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The literature-review database. Every paper Bob has reviewed (he has read many more), with a short summary, key findings, and tags. Browse, filter, search.

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  • Tangicraft: A Multimodal Interface for Minecraft

    David Bar-El, Thomas Large, Lydia Davison, Marcelo Worsley · 2018 · Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '18)

    This demonstration paper presents Tangicraft, a work-in-progress multimodal interface designed to enable visually impaired children to play and collaborate in Minecraft, one of the world's most popular video games with over 121 million copies sold. Like most commercial games,…

    game accessibility · visual impairment · children · haptic feedback · tangible interface

  • Jellys: Towards a Videogame that Trains Rhythm and Visual Attention for Dyslexia

    Mikel Ostiz-Blanco, Marie Lallier, Sergi Grau, Luz Rello, Jeffrey P. Bigham, Manuel Carreiras · 2018 · Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2018)

    This demo paper describes Jellys, a video game designed to train two cognitive components linked to reading development — auditory rhythm perception and visual attention — as an intervention for children with dyslexia. The research is grounded in evidence that the cognitive…

    dyslexia · serious games · game accessibility · reading accessibility · visual attention

  • Video Gaming for the Vision Impaired

    Manohar Swaminathan, Sujeath Pareddy, Tanuja Sunil Sawant, Shubi Agarwal · 2018 · Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2018)

    This Microsoft Research demo paper presents the Responsive Spatial Audio Cloud (ReSAC), a novel interaction toolkit designed to make mainstream video games accessible to people with visual impairments. The research is motivated by the finding that visually impaired people want…

    blindness · game accessibility · spatial audio · sonification · 3D sound

  • Evaluating an iPad Game to Address Overselectivity in Preliterate AAC Users with Minimal Verbal Behavior

    LouAnne E. Boyd, Kathryn E. Ringland, Heather Faucett, Alexis Hiniker, Kimberley Klein, Kanika Patel, Gillian R. Hayes · 2017 · Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '17)

    This paper evaluates Go Go Games, an iPad-based therapeutic game suite designed to teach Multiple Cue Responding (MCR) to preliterate, minimally verbal children who exhibit overselectivity — a learning challenge where individuals attend to only one or a few features of a…

    augmentative and alternative communication · autism spectrum disorder · children · cognitive accessibility · game accessibility

  • An online chess game designed for people with dyslexia

    Luz Rello, Sergi Subirats, Jeffrey P. Bigham · 2016 · Proceedings of the 13th International Web for All Conference (W4A)

    This paper presents an online chess learning platform specifically designed for people with dyslexia and investigates whether people with dyslexia learn and play chess differently from those without. The researchers built an instrumented web-based chess game incorporating…

    dyslexia · serious games · game accessibility · learning disabilities · cognitive accessibility

  • Games for People with Developmental Disabilities

    Taylor Gotfrid · 2016 · Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '16)

    This short paper (doctoral consortium contribution) presents two web-based games developed for people with developmental disabilities (DD) in collaboration with Hope Services, a California non-profit. The work addresses the gap that most existing educational applications…

    developmental disability · game accessibility · cognitive accessibility · educational technology · iPad

  • Would You Be Mine: Appropriating Minecraft as an Assistive Technology for Youth with Autism

    Kathryn E. Ringland, Christine T. Wolf, LouAnne E. Boyd, Mark S. Baldwin, Gillian R. Hayes · 2016 · Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '16)

    This paper presents findings from a 24-month digital ethnography of Autcraft, a semi-private Minecraft server created for children with autism and their allies, examining how this community has appropriated the game into a variety of assistive technologies. Autcraft has over…

    autism · gaming · game accessibility · DIY assistive technology · social accessibility

  • Designing Wheelchair-Based Movement Games

    Kathrin M. Gerling, Regan L. Mandryk, Matthew Miller, Michael R. Kalyn, Max Birk, Jan D. Smeddinck · 2015 · ACM Transactions on Accessible Computing (TACCESS)

    This paper presents KINECTWheels, a toolkit for integrating wheelchair movements into motion-based video games, along with two games built using the toolkit: Cupcake Heaven (designed for older adults in care facilities) and Wheelchair Revolution (a competitive dance game for…

    wheelchair · game accessibility · exergame · Kinect · motor impairment

  • Can We Make Dynamic, Accessible and Fun One-Switch Video Games?

