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Glossary

Terms used in accessibility research and practice. Each entry has a definition, common aliases, and category tags.

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Accessible VR Gaming(also: Accessible Virtual Reality Games, Inclusive VR Gaming)
The design and development of virtual reality games and experiences that can be independently played and enjoyed by people with disabilities, including those who are blind or have low vision, deaf or hard of hearing, or have motor impairments. Accessible VR gaming requires…
Audio-Haptic Feedback Layering(also: Multimodal Feedback Layering)
A design technique for managing multiple concurrent non-visual feedback signals by strategically prioritizing, staggering, and adjusting audio and haptic cues to prevent sensory overload. Techniques include audio cutting (interrupting lower-priority sounds when urgent cues are…
Clock-Based Directional Audio(also: Clock-Face Audio Cueing, Clock Position Audio)
A spatial orientation system that communicates direction to users by referencing positions on a clock face (e.g., "3 o'clock" for right, "12 o'clock" for directly ahead), often combined with distance estimates. In accessible VR and gaming contexts, clock-based directional audio…
Exergame(also: Exercise Game, Active Video Game, Exergaming)
A video game that requires physical movement or exercise as the primary input mechanism, combining gameplay with physical activity. Exergames have been developed for consoles, virtual reality systems, and mobile devices, with applications in rehabilitation, fitness, and physical…

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