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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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Eccentric Viewing(also: Eccentric Fixation)
A visual strategy used by people with central vision loss (such as from macular degeneration) in which they learn to use a peripheral area of the retina — called a preferred retinal locus (PRL) — to look at objects instead of the damaged central macula. Eccentric viewing…
Eccentric viewing(also: Preferred retinal locus, PRL)
A viewing strategy used by people with central vision loss (such as from macular degeneration) in which they learn to look slightly off-center to use a healthier area of the retina instead of the damaged macula. The part of the retina they train themselves to use is called the…
Electrical Muscle Stimulation(also: EMS, Neuromuscular Electrical Stimulation, NMES)
A technique that uses electrical impulses delivered through surface electrodes to elicit muscle contractions. EMS is used therapeutically for muscle re-education, spasticity management, and rehabilitation, and has been explored in HCI as an output modality — for example, guiding…
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…
Exergame(also: Exercise Game, Exergaming, Active Video Game)
A video game that requires physical activity beyond traditional handheld controller manipulation, combining gaming with exercise. Exergames use motion sensors, cameras, balance boards, or other input devices to track body movements as game controls. In rehabilitation contexts,…
Exergames(also: Exertion games, Active video games, AVGs)
Video games designed to require physical exertion — whole-body movement, resistance, or sustained aerobic activity — as the primary input modality. Exergames span consumer titles (e.g., Wii Fit, Ring Fit Adventure) and clinical applications for rehabilitation, balance training,…
Exoskeleton(also: Robotic Exoskeleton, Wearable Exoskeleton)
A wearable mechanical or robotic device that fits around a part of the body — typically the hand, arm, or leg — and provides powered movement assistance, resistance, or guided motion. In rehabilitation contexts, exoskeletons are used to support intensive, repetitive motor…

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