to make them accessible to anyone. On the other hand, experiences in accessibility-related fields have been exploited and have provided benefits to users equipped with non-conventional devices when they emerged in the market.
Accessible solutions for e-learning, e-commerce, e-banking, etc.: e-services and content often require specific technologies, being bound by specific constraints when accessed by people with disabilities equipped with assistive technologies. Specific interaction modalities may affect interactive service access, while richness and quantity of content may affect the users’ ability to process information.
Accessible content: e-books, accessible TV, accessible broadcasting, etc.
Accessibility of games: digital games often pose complex accessibility challenges due to multimodal interaction, real-time dynamics, and immersive environments; research in this area includes adaptive gameplay mechanics, multimodal feedback (e.g., haptic, audio, and visual enhancements), AI-driven difficulty and interface personalization, accessible VR/AR gaming experiences, and inclusive game design frameworks that support players with sensory, motor, cognitive, and neurodivergent conditions while preserving engagement and playability.
AI for Accessibility: AI can be exploited both for personalization (i.e., integrating AI-based personalization to support specific and special needs) and “enabler” (i.e., exploiting LLM to support the creation of accessible applications).
This track can interest many researchers since it would give the chance to face a wide range of topics, i.e., web or mobile technologies, with different points of view, taking into account specific technological constraints and digital barriers. It is well-known that the so-called “curb cut effect” can be applied to any technological and digital context (in terms of devices, content, and services): technologies that were originally meant to benefit people with disabilities can help any other users. Moreover, the history and the evolution of several technologies have been influenced and/or motivated by the special needs of people with disabilities.
Full Paper Submission Deadline: May 17th, 2026
Notification of Paper Acceptance: June 7th, 2026
Camera-ready Submission: June 21st, 2026
Conference Dates: 2-4 September 2026, Pisa, Italy