相关论文: Myopic Bike and Say Hi: Games for Empathizing with…
Bionic vision is a rapidly advancing field aimed at developing visual neuroprostheses ('bionic eyes') to restore useful vision to people who are blind. However, a major outstanding challenge is predicting what people 'see' when they use…
Mobile games are becoming a vital medium for social interaction, offering a platform that transcends geographical boundaries. An increasing number of visually impaired individuals are engaging in mobile gaming to connect, collaborate,…
Dyslexia is a neurodevelopmental disorder that is estimated to affect about 5-10% of the population. In particular, phonological dyslexia causes problems in connecting the sounds of words with their written forms. This results in…
As digital worlds become ubiquitous via video games, simulations, virtual and augmented reality, people with disabilities who cannot access those worlds are becoming increasingly disenfranchised. More often than not the design of these…
People with vision impairments (VIPs) often rely on their remaining vision when interacting with user interfaces. Simulating visual impairments is an effective tool for designers, fostering awareness of the challenges faced by VIPs. While…
Bionic vision uses neuroprostheses to restore useful vision to people living with incurable blindness. However, a major outstanding challenge is predicting what people 'see' when they use their devices. The limited field of view of current…
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,…
Presbyopia, a common age-related vision condition affecting most people as they age, often remains inadequately understood by those unaffected. To help bridge the gap between abstract accessibility knowledge and a more grounded appreciation…
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…
Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR sickness can cause strong discomfort, decrease users' presence and enjoyment, especially in games, shorten the duration of the VR experience, and can even…
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…
Promoting exercise and promoting fun in sport and activity is a common goal of schools. However, children and adolescents do not exercise enough, which can favor a number of chronic illnesses. Exercise and sports often require coordination…
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…
Social VR has increased in popularity due to its affordances for rich, embodied, and nonverbal communication. However, nonverbal communication remains inaccessible for blind and low vision people in social VR. We designed accessible cues…
Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is becoming accessible to the mass market. Virtual reality provides immersive experiences…
To promote empathy with people that have disabilities, we propose a multi-sensory interactive experience that allows sighted users to embody having a visual impairment whilst using assistive technologies. The experiment involves blindfolded…
Although serious games have been increasingly used for mental health applications, few explicitly address coping with grief as a core mechanic and narrative experience for patients. Existing grief-related digital games often focus on…
Virtual Reality (VR) provides immersive experiences in the virtual world, but it may reduce users' awareness of physical surroundings and cause safety concerns and psychological discomfort. Hence, there is a need of an ambient information…
In virtual reality games, players dive into fictional environments and can experience a compelling and immersive world. State-of-the-art VR systems allow for natural and intuitive navigation through physical walking. However, the tracking…
Brain-computer interface (BCI) systems have potential as assistive technologies for individuals with severe motor impairments. Nevertheless, individuals must first participate in many training sessions to obtain adequate data for optimizing…