    Sebastián Aced López, Fulvio Corno, Luigi De Russis · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This demonstration paper tackles a significant gap in accessible gaming: children with severe motor disabilities who rely on single-switch input are typically limited to static, time-independent games that lack the dynamic engagement of mainstream video games. The fundamental…

    switch access · game accessibility · motor disabilities · children · assistive technology

  • Sensory Substitution Training for Users Who Are Blind with Dynamic Stimuli, Games and Virtual Environments

    Shachar Maidenbaum · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This paper explores whether gamification and dynamic training can address one of the major barriers to sensory substitution device (SSD) adoption: the long, arduous learning process. SSDs like EyeMusic convert visual information into sound, enabling people who are blind to…

    sensory substitution · blindness · congenital blindness · visual rehabilitation · gamification

  • Design and Evaluation of a Networked Game to Support Social Connection of Youth with Cerebral Palsy

    Hamilton A. Hernandez, Mallory Ketcheson, Adrian Schneider, Zi Ye, Darcy Fehlings, Lauren Switzer, Virginia Wright, Shelly K. Bursick, Chad Richards, T.C. Nicholas Graham · 2014 · ASSETS '14: Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility

    This paper presents Liberi, a networked video game custom-designed to foster social interaction among youth with cerebral palsy (CP). Youth with CP—particularly those classified at GMFCS level III who require mobility aids—experience social isolation due to mobility limitations…

    cerebral palsy · game accessibility · social interaction · motor impairments · inclusive design

  • An Immersive Physical Therapy Game for Stroke Survivors

    Conor Kaminer, Kevin LeBras, Jordan McCall, Tan Phan, Paul Naud, Mircea Teodorescu, Sri Kurniawan · 2014 · Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS)

    This demo paper presents an immersive 3D game system designed to gamify physical therapy exercises for stroke survivors, enabling home-based rehabilitation that is both more engaging and capable of recording therapy progress. Stroke is identified as the number one cause of adult…

    stroke recovery · virtual reality · game accessibility · rehabilitation · physical therapy

  • Performing Locomotion Tasks in Immersive Computer Games with an Adapted Eye-Tracking Interface

    Stephen Vickers, Howell Istance, Aulikki Hyrskykari · 2013 · ACM Transactions on Accessible Computing

    This paper presents an approach to designing and adapting eye-gaze interaction techniques for locomotion tasks in immersive 3D games, specifically targeting young people with severe physical disabilities. The researchers developed a "transparent overlay" technique where…

    eye tracking · game accessibility · cerebral palsy · muscular dystrophy · adaptive interfaces

  • VBGhost: A Braille-Based Educational Smartphone Game for Children

    Lauren R. Milne, Cynthia L. Bennett, Richard E. Ladner · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '13)

    This short paper presents VBGhost, an accessible educational smartphone game for blind and low vision children that reinforces Braille literacy through gameplay. The game is based on Ghost, a word-building game where players take turns adding letters to a growing word fragment…

    braille · mobile accessibility · game accessibility · blind children · education

  • Visual Complexity, Player Experience, Performance and Physical Exertion in Motion-Based Games for Older Adults

    Jan Smeddinck, Kathrin M. Gerling, Saranat Tiemkeo · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '13)

    This paper investigates how visual complexity (graphical fidelity) affects player experience, in-game performance, and physical exertion in motion-based games designed for older adults. The study is motivated by the growing use of kinesiatric serious games (KSGs) in physical…

    game accessibility · older adults · aging · visual complexity · serious games

  • Eyes-Free Yoga: An Exergame Using Depth Cameras for Blind & Low Vision Exercise

    Kyle Rector, Cynthia L. Bennett, Julie A. Kientz · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper presents Eyes-Free Yoga, an exergame built on the Microsoft Kinect that teaches six yoga poses to people who are blind or low vision using entirely auditory feedback. Research shows that people with visual impairments are more likely to be obese and less physically…

    visual impairment · blindness · exergame · eyes-free interaction · auditory feedback

  • Motion-Games in Brain Injury Rehabilitation: An In-Situ Multi-Method Study of Inpatient Care

