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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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  • Does a Sonar System Make a Blind Maze Navigation Computer Game More "Fun"?

    Matt Wilkerson, Amanda Koenig, James Daniel · 2010 · Proceedings of the 12th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2010)

    This student research paper from the Blind Programming Project at Southern Illinois University Edwardsville presents "The Dark Labyrinth," a zombie-killing maze navigation game designed entirely for blind players. The broader project goal is to create programmable video games…

    game accessibility · audio game · blind users · sonification · accessible programming

  • Broadening Accessibility Through Special Interests: A New Approach for Software Customization

    Robert R. Morris, Connor R. Kirschbaum, Rosalind W. Picard · 2010 · Proceedings of the 12th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2010)

    This paper from MIT Media Lab presents a software approach for automatically embedding the special interests of individuals with autism spectrum disorder (ASD) into computer-based interventions. People with ASD often have intense, narrow interests — ranging from specific cartoon…

    autism spectrum disorder · special interests · software customization · personalization · computer-mediated intervention

  • Vi-Bowling: A Tactile Spatial Exergame for Individuals with Visual Impairments

    Tony Morelli, John Foley, Eelke Folmer · 2010 · Proceedings of the 12th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2010)

    This paper presents VI Bowling, an accessible exergame (exercise video game) for blind and visually impaired players that introduces tactile dowsing — a novel interaction technique using vibrotactile feedback from a Nintendo Wii remote to perform spatial aiming challenges…

    exergame · visual impairment · haptic technology · game accessibility · physical activity

  • Exploring Visual and Motor Accessibility in Navigating a Virtual World

    Shari Trewin, Mark Laff, Vicki Hanson, Anna Cavender · 2009 · ACM Transactions on Accessible Computing

    This paper explores accessibility requirements for 3D virtual worlds, using PowerUp—an educational multiplayer game teaching middle schoolers about renewable energy—as a testbed. Virtual worlds present unique accessibility challenges: they rely on visual realism and dynamic…

    virtual reality · game accessibility · visual impairment · cerebral palsy · motor accessibility

  • Rock Vibe: Rock Band® Computer Games for People with No or Limited Vision

    Troy Allman, Rupinder K. Dhillon, Molly A.E. Landau, Sri H. Kurniawan · 2009 · Proceedings of the 11th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '09)

    This paper presents Rock Vibe, a modification of the commercial Rock Band® video game that replaces visual cues with haptic vibrations and audio feedback to enable people with no or limited vision to play the drumming component. The system uses an Arduino microcontroller to…

    game accessibility · visual impairment · blindness · haptic feedback · sensory substitution

  • TextSL: A Command-Based Virtual World Interface for the Visually Impaired

    Eelke Folmer, Bei Yuan, Dave Carr, Manjari Sapre · 2009 · Proceedings of the 11th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '09)

    This paper presents TextSL, a text-based client for the virtual world Second Life that enables access via screen readers. Second Life is a non-game virtual world where users control avatars to explore 3D environments, socialise with others, and interact with user-created objects…

    virtual worlds · visual impairment · screen readers · game accessibility · social interaction

  • PowerUp: An Accessible Virtual World

    Shari Trewin, Vicki L. Hanson, Mark R. Laff, Anna Cavender · 2008 · Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '08)

    This paper describes the design and validation of accessibility features for PowerUp, an IBM-developed multiplayer 3D virtual world educational game aimed at middle school students. The researchers were tasked with making the game usable by players with visual, hearing,…

    game accessibility · virtual reality · visual impairment · blindness · cognitive accessibility

  • Blind Hero: Enabling Guitar Hero for the Visually Impaired

    Bei Yuan, Eelke Folmer · 2008 · Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '08)

    This paper from the University of Nevada, Reno presents Blind Hero, a modification of the popular video game Guitar Hero that replaces visual stimuli with haptic feedback to enable visually impaired players to participate. The system uses a custom haptic glove with small pager…

    game accessibility · haptic feedback · visual impairment · sensory substitution · rhythm game

  • Sudoku Access: A Sudoku Game for People with Motor Disabilities

    Stéphane Norte, Fernando G. Lobo · 2008 · Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '08)

    This paper from the University of Algarve, Portugal presents Sudoku Access, an accessible version of the Sudoku puzzle game designed for people with motor disabilities. The system provides two alternative input methods: switch-based scanning and speech recognition, allowing…

    game accessibility · motor disability · scanning input · speech recognition · switch access

  • Improving the Efficacy of Automated Sign Language Practice Tools

    Helene Brashear · 2007 · SIGACCESS Accessibility and Computing

    This paper describes dissertation research on improving automatic sign language recognition for CopyCat, an interactive computer game that helps young deaf children practice American Sign Language (ASL). The work addresses a critical need: 90% of deaf children are born to…

    sign language · sign language detection · gesture-based interaction · computer vision · machine learning

  • Finger Dance: A Sound Game for Blind People

    Daniel Miller, Aaron Parecki, Sarah A. Douglas · 2007 · Proceedings of the 9th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '07)

    This paper from the University of Oregon presents Finger Dance, an original audio-based rhythm-action game designed specifically for visually impaired players. The authors take a different approach from the usual sensory substitution strategy (replacing visual elements with…

    audio game · game accessibility · blindness · rhythm-action game · sensory substitution

  • Non-speech Input and Speech Recognition for Real-time Control of Computer Games

    Adam J. Sporka, Sri H. Kurniawan, Murni Mahmud, Pavel Slavik · 2006 · Proceedings of the 8th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '06)

    This paper compares two acoustic input methods — speech recognition and non-speech humming — for controlling the arcade game Tetris in real time. The motivation is that while turn-based and strategic games are not greatly affected by motor impairments (they allow time for…

    game accessibility · speech recognition · non-speech input · motor impairment · voice control

  • 3D Sound Interactive Environments for Problem Solving

    Jaime Sánchez, Mauricio Sáenz · 2005 · Proceedings of the 7th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '05)

    This paper from the University of Chile presents AudioChile, a 3D sound virtual environment designed to help children with visual disabilities develop problem-solving skills through interactive exploration of Chilean geography and culture. AudioChile is a role-playing game…

    spatial audio · visual impairment · blindness · audio game · cognitive development

  • A Virtual Reality-Based Exercise Program for Stroke Rehabilitation

    David Jack, Rares Boian, Alma Merians, Sergei V. Adamovich, Marilyn Tremaine, Michael Recce, Grigore C. Burdea, Howard Poizner · 2000 · Proceedings of the Fourth International ACM Conference on Assistive Technologies (Assets '00)

    This paper from Rutgers University presents a PC-based desktop virtual reality system designed to rehabilitate hand function in stroke patients. Stroke is identified as the leading cause of adult disability, with 65% of the nearly four million stroke survivors in the United…

    virtual reality · stroke recovery · rehabilitation · haptic technology · force feedback

  • Conversational Gestures for Direct Manipulation on the Audio Desktop

    T. V. Raman · 1998 · Proceedings of the Third International ACM Conference on Assistive Technologies (Assets '98)

    This paper by T. V. Raman of Adobe Systems' Advanced Technology Group presents a systematic methodology for designing auditory interfaces by decomposing visual interaction into "conversational gestures" — the atomic building blocks of human-computer dialogue. Rather than…

    auditory interface · audio desktop · speech-enabling · conversational gestures · direct manipulation