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Reviews

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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  • Process Measures of Dyadic Collaborative Interaction for Social Skills Intervention in Individuals with Autism Spectrum Disorders

    Joshua Wade, Arpan Sarkar, Amy Swanson, Amy Weitlauf, Zachary Warren, Nilanjan Sarkar · 2017 · ACM Transactions on Accessible Computing

    This paper presents DOSE (Dyad-Operated Social Encouragement), an open-source collaborative game and data acquisition platform designed for social skills intervention in individuals with Autism Spectrum Disorder (ASD). The system addresses a gap in existing technology-based…

    autism spectrum disorder · social skills · collaborative games · dyadic interaction · process measures

  • 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

  • DysMusic: detecting dyslexia by web-based games with music elements

    Maria Rauschenberger · 2016 · Proceedings of the 13th International Web for All Conference (W4A)

    This doctoral consortium paper proposes DysMusic, a web-based serious game that uses music elements to detect dyslexia in children aged 3 to 6—before they enter formal schooling and begin experiencing academic failure. The research is motivated by longitudinal evidence showing…

    dyslexia · dyslexia screening · serious games · gamification · music accessibility

  • A Game to Target the Spelling of German Children with Dyslexia

    Maria Rauschenberger, Silke Fuechsel, Luz Rello, Clara Bayarri, Azuki Gòrriz · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This demonstration paper presents the adaptation of Dyseggxia, a successful Spanish spelling game for children with dyslexia, to the German language. The original Spanish version was evaluated in an 8-week study with 48 children (ages 6-11) and showed that error-based game…

    dyslexia · serious games · spelling · German · children

  • Towards Efficacy-Centered Game Design Patterns For Brain Injury Rehabilitation: A Data-Driven Approach

    Jinghui Cheng, Cynthia Putnam, Doris C. Rusch · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This paper presents a data-driven methodology for generating game design patterns specific to brain injury (BI) rehabilitation, addressing a communication gap between game designers and therapists. Brain injury affects approximately 6.4 million US children and adults, causing…

    brain injury · rehabilitation · game design · serious games · design patterns

  • 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

  • A Computer-Based Method to Improve the Spelling of Children with Dyslexia

    Luz Rello, Clara Bayarri, Yolanda Otal, Martin Pielot · 2014 · Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS 2014)

    This paper presents a novel method for improving the spelling skills of children with dyslexia through error-based exercises delivered via an iPad game called DysEggxia (Piruletras in Spanish). Unlike traditional approaches that present correct words as positive examples,…

    dyslexia · spelling · serious games · literacy · 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

  • 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

  • What is Wrong with This Word? Dyseggxia: A Game for Children with Dyslexia

    Luz Rello, Clara Bayarri, Azuki Gorriz · 2012 · Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2012)

    This demonstration paper presents Dyseggxia, a free mobile game application for iOS and Android that provides word exercises designed specifically for Spanish-speaking children with dyslexia. The game's content design is grounded in two empirical foundations: linguistic and…

    dyslexia · serious games · educational technology · Spanish language · reading accessibility

  • Interactive Virtual Client for Teaching Occupational Therapy Evaluative Processes

    Sharon Stansfield, Tom Butkiewicz, Evan Suma, Marilyn Kane · 2005 · Proceedings of the 7th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '05)

    This paper from Ithaca College describes a computer-based educational tool for occupational therapy (OT) students learning client evaluation techniques. The system uses a dialogue-based interface where students interact with a virtual client — a 3D character built using Valve's…

    occupational therapy · virtual patient · educational technology · simulation · serious games