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In general, video games not only prevail in entertainment but also have become an alternative methodology for knowledge learning, skill acquisition and assistance for medical treatment as well as health care in education,…
The popularity of computer games is remarkably high and is still growing every year. Despite this popularity and the economical importance of gaming, research in game design, or to be more precise, of game mechanics that can be used to…
This paper investigates the potential of vision-language models (VLMs) to assist people with blindness and low vision (pBLV) in navigation tasks. We evaluate state-of-the-art closed-source models, including GPT-4V, GPT-4o, Gemini-1.5-Pro,…
Virtual reality (VR) is an important new technology that is fun-damentally changing the way people experience entertainment and education content. Due to the fact that most currently available VR products are one size fits all, the…
As digital games continue to be explored as solutions to educational and behavioural challenges, the need for evaluation methodologies which support both the unique nature of the format and the need for comparison with other approaches…
Humans exhibit remarkable abilities to coordinate in groups. As large language models (LLMs) become more capable, it remains an open question whether they can demonstrate comparable adaptive coordination and whether they use the same…
In this paper, we developed a virtual reality (VR) system that can simulate color blindness and weakness. We built an immersive 3D web view interface where participants can discuss accessibility requirements for a fitness website projects…
Location-based games (LBG) impose virtual spaces on top of physical locations. Studies have explored LBG from various perspectives. However, a comprehensive study of who these players are, their traits, their gratifications, and the links…
Most existing assistive navigation tools focus on providing real-time guidance for Blind and Low-Vision (BLV) people, but few support building a holistic spatial understanding of unfamiliar environments before travel. Such cognitive map…
With the continuous growth in the consumer markets of mobile smartphones and increasingly in augmented reality wearable devices, several avenues of research investigate the relationships between the quality perceived by mobile users and the…
Architectural Education faces limitations due to its tactile approach to learning in classrooms with only 2-D and 3-D tools. At a higher level, virtual reality provides a potential for delivering more information to individuals undergoing…
The mobile gaming industry, particularly the free-to-play sector, has been around for more than a decade, yet it still experiences rapid growth. The concept of games-as-service requires game developers to pay much more attention to…
Recent years have seen an explosive increase in research on large language models (LLMs), and accompanying public engagement on the topic. While starting as a niche area within natural language processing, LLMs have shown remarkable…
Inferring human engagement from gameplay video is important for game design and player-experience research, yet it remains unclear whether vision--language models (VLMs) can infer such latent psychological states from visual cues alone.…
360{\deg} videos enable users to freely choose their viewing paths, but blind and low vision (BLV) users are often excluded from this interactive experience. To bridge this gap, we present Branch Explorer, a system that transforms 360{\deg}…
Vision-Language Models (VLMs) have achieved remarkable breakthroughs in recent years, enabling a diverse array of applications in everyday life. However, the substantial computational and storage demands of VLMs pose significant challenges…
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…
With the advent of mobile games and the according growing and competitive market, game user research can provide valuable insights and a competitive edge if methods and procedures are employed that match the distinct challenges that mobile…
"Scene description" applications that describe visual content in a photo are useful daily tools for blind and low vision (BLV) people. Researchers have studied their use, but they have only explored those that leverage remote sighted…
Dyslexia is a neurodevelopmental disorder estimated to strike approximately 5 to 10 per cent of the population. In particular, phonological dyslexia causes problems in connecting the sounds of words with their written forms. Consequently,…