Related papers: POINTS -- Playful objects for inclusive, personali…
The inner views of all our applications are predetermined by the designers; only some non-significant variations are allowed with the help of adaptive interface. In several programs you can find some moveable objects, but it is an extremely…
Most digital bodily games focus on the body as they use movement as input. However, they also draw the player's focus away from the body as the output occurs on visual displays, creating a divide between the physical body and the virtual…
The navigation of indoor spaces poses difficult challenges for individuals with visual impairments, as it requires processing of sensory information, dealing with uncertainties, and relying on assistance. To tackle these challenges, we…
The purpose of this work is to explore a teaching methodology aimed at communicating topics and subjects not typically studied and analyzed in the (Italian) secondary school. We focused specifically on the use of videogames as a…
We propose that accessibility research can lay the foundation for technology that can be used to augment the perception of everyone. To show how this can be achieved, we present three case studies of our research in which we demonstrate our…
Cities are becoming very congested. There is a need to reduce the number of private cars on the roads, by maximising the potential for local public transport. With the increasing awareness of transport that is sustainable in the sense of…
The focus of this paper is on wearable technologies which are increasingly being employed in the medical field. From smart watches to smart glasses, from electronic textile to data gloves; several gadgets are playing important roles in…
Outcome-driven studies designed to evaluate potential effects of games and apps designed to promote healthy eating and exercising remain limited either targeting design or usability factors while omitting out health-based outcomes…
Programming courses in computing science are important because they are often the first introduction to computer programming for many students. Many university students are overwhelmed with the information they must learn for an…
According to the World Health Organization, more than one billion people worldwide have disabilities. The field of disability studies defines disability through a social lens; people are disabled to the extent that society creates…
In the early stages of the COVID-19 pandemic, many events and conferences hastily converted to a virtual format, and many commercial ventures promptly developed tools promising seamless transitions to virtual spaces. In particular, efforts…
AR, a recent emerging technology, has been widely used in entertainment to provide users with immersive, interactive, and, sometimes, engaging experiences. The process of rehabilitation treatment and motor training process is often boring,…
Intellectual Disability (ID) is characterized by deficits in intellectual functioning and adaptive behavior, necessitating customized therapeutic interventions to improve daily life skills. This paper presents the development and evaluation…
Visually impaired individuals rely heavily on accurate and timely information about obstacles and their surrounding environments to achieve independent living. In recent years, significant progress has been made in the development of…
School classrooms are equipped with more and more mobile devices. However, the latest studies show that their use by teachers is still very limited because of a lack of resources and applications adapted to use these artifacts in education.…
Health wearables in combination with gamification enable interventions that have the potential to increase physical activity -- a key determinant of health. However, the extant literature does not provide conclusive evidence on the benefits…
From colored pixels to hyper-realistic 3D landscapes of virtual reality, video games have evolved immensely over the last few decades. However, video game input still requires two-handed dexterous finger manipulations for simultaneous…
This study seeks to identify the potential role of AI-driven assistive technologies in enhancing access to libraries for persons with varying degrees of challenges. Traditional libraries pose a problem to many users with vision and…
Neurofeedback games are an effective and playful approach to enhance certain social and attentional capabilities in children with autism, which are promising to become widely accessible along with the commercialization of mobile EEG…
Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres…