Accessibility of games and game-based applications: A systematic literature review and map** of future directions

L Hassan - new media & society, 2024 - journals.sagepub.com
Digital game technologies, that is, games and emerging game-based applications, are
pervasively spread in society as a means of entertainment, education and exercise, amongst …

From culture to smart culture. How digital transformations enhance citizens' well-being through better cultural accessibility and inclusion

M Fanea-Ivanovici, MC Pană - IEEE Access, 2020 - ieeexplore.ieee.org
The aim of the paper at hand is to discuss how digital transformations can improve citizens'
well-being in terms of cultural consumption possibilities. Culture is traditionally inextricably …

Computer entertainment technologies for the visually impaired: an overview

ML Ibáñez, AR Hernández, B Manero, MG Mata-García - IJIMAI, 2022 - dialnet.unirioja.es
Over the last years, works related to accessible technologies have increased both in number
and in quality. This work presents a series of articles which explore different trends in the …

Virtual reality audio game for entertainment and sound localization training

LG Gilberto, FR Bermejo, FC Tommasini… - ACM Transactions on …, 2024 - dl.acm.org
Within the gaming and electronics industry, there is a continuous evolution of alternative
applications. Nevertheless, accessibility to video games remains a persistent hurdle for …

Using gestural emotions recognised through a neural network as input for an adaptive music system in virtual reality

ML Ibáñez, M Miranda, N Alvarez, F Peinado - Entertainment Computing, 2021 - Elsevier
In this article, a head gesture recognition system is developed in order to identify emotional
inputs and provide them to an adaptive music system (LitSens) in virtual reality applications …

Emerging trends for resha** digital entertainment: role of demographics, consumer, and technological innovations

S Kumar - Digital Entertainment as Next Evolution in Service …, 2023 - Springer
The rise of digital media has started to transform the way people consume media. From
reading a newspaper to watching smart TV, there are various ways people consume media …

Managing Museum Visitors Journey with Disabilities: Some Best-in-Class Approaches

G Iodice, F Bifulco - The International Journal of the Inclusive …, 2024 - search.proquest.com
Museums are agents of change with a strong identity value. The cultural and social role they
are called to play reflects a relevant component of community well-being. In this context, the …

Unseen: a 3D immersive experience game for visually impaired individuals

CSC Rodrigues, V Nazareth, RO Azevedo… - … sobre Interação e …, 2023 - sol.sbc.org.br
The increasing importance of accessibility, particularly in disability rights, is evident."
Unseen" is a prototype with binaural audio technology to create an immersive 3D gaming …

[HTML][HTML] Un videojuego para estimular habilidades matemáticas en personas con síndrome de Down

LE GARCIA, RJ MEJIA, A SALAZAR… - Revista …, 2019 - w.revistaespacios.com
En este trabajo se presenta un videojuego educativo e inclusivo para estimular habilidades
matemáticas. Se sugiere además, un modelo de analíticas de juego como método de …

Unseen: Advancing Digital Accessibility with Binaural Audio Technology in an Immersive Gaming Prototype

CSC Rodrigues, V Nazareth… - Journal on …, 2025 - journals-sol.sbc.org.br
The growing significance of accessibility, particularly in the realm of disability rights, is
unmistakable." Unseen" emerges as a prototype leveraging binaural audio technology to …