A taxonomy of virtual worlds usage in education

I Duncan, A Miller, S Jiang - British Journal of Educational …, 2012 - Wiley Online Library
Virtual worlds are an important tool in modern education practices as well as providing
socialisation, entertainment and a laboratory for collaborative work. This paper focuses on …

Proxemics and social interactions in an instrumented virtual reality workshop

J Williamson, J Li, V Vinayagamoorthy… - Proceedings of the …, 2021 - dl.acm.org
Virtual environments (VEs) can create collaborative and social spaces, which are
increasingly important in the face of remote work and travel reduction. Recent advances …

[图书][B] Online gaming in context: The social and cultural significance of online games

G Crawford, VK Gosling, B Light - 2013 - api.taylorfrancis.com
There is little question of the social, cultural and economic importance of video games in the
world today, with gaming now rivalling the movie and music sectors as a major leisure …

Social VR: A new medium for remote communication and collaboration

J Li, V Vinayagamoorthy, J Williamson… - Extended Abstracts of …, 2021 - dl.acm.org
We are facing increasingly pressure on reducing travel and working remotely. Tools that
support effective remote communication and collaboration are much needed. Social Virtual …

[图书][B] The universal access handbook

C Stephanidis - 2009 - taylorfrancis.com
In recent years, the field of Universal Access has made significant progress in consolidating
theoretical approaches, scientific methods and technologies, as well as in exploring new …

Exploring asymmetric roles in mixed-ability gaming

D Gonçalves, A Rodrigues, ML Richardson… - Proceedings of the …, 2021 - dl.acm.org
The landscape of digital games is segregated by player ability. For example, sighted players
have a multitude of highly visual games at their disposal, while blind players may choose …

Who gets to play? Disability, open literacy, gaming

K Ellis, KT Kao - Cultural Science Journal, 2019 - sciendo.com
Video games are an expanding area of popular culture spanning traditional age, gender
and socioeconomic divides and appealing to a diverse market. People with disability …

PowerUp: an accessible virtual world

S Trewin, VL Hanson, MR Laff… - Proceedings of the 10th …, 2008 - dl.acm.org
PowerUp is a multi-player virtual world educational game with a broad set of accessibility
features built in. This paper considers what features are necessary to make virtual worlds …

Advances in Game Accessibility from 2005 to 2010

T Westin, K Bierre, D Gramenos, M Hinn - … , UAHCI 2011, Held as Part of …, 2011 - Springer
The research in the area of game accessibility has grown significantly since the last time it
was examined in 2005. This paper examines the body of work between 2005 and 2010. We …

An Adaptive Interface Design (AID) for enhanced computer accessibility and rehabilitation

Y Lin, J Breugelmans, M Iversen, D Schmidt - International Journal of …, 2017 - Elsevier
This study was aimed at the development of a non-intrusive, biosensor based, Adaptive
Interface Design (AID) that utilizes its users' physical abilities (rather than focusing on their …