Related papers: POINTS -- Playful objects for inclusive, personali…
Many researchers have developed VR systems for people with visual impairments by using various audio feedback techniques. However, there has been much less study of collaborative VR systems in which people with visual impairments and people…
Wearables activity trackers are becoming widely adopted to understand individual behavior. Understanding behavior may help in self-regulation such as self-monitoring, goal-setting, self-corrective, etc.; Nevertheless, challenges exist in…
Autism Spectrum Disorder (ASD) is neurodevelopmental condition characterized by social interaction and communication difficulties, along with narrow and repetitive interests. Being an spectrum disorder, ASD affects individuals with a large…
This paper suggests that recent developments in video game technology have occurred in parallel to play being moved from public into private spaces, which has had impact on the way people interact with games. The paper also argues and that…
Video games, just like any other media have both explicit and implicit messages, and they can have impact on physical and mental health of the users. These impacts can be positive or negative. The impacts, the implications and the meanings…
Strength training is a key determinant of healthy aging, yet adherence to formal exercise programs among older adults remains low. While many technologies aim to encourage physical activity in older adults, they typically rely on dedicated…
As mixed-ability collaboration has become increasingly focal within accessibility research, managing varied, and sometimes conflicting, access needs has become a key consideration in designing for access. When an accessibility feature or…
Game-based technologies and mobile learning aids open up many opportunities for learners; however, evidence-based decisions on their appropriate use are necessary. This explorative study (N = 100) examines the role of game elements in…
Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification…
Wearable devices are a new form of mobile computer system that provides exclusive and user-personalized services. Wearable devices bring new issues and challenges to computer science and technology. This paper summarizes the development…
People with disabilities often face discrimination and lack of access in all areas of society. While improving the affordability and appropriateness of assistive technologies can pave the way for easier participation and independence,…
Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…
Myopia is an eye condition that makes it difficult for people to focus on faraway objects. It has become one of the most serious eye conditions worldwide and negatively impacts the quality of life of those who suffer from it. Although…
The rapid evolution of wearable technology marks a transformative phase in human-computer interaction, seamlessly integrating digital functionality into daily life. This paper explores the historical trajectory, current advancements, and…
We present a systematic review, an empirical study, and a first set of considerations for designing visualizations in motion, derived from a concrete scenario in which these visualizations were used to support a primary task. In practice,…
Data has transformative potential to empower people with Intellectual and Developmental Disabilities (IDD). However, conventional data visualizations often rely on complex cognitive processes, and existing approaches for day-to-day analysis…
In mixed-ability collaboration, eye contact is often treated as a default cue for attention and turn-taking. As these signals are primarily visual, they are not reliably accessible to people with visual impairments. While prior work…
There is great promise in creating effective technology experiences during situationally-induced impairments and disabilities through the combination of universal design and adaptive interfaces. We believe this combination is a powerful…
This paper puts forward the perspective that social play spaces are opportunities to utilise both technology and body for the benefit of community culture and engagement. Co-located social gaming coupled with tangible interfaces offer…
Education sector is adopting new technologies for both teaching and learning pedagogy. Augmented Reality (AR) is a new technology that can be used in the educational pedagogy to enhance the engagement with students. Students interact with…