Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse

J Dudley, L Yin, V Garaj, PO Kristensson - Virtual Reality, 2023 - Springer
Abstract Virtual Reality (VR) and Augmented Reality (AR) afford new forms of work and
leisure. While affordable and effective VR and AR headsets are now available, neither …

View of cartography in video games: Literature review and examples of specific solutions

T Horbiński, K Zagata - KN-Journal of Cartography and Geographic …, 2022 - Springer
Cartography in video games has rarely been a topic of scientific research. The authors,
through a literature review of this issue, intend to draw attention to and emphasize the …

Game accessibility for visually impaired people: a review

E Agrimi, C Battaglini, D Bottari, G Gnecco, B Leporini - Soft Computing, 2024 - Springer
Playing games is an important way to promote the integration, inclusion, and socialization of
participants. This is especially the case of persons with disabilities, such as visually impaired …

TacNote: Tactile and Audio Note-Taking for Non-Visual Access

WC Lee, CW Hung, CH Ting, P Chi… - Proceedings of the 36th …, 2023 - dl.acm.org
Blind and visually impaired (BVI) people primarily rely on non-visual senses to interact with
a physical environment. Doing so requires a high cognitive load to perceive and memorize …

A Systematic Review of Ability-diverse Collaboration through Ability-based Lens in HCI

L Xiao, M Bandukda, K Angerbauer, W Lin… - Proceedings of the CHI …, 2024 - dl.acm.org
In a world where diversity is increasingly recognised and celebrated, it is important for HCI to
embrace the evolving methods and theories for technologies to reflect the diversity of its …

Towards Construction-Oriented Play for Vision-Diverse People

A Rodriguez, N Devasia, M Pei, JA Kientz - Proceedings of the 26th …, 2024 - dl.acm.org
Playful forms of construction, both analog and digital, enable players of all ages to build
whatever they imagine. Engaging in construction-oriented play grants diverse people a wide …

Understanding tabletop games accessibility: exploring board and card gaming experiences of people who are blind and low vision

A Bolesnikov, J Kang, A Girouard - Proceedings of the Sixteenth …, 2022 - dl.acm.org
Gaming accessibility research for blind or low vision (BLV) communities largely focuses on
digital games. There is a need for designers to understand BLV's experience with tabletop …

Exploring Rulebook Accessibility and Companionship in Board Games via Voiced-based Conversational Agent Alexa

S Karim, J Kang, A Girouard - Proceedings of the 2023 ACM Designing …, 2023 - dl.acm.org
The inaccessibility of rulebooks hinders the rule learning experience of board game players
who are blind or have low vision (BLV). We conducted two qualitative studies to explore the …

The FlexiBoard: Tangible and Tactile Graphics for People with Vision Impairments

M Raynal, J Ducasse, MJM Macé, B Oriola… - Multimodal …, 2024 - mdpi.com
Over the last decade, several projects have demonstrated how interactive tactile graphics
and tangible interfaces can improve and enrich access to information for people with vision …

Playing Without Barriers: Crafting Playful and Accessible VR Table-Tennis with and for Blind and Low-Vision Individuals

SS Kamath, A Zeidieh, O Khan, D Sethi… - Proceedings of the 26th …, 2024 - dl.acm.org
Virtual reality (VR) has been celebrated for its immersive experiences, yet its potential for
creating accessible and enjoyable environments for Blind and Low-Vision (BLV) individuals …