    Cynthia Putnam, Jinghui Cheng · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This poster paper explores how commercial motion-based video games (Xbox Kinect, Nintendo Wii) are used in a rehabilitation hospital for patients with brain injuries. The researchers collaborated with therapists at the Schwab Rehabilitation Hospital (SRH) in Chicago, which…

    brain injury · rehabilitation · motion gaming · exergame · game accessibility

  • An Empirical Study of Issues and Barriers to Mainstream Video Game Accessibility

    John R. Porter, Julie A. Kientz · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper investigates the real-world state of video game accessibility through two complementary empirical studies. The first is an online survey of 55 gamers with disabilities, exploring their gaming habits, the platforms they use, the types of games they play, and the…

    game accessibility · video games · assistive technology · motor impairment · visual impairment

  • Wheelchair-Based Game Design for Older Adults

    Kathrin M. Gerling, Regan L. Mandryk, Michael R. Kalyn · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper addresses the design of motion-based video games that are accessible to institutionalized older adults using wheelchairs. More than half of Canadians over 65 in residential care use wheelchairs, and wheelchair use severely limits opportunities for physical activity…

    game accessibility · wheelchair · older adults · motion-based games · Kinect

  • Reusable Game Interfaces for People with Disabilities

    Javier Torrente · 2012 · Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2012)

    This doctoral consortium paper proposes that creating specialized, reusable accessibility tools for game developers can significantly reduce the cost and effort of making games accessible to people with disabilities. The author argues that while games have expanded beyond…

    game accessibility · serious games · audio games · eyes-free interaction · 3D audio

  • Turning Off-The-Shelf Games into Biofeedback Games

    Regan L. Mandryk, Michael Kalyn, Yichen Dang, Andre Doucette, Brett Taylor, Shane Dielschneider · 2012 · Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2012)

    This demonstration paper presents two systems that convert existing commercial off-the-shelf games into biofeedback (BF) training games for people with cognitive impairments. Biofeedback training — particularly neurofeedback using EEG — has been shown effective for helping…

    biofeedback · neurofeedback · EEG · cognitive impairment · ADHD

  • Liberi and the Racer Bike: Exergaming Technology for Children with Cerebral Palsy

    Zi Ye, Hamilton A. Hernandez, T.C. Nicholas Graham, Darcy Fehlings, Lauren Switzer, Md Ameer Hamza, Irina Schumann · 2012 · Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2012)

    This demonstration paper presents Liberi, a multiplayer exercise video game, and a custom cycling-based exergaming station designed to enable children with cerebral palsy (CP) to engage in vigorous physical exercise while playing with peers. Children with CP face limited…

    cerebral palsy · exergame · children · physical activity · participatory design

  • Brazilian Sign Language Multimedia Hangman Game: A Prototype of an Educational and Inclusive Application

    Renata Cristina Barros Madeo · 2011 · The Proceedings of the 13th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This doctoral consortium paper presents a prototype educational game — a hangman game that uses Brazilian Sign Language (BSL/Libras) as its input method. Instead of typing letters on a keyboard, players perform fingerspelling signs from the Libras manual alphabet in front of a…

    sign language · sign language recognition · deaf accessibility · educational technology · game accessibility

  • Accessibility of 3D Game Environments for People with Aphasia: An Exploratory Study

    Julia Galliers, Stephanie Wilson, Sam Muscroft, Jane Marshall, Abi Roper, Naomi Cocks, Tim Pring · 2011 · The Proceedings of the 13th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper reports on an exploratory study investigating how people with aphasia interact with 3D game environments and related technologies. Conducted as part of the GReAT (Gesture Recognition in Aphasia Therapy) project at City University London, the study involved five people…

    aphasia · game accessibility · virtual reality · stroke recovery · cognitive accessibility

  • TextSL: a screen reader accessible interface for second life

    Bugra Oktay, Eelke Folmer · 2010 · Proceedings of the 2010 International Cross Disciplinary Conference on Web Accessibility (W4A)

    This paper presents TextSL, a text-based command interface for Second Life that enables visually impaired users to explore and interact with the virtual world using a screen reader (JAWS). Inspired by multi-user dungeon (MUD) text adventure games like Zork — the predecessors of…

    virtual worlds · screen readers · visual impairment · blindness · text-based interface