Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse

J Dudley, L Yin, V Garaj, PO Kristensson - Virtual Reality, 2023 - Springer
Abstract Virtual Reality (VR) and Augmented Reality (AR) afford new forms of work and
leisure. While affordable and effective VR and AR headsets are now available, neither …

Examining identity as a variable of health technology research for older adults: a systematic review

C Harrington, A Martin-Hammond, KE Bray - Proceedings of the 2022 …, 2022 - dl.acm.org
Innovations in HCI research of health-related pervasive and ubiquitous technologies can
potentially improve older adults' access to healthcare resources and support long-term …

" Tell It Like It Really Is" A Case of Online Content Creation and Sharing Among Older Adult Bloggers

R Brewer, AM Piper - Proceedings of the 2016 CHI Conference on …, 2016 - dl.acm.org
While the majority of older adults are now active online, they are often perceived as passive
consumers of online information rather than active creators of content. As a counter to this …

[KNIHA][B] Springer handbook of augmented reality

AYC Nee, SK Ong - 2023 - books.google.com
The Springer Handbook of Augmented Reality presents a comprehensive and authoritative
guide to augmented reality (AR) technology, its numerous applications, and its intersection …

Critical reflections on technology to support physical activity among older adults: An exploration of leading HCI venues

K Gerling, M Ray, VV Abeele, AB Evans - ACM Transactions on …, 2020 - dl.acm.org
Contemporary policy on ageing overwhelmingly focuses on active ageing and achieving a
sustainable increase in disability-free years, leading to an agenda that promotes …

Designing movement-based play with young people using powered wheelchairs

K Gerling, K Hicks, M Kalyn, A Evans… - Proceedings of the 2016 …, 2016 - dl.acm.org
Young people using powered wheelchairs have limited access to engaging leisure
activities. We address this issue through a two-stage project; 1) the participatory …

Irrelevant gadgets or a source of worry: Exploring wearable activity trackers with older adults

D Vargemidis, K Gerling, VV Abeele, L Geurts… - ACM Transactions on …, 2021 - dl.acm.org
Wearable activity trackers are routinely applied in physical activity (PA) interventions in late
life, but there is little research that focuses on older adults' perspectives on the technology …

Inclusive adaptation of existing board games for gamers with and without visual impairments using a spatial augmented reality framework for touch detection and …

L Thevin, N Rodier, B Oriola, M Hachet… - Proceedings of the …, 2021 - dl.acm.org
Board games allow us to share collective entertainment experiences. They entertain
because of the interactions between players, physical manipulation of tokens and decision …

[HTML][HTML] Re-framing engagement for applied games: A conceptual framework

I Kniestedt, I Lefter, S Lukosch, FM Brazier - Entertainment computing, 2022 - Elsevier
Although games are frequently described as 'engaging', what this means exactly continues
to be subject of debate in game literature. Engagement is often defined through related …

How to present game difficulty choices? Exploring the impact on player experience

JD Smeddinck, RL Mandryk, MV Birk… - Proceedings of the …, 2016 - dl.acm.org
Matching game difficulty to player ability is a crucial step toward a rewarding player
experience, yet making difficulty adjustments that are effective yet unobtrusive can be …